Comments
ackme t1_j86tzxg wrote
I read this and was like "damn, that's unnecessary," but then I looked through his post history and, well, damn, that's what's unnecessary. Jfc
iamahill t1_j881eul wrote
I just read the weirdest collection of posts on Reddit by one account. That means something as I’ve used Reddit for over a decade (many accounts).
I think the game is a grift.
I_AM_FERROUS_MAN t1_j87lba4 wrote
I mean, if it's a 1 person indie dev, I'm not going to really hold it against them for trying.
I'd guess the creator is young and doesn't exactly have a lot of resources to market.
10xkaioken t1_j88gzqk wrote
For real, what they expect, him paying 20k to a pr?
ambifiedpersonified t1_j88roat wrote
I like that they've taken the time to find a way to help different demographics relate to their project. I think it's thoughtful and has very likely been time consuming.
kactus t1_j86qmwu wrote
...crickets.
boxsterguy t1_j86rhmd wrote
The only question not answered. The only question worth answering.
tyeishing OP t1_j86y0dv wrote
I don't have anything to add- yeah the reddit marketing sucks, it's opportunistic for sure. Only thing I will say is that it's generally pretty well received and I follow the sub's particular rules.
tinyboiii t1_j87bopd wrote
Ah yes, classic Reddit.... Criticising someone for using the platform in a way that's completely rule-abiding for something they just don't like. Why do you care? Can't he spread his game to people who might enjoy it? I'm glad I saw this ama post, otherwise I wouldn't have heard about this and wouldn't have looked into a game I could've potentially enjoyed. Plus it's not like he copy-pasted in every subreddit. If you notice, he personalised each post to the subreddit it was going in to relate to the content. That's more than most would be willing to do. Get off your high horse dude.
Edit: am dumb, meant to respond to op commenter, point still stands
SendMoreAmmo t1_j87ilw9 wrote
It doesn’t bother me, but for what it’s worth I do believe Reddit has (used to have) a policy which was basically “it’s okay to have a business and a Reddit account, it’s not okay to have a Reddit account for your business”. And I remember something about less than a certain percentage of posts and comments being self-promo.
But like I said, I’m not annoyed by it really. The crap gets downvoted for the most part.
Edit: was it something I said? 😇
zefy_zef t1_j88fp0n wrote
Well technically anyone who uses reddit to spam attention to their onlyfans page is using it as a business account, and sometimes with a ridiculous percentage of posts.. They don't clog up the subs I go on, but I know it's a thing.
TylerJWhit t1_j86j6lr wrote
Did you consult any philosophers on this project?
Do you have any interest in working with academics in an effort to teach ethics via the video game avenue?
EDIT: when do you expect to be done with the game?
Have you had any video game testors?
What's been your previous experience in video game development?
tyeishing OP t1_j86jntq wrote
I did research obviously, can't say I consulted anyone with a degree though. That second thing sounds awesome though! I believe firmly in the moral and ethical value of video games.
isealbz t1_j882y57 wrote
Philosophy PhD and teacher here. Very interested in the idea of video games like this as potential educational tools. Feel free to DM me. I'm happy to talk philosophy or to point in the direction of those who specialize in certain areas of ethics.
OminOus_PancakeS t1_j88fnuo wrote
I am also very interested in this subject and am looking forward to a videogame that really engages with it.
bobsmith93 t1_j89wo17 wrote
Me too, I'd be super interested in something like that
TylerJWhit t1_j86jsum wrote
FYI, edited my questions.
tyeishing OP t1_j86keq8 wrote
I'm hoping for August 2023 right now, but anyone who's a gaming fan knows that development timelines get broken frequently.
I've had a lot of awesome people look at YWB before the demo, but I always need more! if you want to test, my DM's are always open.
My prior game development experience (in my eyes at least) is middling- you can check my name on Steam if you want to see what I've made before. All of those project were made while I was in high school, and this is what I would consider my first serious attempt at a commercial video game.
