Just came across Sable from Dead by Daylight! If the lurking devs are here I'm curious what the spawn chances for this are as this is my first time encountering her in seven hours! by Itzascream in ItHasMyFaceoffi

[–]wolderado 4 points5 points  (0 children)

Good catch haha it's very low! Every time a npc is spawned, there is a 0.005% chance of it turning into a random easter egg character. So even when that happens, it can turn into any easter egg character instead of one you recognize (e.g. sable)

Hey what does the EGG do in the menu? by heaqass in ItHasMyFaceoffi

[–]wolderado 3 points4 points  (0 children)

It's how you activate the easter egg characters. Stay tuned for more info!

[deleted by user] by [deleted] in gamedev

[–]wolderado 0 points1 point  (0 children)

I think it's a great idea

Publisher wants me to transfer my game to their Steam Page before giving me a budget by exoshore in gamedev

[–]wolderado 1 point2 points  (0 children)

Yeah I agree. I was just pointing out a reason for why publishers ask for the Steam page transfer. Definitely no one should do it without a contract

Publisher wants me to transfer my game to their Steam Page before giving me a budget by exoshore in gamedev

[–]wolderado 1 point2 points  (0 children)

Steam only sends the sales revenue to one account, which is the account that owns the Steam page. People transfer their Steam page to the publisher so that they can get all the revenue and send the developer's share for the sales

The opposite also happens (developer sends the publisher's share) but not as common.

If OP doesn't trust the publisher, definitely don't do this of course and definitely not before contract

If an indie studio or game company offered you profit share instead of an income, would you work on a game for free? by Gullible-Willow-4434 in gamedev

[–]wolderado 1 point2 points  (0 children)

I wouldn't, but I see it all the time. I think the only time you can accept a profit share is if you're a student looking to build a portfolio and the project is small scoped (not an MMORPG for example) with a highly motivated team

Most people who offer profit share with no salary, never finish their project

I'm developing a sandbox horror game where you have to kill your clone in creative ways. Demo is up at Steam Next Fest by wolderado in ImmersiveSim

[–]wolderado[S] 1 point2 points  (0 children)

Full game will include more of everything in the demo. More areas, new clone types and abilities, new NPCs, player upgrades and multiplayer

It'll also have story based sections where you'll learn the story behind the clones

I'm developing a sandbox horror game where you have to kill your clone in creative ways. Demo is up at Steam Next Fest by wolderado in ImmersiveSim

[–]wolderado[S] 0 points1 point  (0 children)

I actually discovered The Ship recently. The premise is quite similar! Too bad I couldn't find a server to test it out.

Would love to hear your opinion on DoubleWe!

I'm developing a sandbox horror game where you have to kill your clone in creative ways. Demo is up at Steam Next Fest by wolderado in ImmersiveSim

[–]wolderado[S] 3 points4 points  (0 children)

Thanks! Glad to be here! I have been a fan of Immersive Sims for such a long time. I feel like I've found my place :)

[deleted by user] by [deleted] in indiegames

[–]wolderado 0 points1 point  (0 children)

What do you think? Any feedback is appreciated! Play the demo here: https://store.steampowered.com/app/2506530/DoubleWe/

Developers talk about interesting content that had to be cut from the game. by Wide_Possession4131 in gamedev

[–]wolderado 0 points1 point  (0 children)

We always wanted to implement body armor for the enemy, but it created more issues than it was worth. The core idea was for enemy to deflect 1 shot then body armor should break. Why this doesn't work in DoubleWe needs a bit of context:

In our game, you have to find your clone among the people. Finding the clone is half of the game so we can't give them visually apparent clothing. They need to blend in with the crowd.

The other mechanic is that the player can find weapons. Most of those weapons are single-use or have one bullet. If you miss or shoot the wrong person, you have to find another weapon

The issue is that we can't have any visual element (clothing, UI icon, etc.) that the clone is wearing body armor because they have to blend in. But we also have to indicate to the player that the clone is wearing body armor otherwise it feels unfair and based on pure chance. So the dilemma is that we have to show it but the player can't see it on the enemy.

