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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 11:33:44 AM

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101  Developer / Playtesting / Re: EPIC FLAIL - Body Slicing, Gladiator 2d Brawler on: May 29, 2014, 12:30:03 PM
I'm at 71 personally Smiley
Found an abusable strategy with the AI though. Very hard to explain with words. I'll try and get you a vid capture and send it your way in case you'd like to upgrade the AI to better handle this "trap" (I'm achieving 100% efficiency when doing it right, and I'm able to perform it right about 80+% of the time, even against the tougher or faster enemies (skeleton)).
102  Developer / Playtesting / Re: EPIC FLAIL - Body Slicing, Gladiator 2d Brawler on: May 29, 2014, 05:54:27 AM
Gratz on the press exposure, totally deserved!
My coworkers can't stop playing in their lunch breaks (best one has reached 92 kills so far).
Keep up the good work!
103  Developer / Playtesting / Re: Iron Galaxy (pre-alpha) on: May 29, 2014, 05:53:00 AM
Hey Spoonweaver.
Wouldn't you say "programming" in OHRRPGCE is a bit exaggerated?
I'm assuming your using "plotscripting"?
104  Community / DevLogs / Re: Guild of Dungeoneering (coming to Steam!) on: May 28, 2014, 06:31:31 AM
Finally did it! (27 treasures!)
105  Developer / Playtesting / Re: Iron Galaxy (pre-alpha) on: May 27, 2014, 10:55:46 AM
That right there looks a lot like O.H.R.R.P.G.C.E., isn't it?
106  Developer / Playtesting / Re: Epic Flail - Gladiator 2d Brawler - Free To Play on: May 23, 2014, 10:46:33 AM
Lovin' it.
Comments:

  • It was a bit sad that my character would go behind the black foreground element in the bottom right and left when finishing an enemy at the extremes of the map (because I didn't know if I hit the enemy or if it hit me).
  • Score seems to be measured by my combo, which can actually go down, so I may end up with a lower score for surviving longer...
  • Absolutely love the "life system" (helmet, shield, etc.)
  • Not clear how the flail affects me. Does it help break their defense? I seem more powerful with it though
  • Jump lenght appears fixed. Would be could if the amount of time I hold the input actually changed the length of my dash. Currently it is hard to try to diagonal angles around your enemy that way. Would feel a bit more organic.
  • Haven't seen any "level design components" on-screen as far as I got. Do you add collisions and threats as the game progresses?

Keep up the good work!

Edit: just saw the spear. Good job with that! (was wondering how the game would evolve beyond 25 kills)
107  Developer / Business / Re: PR and marketing services on: May 23, 2014, 10:36:59 AM
That sounds interesting.
I like it when businesses align their models.
108  Developer / Design / Re: Making a linear/one-dimensional dungeon cralwer on: May 23, 2014, 10:31:59 AM
I think there's a similar game out here in the devlogs actually.
Was pretty fun last I checked (sorry I can't remember the name, anyone feel free to chime in).
109  Developer / Design / Re: Procedural Level Generation on Metroidvania? on: May 23, 2014, 10:30:20 AM
I tend to favor metroidvania games with well-thought level design and pacing. Games that revolve around getting tools to unlock new areas for example require a lot of good thinking. While this can be done procedurally, there isn't much time gained (because the heuristics will become quite complex) and it will feel "bland" in the end where hand-crafted level design would allow you to control the experience a bit more, give it more personality etc.

Sure, it reduces replayability, but I still replay Symphony of the Night because the level design execution simply surpasses anything procedural generation could've achieved.
110  Community / DevLogs / Re: Guild of Dungeoneering (Greenlight!) on: May 19, 2014, 06:05:20 PM
Great news, Guild of Dungeoneering is going to be on Steam!

Just got greenlit tonight Hand Shake Left No No NO Hand Shake Right

Well deserved. That's what happens when you start with a cool unique concept and you don't rush it to completion. Good job!
111  Player / General / Re: Paul Eres challenges every sauce. on: May 15, 2014, 04:26:05 PM
Well at least it's not Phil Fish...
112  Player / General / Re: Paul Eres challenges every sauce. on: May 14, 2014, 09:22:19 AM
How did we move from what's a sauce to what's a vegetable I wonder.
Paul was more than probably trolling.
113  Jobs / Offering Paid Work / Re: New Game Studio on: May 14, 2014, 09:14:10 AM
Does your studio have a name?
114  Developer / Business / Re: Project Management on: March 07, 2014, 07:22:49 AM
@WildFactor

There are several misconceptions here.
First, since you are clearly coming from a developer background, let me state that I come from a production background with management experience in three major studios. I can't say that my reasoning applies to all studios, but everything I've seen applied to all 3, I tend to generalize as something that happens everywhere (there is a bias here, but I have to assume as much given the 3/3 so far on these).