[deleted] t1_j86o447 wrote
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tyeishing OP t1_j86p7d4 wrote
I'm an avid reader of philosophy (with a focus on ethics) and even above that a focus on video game design intersecting with ethics. I definitely have more to learn though (I've only taken one course in academic philosophy) and I'll take a look at your suggestions! I wouldn't release Yuma Will Burn open source ever- but I'd be totally willing to provide and distribute the game for free if it's used for academic or educational use. If you know of any way to do that send me a direct message!
ackme t1_j86tacl wrote
Do not consult a philosophy major. If you consult an academic philosopher, get someone with at least a masters. Remember that at many schools, philosophy majors are 12 credit hours from math majors. I'm not knocking them, but relying on an undergrad with something as top-heavy as philosophy is a recipe for disaster.
If you've read what you're saying you've read, there's a chance you've read as much as some of them anyhow.
I'm 50/50 on if you should consult someone or not. On one hand, philosophy is so beautiful once you tear it open, and for 99% of people, you need to be taught how to think that way. Not what to think, just how to approach the questions, and how to wrap your mind around the subtexts and contexts and biases.
On the other hand, it's your game, and there's a very real chance of getting too bogged down in philosophy and losing the thread.
Good luck, generally. This looks really cool!
TylerJWhit t1_j86r8ap wrote
This is a good little project.
I'd challenge you to reconsider open source, especially as your first project. You don't know what you don't know, and if you have others helping, it can vastly improve your learning and your ability to collaborate with others. Open Source gaming is a vastly untapped market and most people would still be willing to work down $5.
Take for example lichess.org. I give them money monthly. Many chess players do. It's definitely a viable option.
tyeishing OP t1_j86rir0 wrote
that game rocks lol, will play it asap
sweetalkersweetalker t1_j86tugh wrote
Lichess shout out ftw. Please OP, reconsider open source.
mrnagrom t1_j86lyje wrote
You ever fart so bad that you just couldn’t stay in your office anymore? Like you really just want to finish that one thing but the fart is just so gross that it’s leaking into the rest of the place and you have to flee.
tyeishing OP t1_j86mccn wrote
Your spirit of journalism is something I respect. Can't say I've ever farted so bad I can't stand to stay at my desk- although as a matter of fact my cat did vomit on the carpet today and while I was polishing of the demo!
mrnagrom t1_j86t9ij wrote
I will 100% be buying your game when it’s out. I legit never expected a response to this. You’re clearly awesome, lets hope your game is.
laidbackleo87 t1_j89eqwx wrote
Played the demo, you've peaked my interest. Looking forward to the release
tyeishing OP t1_j89lho4 wrote
Thank you so much!
laidbackleo87 t1_j89m2np wrote
Follow the dream brother.
LowClover t1_j87it0f wrote
Have you?
mrnagrom t1_j87qzgx wrote
I mean. I don’t really have an office, but i’ve farted myself out lf the livingroom
RADTV t1_j86hr0g wrote
Is this based off Yuma, AZ ?
tyeishing OP t1_j86igfk wrote
The name Yuma was chosen because Yuma is the hottest city in the continental US- Fire is a motif used throughout the game. Sadly I don't think Yuma Arizona has quite the same density of crucifixions and opium that I needed for the game. Yuma Will Burn is set underground, but the surface world is somewhere in Mongolia or Russia.
stron2am t1_j86ivq9 wrote
Yuma, AZ could use more Opium. It's good on crucifixion levels, though--any more would just be too much.
Warboss_Squee t1_j878p2o wrote
We really don't.
And honestly, we only do crucifixions in winter, to damned hot to do it in summer.
SnatchAddict t1_j86pro4 wrote
I grew up in Yuma. It's hot af. So fucking hot.
doomn_gloomn t1_j88lrxq wrote
But it’s a dry heat 😆 I have family there and lived there for a few years, best tan of my life but at times it felt like my brain was actually melting. Like living inside of a furnace.
SnatchAddict t1_j89xpt9 wrote
We were poor and didn't have AC in our car. As an adult, I have an aversion to the heat. I wonder why.
FreyjaSunshine t1_j86kx85 wrote
Yuma Will Burn is pretty much the weather forecast for the summer.
desertdark t1_j88musr wrote
Came here for this question......as a Yuma native I was wondering.
