@thomasmahler The passionate and entrepreneurial developers, at least to me, are always the most enjoyable and memorable to meet. They're always quite idealistic, which is exactly what I love about them!
@Ian_Fisch@8BitClosedFist Wii as well. Horrible specs compared to PS3 and 360, but idk anyone who wasn't glued to Wii Sports. Nintendo knows how to capture the casual audience like nobody else.
@LifeArtStudios Man, feels like every time I get the hang of one thing, 5 new things come out. I agree though, I'm not sure it's ever been as simultaneously easy to get into game dev, but also so hard to stand out and succeed. Gotta keep pushing through!
@KupoGames We only see the top 1% who are able to be financially stable, and many of those are recipients of viral success. The sad reality is 99%, at least, of developers will never make it to Vertical. And that's not even the halfway point, or any guarantee of financial success.
@BenjiGameDev Vehemently hate children/vulnerable targeted gambling and monetization. It's disgusting, and I wish more lawmakers AND parents were actively doing something to prevent platforms/products like this from popping up.
@StasisGame@CohhCarnage The horrifying, primal hope that every time you open up social media you don't see a trailer that's too close to what you're trying to make.
Prototyping in game dev isn't just about testing if something is fun, but also testing if it's possible to do, and how you should do it.
Without that, you're operating on the blind hope that, when it's time to implement the design, it'll magically come together.
@thomasbrushdev Japanese studios are exceptional about focusing on high-value feature depth and fixes while completely side-lining expensive time-waster tasks. They end up making exceptionally-selling titles with well-managed budgets.
@spnidelman Wait until you start seeing all the posts about how developers (and UE5) don't compress their textures, or how Nanite meshes are bloating download disk sizes
@BenjiGameDev We should probably distinguish between intentional and unintentional friction.
Vague map markers can be quite intentional, requiring players to maneuver based on landmarks or intuition. However, no map markers (without any other guiding mechanic) would feel unintentional.
@BenjiGameDev Entrenched designers mistake friction and frustration as inherently negative, when in reality they're the crucible for eureka moments.
This collectively lowers "gaming intelligence" which leads to an expectation for things like companions spoiling puzzles and yellow paint.
It may not be the prettiest to look at, but here's a level blockout for one of the rooms in our new game! We can't wait to share progress throughout the year!
#gamedev#indiedev#UE5#UnrealEngine
@TheDealMakerGuy You missed that it's safe and unadulterated by rampant crime. Though this photo would have been better if there were some random janusz hanging outside asking for beer money.
2.4% of Nioh 3's Steam players getting all achievements only a week after release is incredible for retention! @TeamNINJAStudio & @koeitecmogames nailed it out of the park; incredible trilogy!