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Other employee risk to loose their job if estimation are not good. If I take too much time to make a task I risk to loose MY job. So you shouldn't give you an under evaluate estimation!
(read the paper Muz give as ref if you want)
I disagree. Firing someone for making a bad estimate is malpractice. The best way to make sure developers become better at estimating is to allow them to fail. Like everything else, its something you must train yourself to try and do the right thing (give the right number instead of buffing it up or making it willingly smaller than it should). It is bound to fail often, but over time, the results of developers that have been given the chance tend to close on the gap.

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You are not making a commercial proposition to a client, you are not competing with your cowroker by offering the lowest price (for the lower quality). If your manager work well he won't push the competition between team and force them to lie on estimation.

Except you are. Just because you don't get to be part of the Sale process or management layer doesn't mean your work isn't directly impacting sales. The manager isn't pushing competition, reality is. I agree that the developers shouldn't feel that pressure unecessarily, but they need to be counscious about it regardless. I actually think it's one of the strengths of the indies, because, businesses like Spketrum Media (boasting 5M$ contracts in 6 months using a single dev) give developers complete information regarding the sales process and what the competition is bidding.

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I've been a lead programmer Smiley I've made estimation and control other estimation for many years! I've been friend with all my managers (and I'm still with some few years later) You can listen to experience (me, book, blog post...) or make the same mistakes like everybody and learn by yourself.
I've been a manager for many years. I've steered estimates for various projects. I'm friend with all of my employees because I'm able to adjust to different personalities. You can listen to experience (me, book, blog post, Forbes mag, CEOs, Dice Keynotes) or make mistakes like everybody and learn by yourself.

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Well your example has some problem. If a manager has to choose between 2 teams, well people will get fired anyway. Manager usually has to decide between two projects not two teams. This never happen to me, and I don't see why it will. If your manager ask you some estimations, he will probably already worked with you for some months and trusted you and he has calculate the factor estimation/duration accuretly for you. So no problem for him to take the best descision.
If one of the team lie on estimation to get the job, it puts the entire company in danger!
My example states that the manager has the choice between doing the two projects or doing just one (possibly salvaging a few resources from team B to reinforce team A should only one project kickoff). It is true that a lot of studios have 3 or less development teams (cells) they use and have very few projects to work with simultaneously. I, however, have worked at 2 studios where this wasn't the case (teams where 5+). It depends largely on the scope and nature of the projects a studio chooses to undertake (largely related to specialties and demand).In a servicing environment, (I'm not talking about IPs here), it's possible to do the two projects if they are both profitable, but if the estimate for one of them (wrongfully) assumes that it is not a profitable venture, that's when the employees get the axe. If both projects' estimates reveal they are profitable (client offers to pay enough for the work it would actually take) then more people get to stay aboard. It wasn't clear from my example that I was referring to a servicing scenario however (apologies).

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Most of the time a manager ask the same person to make the estimation of both projects. Managers are not stupid you know ?

Unless you work with cells. Let's assume the two projects use very different techs. Then, you are likely to run the estimates by whoever is the most proficient with that specific tech. In many instances, you'll be running the estimates by different leads for example.
(and I don't consider myself stupid, thanks for underlining it!).

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You can also not give yourself a buffer and be late like 3/4 of the video game production. Ask of a budget extension for the third time, not having it and close your studio doors even when your game is 95% finished.

That's actually part of the manager's job. Assessing scope, following key metrics (namely, burndown charts). It shouldn't have to fall back onto the lead dev to tell the manager they are running late and that he should take action. There are various ways to take action and release the game 100% on-time and on-budget (by assessing scope).

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In real life: you ask for 18 months (without doing overtime). The boss couldn't get the money for 18 months and asked you to do it in 12 months. You make what we call a retro-planning. At the end of the 12 months the boss see that you worked hard, extra hours/days, and you still need 4 more months. He get the money for 4 more months or close the studio. (16 months with overtime)
Everybody knows it but:
- The boss can't close a deal for 18 months (competition) right away. He can always ask for a budget increase later. Or he can deliver a bad game.
- He keeps a pressure on you so you work extra hours.
In real-life (with actual management involved), you ask for 18 months. Client won't give you that much. You settle for 12 months, but remove a bunch of features. At the end of the 12 months, you're approx 110% budget because the client asked for a few more things here and there, and because you felt bad you had to axe features, you gave in. Then you present your final product, and you offer them the 4 extra months for the missing features. They likely say no, unless the game goes well, and offer to send a "patch" or "dlc" with it.

As a general rule of thumb, I refrain from asking for overtime. It generally comes from the team-members themselves when they feel they are running behind, and I rarely encourage it tbh. I also make a point to give back 1:1 hour, as should be. In the last 2 years, I haven't allowed a single employee register more than 50h in a single week, or 90 in two.