JJamesP t1_j86hcvm wrote
How did you come up with this idea?
tyeishing OP t1_j86i266 wrote
Good question! I've got to give a lot of credit to the folks at Ice Pick Lodge who made Pathologic. Pathologic is a relatively obscure series, but for my money it's one of video game's most evocative experiences. It's a super compelling moral roleplaying experience. Another game that had a lot of influence was Undertale (setting and more moral roleplaying elements). Also, there's a lot taken from the Italian Epic of Dante's Inferno (and a little from the two other books). More broadly the game is influenced by absurdist philosophy and Emersonian individualism in its thematic goals.
forrest117 t1_j86i673 wrote
How much of the “stories” or decisions are procedurally generated if at all?
tyeishing OP t1_j86j70c wrote
None of the story is procedural- I have a lot of respect for things like the Nemesis system in shadow of war, but I didn't think it was the right move for Yuma Will Burn. Yuma Will Burn has what I like to call mechanically influenced storytelling. In The Walking Dead game for instance, that game has some stellar moral quandaries to puzzle through, despite that though there's a sense of detachment from Lee's do-or-die circumstances. Even if NPC death is totally on the table, the audience understands that Lee is going to be fine and the story will continue despite their choices. The intended permadeath experience of Yuma Will Burn is to disempower the player in moral choice moments to give their decisions greater drama and depth.
forrest117 t1_j871t5t wrote
That’s an interesting perspective. Definitely will keep an eye on it. Best of luck.
tyeishing OP t1_j8722ql wrote
Thanks!
morthos97 t1_j870alu wrote
That’s a sick answer
lobeline t1_j86tef2 wrote
What was the most difficult thing to consider when finalizing your multiverse?
tyeishing OP t1_j86tsoy wrote
>What was the most difficult thing to consider when finalizing your multiverse?
multiverse?
Jaredlong t1_j877bf7 wrote
If desicions affect future events, then all those possible branches create a multiverse of timelines the player could experience.
tyeishing OP t1_j877ppl wrote
Ah gotcha! Hah yeah any designer of a product like this has to be weary of feature creep- ultimately I tried to make it so when descions are offered they have the most moral and narrative significance possible
Lovelyterry t1_j86l5ia wrote
Explain the significance of Yuma? Are we talking about Yuma, Arizona?
tyeishing OP t1_j86m0ro wrote
There's a comment here where I talk more about it- Yuma is the hottest city in the US, and fire is a motif in the game!
Lovelyterry t1_j86m35s wrote
Copy that! Good luck on the game
passwordio t1_j86vbgh wrote
The trailer looks great, I'll be trying the demo later but the description alone makes me feel like it's my type of game.
What engine are you building this in and how are you keeping track of dialog trees?
As well, do you have an estimate for the games length? With 4 endings are you aiming for each playthrough to take a couple hours or will it be a lot more expansive than I'm imagining?
tyeishing OP t1_j86wup6 wrote
The engine is Gamemaker Studios 2! I can't recommend it enough if you're looking to get into game dev- I'm by no means a genius and I learned it without too much hassle when I was super young without any game dev experience.
In the more simple dialogue trees, I just label numerically, then alphabetically if there's another branch after that. For a few interactions though I've got some truly disturbing spiderweb graphs that I need to straighten out.
I'm a developer who believes in quality over quantity- the game will almost certainly take less than 6 hours per run to make sure each interaction is as well realized as possible. My goal as a designer is to make something you play in a weekend, then talk about for 6 months. Not something that takes you 3 weeks and then you never think about again.
Ok-Feedback5604 t1_j86kncb wrote
How come it's story come to your mind?
tyeishing OP t1_j86l8dl wrote
The story is a thematic exploration of individualism, autonomy, and melancholy through the eyes of a doctor. I like to explore the emotion of passion in my work, which is the exigent purpose behind Yuma Will Burn
AigisbladeMaster t1_j86j8qt wrote
Are you looking for Spanish localization services?
tyeishing OP t1_j86jph2 wrote
nope, thanks though!
StrikingDegree7508 t1_j87qxxm wrote
Have you considered retitling it Yuma May Or May Not Burn?
tyeishing OP t1_j88j6cs wrote
Fuck. Already paid for the logo....
Paid-Not-Payed-Bot t1_j88j71k wrote
> Fuck. Already paid for the
FTFY.
Although payed exists (the reason why autocorrection didn't help you), it is only correct in:
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Nautical context, when it means to paint a surface, or to cover with something like tar or resin in order to make it waterproof or corrosion-resistant. The deck is yet to be payed.