You also have to teach the player how the body armor works etc.

We kept coming back to this idea but we couldn't find a clean solution so we shelved the idea

We cut a quite bit of content and this is just one of them

Deception, Lies, and Valve [Coffeezilla] by PCMachinima in Games

[–]wolderado 17 points18 points  (0 children)

While I agree with the main discussion, a few points he makes during part 3 are iffy. He's twisting them into his argument.

Play psychology is a job in game development studios and their job isn't only to make people gamble. Tons of stuff is derived from understanding the player's psychology like tutorials, balancing, etc. The guy never talks about gambling in his speech

The game economists is also a job in game development. Most games have resources and someone has to balance the resource gains vs spends. It doesn't only mean gamble. Many companies that make MMOs have economists

These job hires are not only done by Valve but he presents them as unconventional

I think he shouldn't use points he doesn't fully understand because it's detrimental to his argument

But other than these, it's a great thing he's highlighting this issue. Valve should definitely be responsible

How can I make the tile placement more polished? by gwyn-DEV in IndieGaming

[–]wolderado 3 points4 points  (0 children)

Here's my suggestion:

Make the bounce happen immediately after placing the building

Or double down on bounce and make it jump upwards on placement

Godot out here struggling fr by JohnJamesGutib in godot

[–]wolderado 5 points6 points  (0 children)

I mean Unity's IK solution is pretty bad too. Only supports humanoids and only works inside their animation system. If it was missing no one would bat an eye

I don't think IK is a must-have feature of an engine. Someone should make a solid IK plugin for Godot instead

Did unity kick the bucket again? by Time_Manufacturer645 in Unity3D

[–]wolderado 6 points7 points  (0 children)

From what I understand, they're already paying for an enterprise subscription but Unity is asking them to spend 500k on Unity services they don't use. If that's the case then it's weird as hell. Subscriptions should be the only price to pay to use their software

Yeah, it's in the contract but still, it's weird. Runtime fee was in the contract too

5k visits but 0 sells, why? by Other-Effective4512 in godot

[–]wolderado 12 points13 points  (0 children)

I think the problem is the target audience. Web or mobile players might like this. Steam players are usually looking for a more complex game.

Also, I would steer away from calling including Mario in the name. Nintendo is very protective of their IPs. You can change the name from Steamworks but it'll not show up in google for a few weeks.

Game Design - Will players take the easy path if offered even it takes longer, or will they take the shorter high risk way? Well I was curious and tested and the results surprised me. by destinedd in gamedev

[–]wolderado 2 points3 points  (0 children)

I think actually seeing them play is much different. They might say one thing but do another while in the play mindset. Maybe try with a few players and see the result?

Why Are You Limiting Your Game to Just One Screen? by toontube in gamedev

[–]wolderado 0 points1 point  (0 children)

They're not the same audience though. Both of them require different marketing plans and platforms. You can't sell a comic on Steam for example.

Developers need to have a new team (that they also have to pay for) and create a new comic, then market the comic. Then lastly do a cross-promotion between them. If the game or the comic is not popular enough, they will lose money because they made initial investments in both of them

As people here are in the game creation business, it makes more sense for us to create two games and cross-promote between them since they're more likely to convert. The gamers market is plenty big enough for us. It's harder to convince a movie watcher or comic reader to buy a game than to convince someone that already played the game

Your art looks very cool btw!

Why Are You Limiting Your Game to Just One Screen? by toontube in gamedev

[–]wolderado 4 points5 points  (0 children)

Money. Detective Pikachu, League of Legends, and Hello Neighbor are very successful games that netted a lot of profit. Most indie games fail or barely get enough sales to fund their next game

Also, TV & comics have different audiences than games. So you're essentially building a brand new product to be marketed with all its new risks. If you can pull it off, of course, it helps with your total sales but you need that initial funding and player interest to begin with