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Another solution: be an indie and eat noddle if your game is not enough good.
As "funny" as it might sound, you're actually assessing scope (quality of what you ear) in regards to your budget. That's good management Wink

@Muz
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For one thing, good software developers are pretty damn rare and rarely get fired if they can get hired in the first place. Even if they do get fired, it's probably not too hard to find another job that pays as well, and severance pay makes for a nice bonus.
Depends how the business gets away with hiring undergrads. My area is known for having more studios than its developer pool should allow. Hiring from the outside or through unconventional means is commonplace (we're the 2nd largest game development area in north america).
It's easy to find another job for a dev, but not necessarily one that pays well. It is well known that HRs in this area actually dine together every week and perform a form of Oligarchy for salaries (otherwise, competition would be so rampant that people would keep moving). With a current avg bounce rate under 1 year, it's very hard for businesses to thrive without this form of agreement (whether it is ethical or not).

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Chances are that the people on project B will get reassigned to project A. If you gave a target that you couldn't do, then neither project gets completed properly, and everyone loses.
A portion would, but the business would take advantage of this time to trim the best from the herd.
As for giving a target that couldn't be done, remember that the assumption is that these two projects COULD both get done (but that an overly buffed estimate would reveal that it doesn't). I'm basically demonstrating the effects or over-estimating here.
115  Developer / Business / Re: How to reach the press when they don't answer e-mails? on: March 03, 2014, 12:21:09 PM
Sell them a story, not a game. If the press was only interested in the game you're making, their article would be a blank page with a link with caption along the lines of "play this awesome game".

They are writers, they need something to tell, behind the scenes things, something fun.

For example, the 4 guys trying to make a game without experience in game development didn't have any trouble finding press exposure. A perfectly conventional studio developing a game will have trouble convincing the press they have a unique background story to getting there.

Introspection. Find what's special about your team, why it's worth spreading the word. Find a tagline that encapsulates this. Put it as the topic for your email.
Then, pray. Even with the best possible tagline, they may not see you standing out because, let's be honest, their inboxes are filled, and if you happen to be writing your email on the same week as the next minecraft, well, it's just bad luck.

Don't hesitate to poke the same guys again, but don't do so regularly. Don't annoy them to the point they'll want to use you as an example of what not to do.

Lastly, do something that is not press related but can garner your attention. If your game is launched and has a few sales, do something with them that is unique (such as giving away real money based on player skill, as a recent game has done) and you might catch their attention. If you didn't have a tagline before, use this approach as your tagline and poke the press afterwards.

Good luck.
116  Developer / Business / Re: Project Management on: February 26, 2014, 07:37:32 AM
Reason #1 why you should never artificially inflate your estimates:
People (likely people you care about) will get fired.

The reasoning is this. If people upstairs really want project A and remotely want project B, and they have the exact budget they need to do both, but you tell them project A will cost more, they might need to cancel project B and fire that staff.
It's that simple.
And it hurts.

There's reasons why you should try to give a good estimate. It's not a manager's tool to hurt you (although some misguided managers might think so). I think either of these is true:

- You have had a bad relationship with a misguided manager, meaning your views on management are now warped, forcing you into a defensive stance to save your ass and prevent future disagreements.

- You only think about your own wellbeing and consider that the target is to avoid being wrong. By giving yourself a buffer, you feel you circumvent the problem, but refuse to see the impact this has on the rest of the company, and as I've put it, on other employees just like you who risk losing their jobs.
117  Developer / Business / Re: Project Management on: February 19, 2014, 08:04:28 AM
One thing of not however: simply keeping track of how long a task should take is pointless. You need to realistically account for the time spend working towards achieving this. Looking back at the original evaluation and comparing it with time actually spent is the only way to 'grow'.
Most management unfortunately look at it as a means to say it took you 'too long', but the truth is that it probably took you the time it needed to take. Sure, it will probably take less time next time, but at least you have a starting point to judge from. That is valuable knowledge, especially for tasks that are similar.
118  Developer / Business / Re: Project Management on: February 17, 2014, 07:15:51 PM
trello.com

Except it doesn't tell you how many days you have left (one of Trello's few shortcomings).
you can set deadlines on trello as of recently

Yes deadline give you a set point in time to deliver, but not an idea of how much actual work you need to do to complete the job.
As op suggested, "Sometimes an item will take me a few hours, sometimes a few days. So it can be difficult to just look at the length of my to-do list and say "oh I've got X days left on this project and then it should be ready to go"."
It can be hard to make an estimate of how much left one has to go to complete a stretch of work, and unfortunately, Trello doesn't help in that specific regard.
119  Developer / Playtesting / Re: Hey, help my team stop arguing about a game name! on: February 17, 2014, 09:29:42 AM
Knightfall is copyrighted by D.C. Comics...
120  Developer / Playtesting / Re: Smart Defender on: February 17, 2014, 09:28:08 AM
Hi, i received a DMCA from Blizzard, which had the effect to ban my app on Google play. Because i used some of there textures and 3D models in Smart Defender.
So i changed every "illegal" ressource in Smart Defender, and i renamed it Tower Bruiser :




Wow, Blizzard IS thorough...
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