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Payed out when letting strings, cables or ropes out, by slacking them. The rope is payed out! You can pull now.
Unfortunately, I was unable to find nautical or rope-related words in your comment.
Beep, boop, I'm a bot
tyeishing OP t1_j88joch wrote
Good bot
oakydoke t1_j86uzk7 wrote
How old are you? Are you doing other professional work in the gaming industry?
tyeishing OP t1_j86w6vl wrote
I'm a senior in high school right now- I don't usually talk about my age when discussing my work because I think it lowers people's expectations of what types of products I can deliver. I made my first video game at the age of 13 and I've been studying and practicing game design 30 hours a week for the past 5 years. Normally younger people in the industry don't have the experience to deliver evocative (if even functional) products. I've dedicated myself fully to game design through and I feel confident that I can deliver emotionally resonant gaming experiences.
If you want to see my previous work (can't say I'm too proud of anything before Yuma Will Burn lol) you can check out my itch(dot)io page, the open-world action-adventure game I tried to make in my Freshman year is good for a laugh.
Anzeis t1_j87bwdp wrote
A bunch of questions, sorry if they're too many.
- What engine do you use? Gamemaker Studio 2
- Can you share some system specs? (OS, RAM, storage, GPU)
- Approximately, how many hours of gameplay can players expect? 6 hours per run but that's not the point
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Did you do everything by yourself? (Art, testing, story, programming, etc)
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What did you intend to make the players feel when they play your game?
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What motivated you to make this game?
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What was your greatest challenge making this game?
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What's your favorite game?
Edit: I just noticed you already answered some of these questions in a different comment.
tyeishing OP t1_j87f6m9 wrote
No worries on the questions! Love talking about my work.
I do everything myself except for music, I can credit Freesound(dot)com for the music, alongside a few tracks done by Alex Karan. Also hired a VA for the intro on Fivver.
I was motivated to make my game because I think that video games are the last frontier of narrative innovation. Traditional media can craft insanely evocative stories, but I think that there's a chance that video games, and their immersive ability to take a player into the drama of a story, can push that emotional resonance even further beyond.
My greatest challenge is the scope of this project. I can earnestly say that it's the hardest thing I've ever done. The intro has been rewritten (no joke) 17 times, and working on Yuma Will Burn is often draining. That being said though- NOTHING has ever made me happier. The reasonably positive reception online and the interest expressed in the project keeps me going. I saw someone a few days ago on the Pathologic subreddit talking about the game's store page and comparing it to Pathologic and my heart melted. I want to make art for a living, to enrich people's lives, and that exigent motivation is stronger than I could describe.
Pathologic 2 for overall best experience, it's my favorite piece of media period. Frostpunk is a close contender too, and Breath of the Wild is also a major time sink for me. (Fallout New Vegas and Rimworld are in the top 10 too.)
PhnomPenny t1_j87sj9y wrote
The screenshots are very dark and lacking in info about the style of the game, was that intentional?
Also, that cover picture in Steam is an instant ignore if I see it when scrolling as it looks very cheap (I can't also understand what the thing on the right is meant to be, nor why the guy is pulling off his fake beard at the tip).
tyeishing OP t1_j88j4f0 wrote
There's more info on the game at @tyeishing if the trailer and screenshots were lacking^
PhnomPenny t1_j89hdnp wrote
More of a heads up since most will just look and ignore, not follow it up.
idpickpizzaoveryou t1_j86jf0s wrote
You spam your shit everywhere to get people to wishlist it... why should I give you any more attention than the 55 seconds I scrolled through your post history?
moonulonimbus t1_j86m4dr wrote
Will there be branching paths to the narrative or multiple endings? I'm always curious the level of influence my decisions make on games
tyeishing OP t1_j86mrtk wrote
There are 4 endings- two from failure states, and two from decisions made throughout the game. All the endings have a Fallout-style slideshow to show you what's going on in the world you left post-game. I think players will be super surprised how reactive the world can be in game- unlike an Elder Scrolls game, choice isn't part of the show here- It's THE show. I'm a solo indie so there is scope limitations, but there's going to be enough there you'd need some 5 playthroughs to see 90 percent of the content.
moonulonimbus t1_j86n5t6 wrote
Hell yeah, replay value! I'm excited to see it done!
tyeishing OP t1_j871927 wrote
I'll be working hard to make something worth your time!
[deleted] t1_j87n90t wrote
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tyeishing OP t1_j88ji6g wrote
Not that anyone who would play this game would be the type who hates dialogue, but there's a skip text option in game to enable testing, and hopefully a few odd speedrunners! I'd love to see someone blaze through the game leaving babies to die as they waste 0.31 seconds to treat
iamahill t1_j87yz6w wrote
I just looked at your account history. Your game is seemingly influenced by every subreddit possible, and is different games for different subs.
If any of what you say is true, you have an amazingly adaptable piece of material depending on audience.
You went to the psych sub and even got put in your place.
Is this just some sort of grift? Is it aspirations being posted and no game? Are you putting in the work for R&D because 1 year is nothing when it comes to making something but you seem to suggest in your posts that it is.
If you can’t tell, I don’t think you have the knowledge required to create what you’re selling. The preview of the game is underwhelming and lack originality. Your gameplay scenarios seem simplistic and childish compared to what you’re selling them as.
It looks like a fun learning project for personal growth.
27-rusty-pipes t1_j8899on wrote
Did you at all take any inspiration from games like Until Dawn and the Walking Dead game? If not, which games were your biggest inspirations when it came to the branching story aspect?
tyeishing OP t1_j88hvci wrote
The first season of the Walking Dead game is one of my favorite games of all time. A downright beautiful story about fatherhood and legacy. Definitely a big inspiration, but not my biggest. If you look up "medical moral interactive dramas" there's not many, but Pathologic 2 is one of them, and I love it. The only game I want people to play more than Pathologic 2 is my own, it's transcendent in my eyes.
Alarmed-Wolf14 t1_j8788xg wrote
Why did you steal my last name ? ):
Sorry. I’ve never seen anyone besides family with the same last name before and had to say something lol. Can’t remember if it’s Scottish or Irish, I have ancestors from both.
tyeishing OP t1_j878eic wrote
Me, you, and Governor Greg Abbott lmao
Alarmed-Wolf14 t1_j878gac wrote
Oh shoot. I forgot about him. For the best probably.
detourne t1_j87l2pz wrote
How about Bud Abbott? One of the greatest comedians ever.
guantamanera t1_j87b8c6 wrote
Did you played Ultima they first game to have morals baked in?
https://kotaku.com/the-story-behind-ultima-s-morality-1827298253
tyeishing OP t1_j87be6h wrote
I've heard of Ultima- can't say I've played through it though. I'll have to check it out! That article seems intresting
rosebudisnotasled t1_j884hh4 wrote
maybe after you play it you can post to the ultima sub about how much that game influenced you and try to convince people how similar your game is
Elsie-pop t1_j884yc0 wrote
Hey!
Have you played life is strange? Its the first game I played where I felt like the choices I made changed anything, worth a play if you haven't
tyeishing OP t1_j88hyyr wrote
I'll give it a look!
DownRUpLYB t1_j88biov wrote
Would you touch a poop for $20?
tyeishing OP t1_j88g47q wrote
Definitely.
Hydra968 t1_j88ey17 wrote
Awesome work dude. I really commend your effort and I think this looks outstanding as a first major game. Don’t listen to the haters and be proud of yourself. Do you need playtesters or anything like that? Please let me know I’d love to help for free. I’m excited to see how the game will turn out. One small quest I have is what price point approximately are you targeting for the finished game?
tyeishing OP t1_j88g06s wrote
Thank you so much! I always need playtesters, so send me a dm if you're interested. I'm thinking either 10 dollars or 11.99 for the final game? I think that fair for a relatively short but high quality product (undertale retails for 10 dollars)
DrBarrell t1_j88u000 wrote
Will it be science-based and possibly include 100% dragons?
tyeishing OP t1_j88yk57 wrote
The dragons are doing science in game actually
rogert2 t1_j86zpqb wrote
Did you play the Mass Effect games? What do you think about ME's "paragon/renegade" gameplay and narrative mechanic?
tyeishing OP t1_j8714hh wrote
I did play Mass Effect series! I think the paragon/renegade system worked well for the thematic goals of the series. I think it's fun to have games where you are rewarded for being a bastard, but reducing morality down to a binary reward system obviously limits nuance in storytelling. For what it is, I'm a fan. I think the designers had an intentional playthrough pathing of (the player will do a good guy playthrough- then a bad guy one) and that system helps support that. For more artistic works though (like what I'm hoping to build) I think it would be a disastrous design decision.
[deleted] t1_j87kuud wrote
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tyeishing OP t1_j88jlsr wrote
Nah, ate ice cream on the toilet once
MoistGrass t1_j87n0uo wrote
Can I play it on Linux in the future? (Without Wine?)
tyeishing OP t1_j88jkmi wrote
I have the distribution license for Linux, but it might be a pain to distribute it on there. We'll see, hopefully
MoistGrass t1_j88op5u wrote
Really? What are the troubles you run into?
tyeishing OP t1_j88purr wrote
Basically exporting to an OS requires you buy a laptop that runs that OS natively, if alot of people want the game natively on Linux I'll make the effort though!
kruemmelspalter t1_j88tvak wrote
couldn't you use a virtual machine?
or dual boot if that doesn't work
you don't need a new laptop if you want to run linux
Makualax t1_j87uldr wrote
How did you get into writing/developing video games?
How do you think storytelling in video games differs from that of books/movies/tv/word of mouth?
What advice do you have to those who have ideas and ambitions but don't know where to start in a field like video game development?
tyeishing OP t1_j88ixp3 wrote
I think the earliest game I played which really sold me on the potential of video game storytelling was Undetale.
Video games have a strength in interactivity and immersion from traditional media, but have a weakness in thematic harmony and characterization because often gameplay conflicts or muddles that core experience.
My advice would be to start making games, and to be okay with the fact your first couple are going to suck. Have fun with it! I made a game a few years ago in 3 weeks as my second project ever called Attack of the Demon Hitlers and it was poorly drawn, poorly designed, and I love it as a time capsule of my progress.
13ventrm t1_j88a7fd wrote
Could you elaborate on "mechanical consequences"? Aside from narrative consequences, I can't quite picture the core gameplay loop being substantively changed, though that may be because I don't quite have a sense of the genre either.
tyeishing OP t1_j88hj4z wrote
Fantastic question- here's an in-depth explanation of how the core mechanics function. After the intro the player has 3 statistics to manage- Hope, Hunger, and Health. The game is broken up to semi linear exploratory sidescrolling environments with items to find, and then a story moment, and then a campfire to rest at. The exploratory areas have items like food and medicine to find to increase your hunger mostly, but also have dangers that can hurt Dante. The most common of which is falling of the map, which generates a random "story moment" where you're spawned at the start of the level and Dante is given a health or hope debuff. The story moments are either a medical or ethical emergency, which Dante can usually approach from a couple of different perspectives. There's sometimes a medical RPG style interaction to represent Dante's treatment. The core of the game is here- almost always the most moral option will notably leave Dante weaker in some way. For instance- if Dante tries to interfere with an execution, he can just get shot and take a major health debuff. If Dante tries to treat a man with a highly infectious repository illness then Dante might catch it and have a status debuff for the rest of the game he needs to manage. Dante can be genuinely crippled at points too which reduces his efficacy as a doctor. All of this creates a desperate, edge of your seat moral thriller which will leave you earnestly thinking about your choices. (Once Dante reaches a campfire his health is adjusted proportionally to his hunger, and his hunger increases, then this cycle starts again.)
13ventrm t1_j88lg95 wrote
Interesting! You cited Pathologic as a source: one thing I found with the original in particular is that it became easy to contextualize the moment to moment moral decisions as just elements to be considered within the scope of the gameplay.
A lot of punch can potentially be lost when what's supposed to be a tough moral decision becomes less about the narration itself and more: "well this event gives me a permanent debuff if I do decision x, so let's not do that". "Hm, this choice gives me +5 Hope, but -5 Food. I'm low on hope atm though, can afford to lose the food".
Is this sort of gamifying a concern for you in crafting the narrative? If so, do you feel you can address or incorporate it?
tyeishing OP t1_j88nrs8 wrote
Min-maxing is the blight of moral narrative game design, and it's something that you can never get rid of, but you can minimize. How Yuma Will Burn discourages this type of play is being slightly restrictive with its save system. The game automatically saves over your one save slot after a major descion so a player can't personally reload 57 times and find the mathematically perfect solution. There is where the dynamic narrative stuff helps me too, for a lot of interactions with 10+ outcomes it's hard for even me to keep a running understanding of what happens if you do X,Y, and Z. Now- will that stop players from just looking up a guide and ruining the mystery? Probably not, but that's their descion, and anyone who approaches the game in good faith, trying to engage with thematic experience, will have atleast 3 playthroughs worth of uncertainty before the clear mathematical systems behind yuma will burn will become TOO clear
kof_zpt t1_j88ysgc wrote
Did you play Planescape Torment?
tyeishing OP t1_j88zlky wrote
Yes I did! It was a bit before my time so some of the design was a little too retro for my tastes, but it has exceptional writing. Probably the biggest innovator of narrative game design in the late 90s in my eyes, even if it wouldn't be my first recommendation in the genre of interactive stories.
swampfish t1_j89bv9p wrote
Did you copy your game idea from the book Tomorrow, Tomorrow and Tomorrow where the main character wrote a game with this exact same concept?
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IAmAModBot t1_j86jddw wrote
For more AMAs on this topic, subscribe to r/IAmA_Gaming, and check out our other topic-specific AMA subreddits here.
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Gaddness t1_j885aqt wrote
Will this be available on macOS?
kruemmelspalter t1_j88tml8 wrote
Why did you only release a demo for Windows and not other platforms like Linux?
Are you planning on releasing the full version on more platforms?
If not, why? Is it that hard to compile for another OS?
tyeishing OP t1_j88ttzb wrote
I answered this question somewhere else, but the very short answer is that it takes buying an actual Linux computer and a fair bit of troubleshooting but I'll try and get something together for the full game
kruemmelspalter t1_j88v94o wrote
I also responded to the "somewhere else", couldn't you use a virtual machine?
Even if that didn't work, you could just install Linux on your Windows PC (without deleting Windows), it's called dual boot
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IntrigueMachine t1_j87i9tt wrote
I don’t know a lick about developing but I have an idea for an app. If I don’t have a lot of money, who can I contact and how can I get my idea started into something real?
tyeishing OP t1_j87j0oh wrote
Is this a game you're talking about? If so, there's really no demand for an "ideas guy" in game development. Every game developer you talk to has a thousand ideas for a game they could pitch at a moment's notice. Now, if you're a game designer who can throw together coherent design documents, that's a little more reasonable. You'd probably have a hard time convincing a programmer to work for free for you though. My advice would be to get some rudimentary GML (game maker programming language) skills under your belt (its not as hard as you think), throw together a couple of prototypes yourself, get some experience, then find some discord communities and get an armature team together that complements eachothers strengths. An awesome setup for that can be programmer-designer-animator
IntrigueMachine t1_j87j8xx wrote
Hi, thanks for responding so fast. It’s not for a game but I (not understanding anything) thought development for an app that has graphics would work the same as that of developing a game.
tyeishing OP t1_j87jke1 wrote
There's probably people more qualified that me to ask that question then, my main advice? Learn how to code yourself if that's something you want to pursue-
Here's something I pulled off the internet that might help you- best of luck!
IntrigueMachine t1_j87ljly wrote
Thank you.
Lenoxx97 t1_j896j99 wrote
It's not really the same. Depending on what your app is supposed to do and what features it would offer, the developer would choose the programming languages/general tech stack for your app. I think if you are from the us there is that app called fiverr or something where you could get in touch with a developer who could implement your app idea.
Also I don't want to sound rude, but the whole "Hey man I have an idea for an app" is a big meme in the developer community because more often than not, those "ideas" are very bad since they come from people with no or little technical knowledge who have unrealistic expectations.
IntrigueMachine t1_j89gcz7 wrote
I understand there are a lot of people with a lot of ideas. If it happens, I’ll come back and update you! Some ideas are truly worthwhile. :) Thank you!
Lenoxx97 t1_j89kwua wrote
I'm looking forward to it and hope you succeed with your idea!
TheHandsomebadger t1_j86irdw wrote
Do you really think your game is even tangentially related to half the gaming subreddits you post about it on?
I get that you're trying to market it all on your own, but I've seen you post about your game in so many different random subs that I genuinely have no idea what you game could even be.