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Messages - hemmingjay

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211
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 20, 2014, 04:38:43 pm »
Sensei, My art director insists upon them so that we can offer multiple views of the same weapon in the store/catalog menu. Since looking at weapons is a big part of the attraction to a game like this, he felt that it was important to show. I wanted to spare no expense to deliver a good experience so I acquiesced.

212
Other Games / Re: Starbound - We have lift off.
« on: June 20, 2014, 04:23:22 pm »
Let me start by saying Chuckelfish is really f#cking up. Now let me add to that by saying it's really become painful to be a developer. There are a lot of really repugnant human beings out there with nothing but vitriol and hate to spew. I have been working with @10 different devs in the last 18 months and most of them are really good people who just want to make gamers happy. Yet not a single day goes by without them getting messages, public and private, saying things like "Your game is sh!t! It's a ripoff of Qbert(or whatever ridiculous)! How dare you charge $5 for a game that has bugs in it! You should kill yourself! I could make a better game in my sleep! You must be retarded to think this is good. Try making something original!" Etc etc etc  Of course all have every other word misspelled, include obscenities all over the place. It seems silly, but all of this really hurts people. The worst part is the people who write this honestly think that the world needs their opinion. They have never accomplished anything in their lives, yet they try to attack others who are brave enough to share publicly. It's an epidemic and it leads to devs who really stop liking their audience, just because of the vocal minority who bully reasonable posters. It is having an effect on the industry and it's not good.

That being said, I am and always will be a customer advocate and I believe in providing excellent service and value even above making a profit. If doing the right thing means you went out of business then you obviously weren't doing well. Chuckelfish has damaged their image now and hurt their future income. They haven't just devalued their own brand as developers, but they hurt those whose games they publish as well. The two publishers I am talking with are protecting their good name like a mother badger and wouldn't even consider putting their name on my game if it wasn't at least as good as their own or a good value for fans. That's respect! That's good business. Not this Chuckelfish sh!t.

213
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 20, 2014, 04:05:28 pm »
I just wanted to post to say "Ouch. 3D modelling is expensive and time consuming." Every weapon eats away at potential profit. The game will most likely have 100 models in at launch and patch in another 100 in the next 2 weeks and a final 100 at 21-30 days post launch. I could have bought a very nice car instead. The next time you are about to criticize a game for having less than AAA graphics, consider that a single 3D model typically costs between $100-650 for good work without texturing. That runs another $50-250 per model.

214
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 20, 2014, 10:44:19 am »
There is a news ticker with randomized news reports as well as ones that affect elements of the game. Llamas might now be added as an easter egg

215
Other Games / Re: SALES Thread - SUMMER SALE, PRAISE BE TO GABEN
« on: June 20, 2014, 08:05:08 am »
I made over $190 today and am poised to make a lot more in the coming days unless something changes soon. I have two accounts and each has a bunch of change team tokens that I bought for around $7-10 each. When a team is in the lead the price for that team spikes to $38-45. Other items are less profitable, like steal points which are always overpriced and 500 bonus points which never seem to rise above $10. I'm hoping to make enough money to buy the $800 version of gamemaker that would also give me 80 cards, lol. I only have 3 items on my wishlist and one of them is an $800 item. While the odds of being one of the 30 on a winning team are low, the odds of them giving me almost $900 of games is much lower.

216
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 20, 2014, 07:59:01 am »
Ok so how realistic this game is expected to be?
As in who will supply the weapons as when arms dealing is concerned mostly russia and USA coems to mind and its an even smaller scale when you play as a small time private arms peddler who likely won't get his hands on export variants of T-72s... like ever.

Or will it be a more "alternate history" setting where PMCs can roll into let's say Poland and order 12 PT-91Ex assuming their standing with Poland and cash balance is high enough.

Most of this information is available in the other posts already but I am happy to sum it up for you. There are 10 supplying nations that a player buys from, these are the current 10 top arms trading nations in the world     
1       Russia    
2     United States    
3     China    
4     France    
7     United Kingdom    
5     Germany    
6     Italy    
8     Israel    
9     Spain       
10     Sweden

Ukraine was actually #10 but I removed it for the sake of gameplay since they mostly only export Radar and electronics equipment and the small arms that they export are the same as Russia and the US. Sweden on the otherhand has some really cool weapons. Realism isn't a super high priority in a game because it's not very fun. In fact when you design a game for the first time you get to experience a life changing event(for gamers) where you very clearly see that adding or removing a realistic element almost always directly impacts the fun experienced by the player. You need to include enough to create immersion but remove enough to be fun. In my experience it is best to include realism in the background and elements not under player control and let the player break reality with their actions. It is a fantasy they want to believe in so they are able to avoid breaking the illusion. Deep down we all want to be powerful and have the rules apply to everyone but us, so when designing a game it's important to play to that psychological desire in limited doses.

The short answer, it's set roughly 10 years in the future so it's not necessary to make it alternate reality, but it doesn't necessarily preclude the concept that it could be. If I do my job well, you won't ask that question while playing.

217
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 20, 2014, 05:28:49 am »
I like this idea so much that I might patch it in post launch as added content. I was already planning to add more weapons and random options/events but this is a great way to add more game with only a few weeks of programming and testing. Thanks for the suggestions guys.

*Alternatively I might just have 3 or 4 different agencies, one for each difficulty level.

218
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 19, 2014, 07:03:40 pm »
One thing I was thinking of, was you were talking about randomized games, so you could have a variety of names that it picks from at random.

I like that idea but I'm not certain that it adds anything.

219
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 18, 2014, 10:44:31 pm »
OK, I have to choose a new agency here in the next 24 hours and I figured since you guys were passionate about the issue, I would give you a chance to weigh in.

The leading options so far are

Arms Prevention Agency                       A. P. A.

United Nations Department of Defense    U.N.D.O.D

International Police Force                     I.P.F.

Global Arms Task Force                        G.A.T.F.  OR  U.A.T.F. (United Arms Task Force) OR  W.A.T.F.   (Worldwide Arms Task Force)

International Weapons Commission         I.W.C.

Accepting super strong submissions as well, but only if you feel it in your gut that it's great. All contributors will be put in the game credits if they desire.

220
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 18, 2014, 10:11:57 pm »
Quick Question Will we get access to WMDs? I know post-Soviet collapse a few nukes where on the market along with Ballistic Subs, and Saran and Anthrax are produce able to sell.

There are three categories of items for sale; Arms, Vehicles, and Intelligence/Strategic. The third category includes very rare and incredibly expensive one of a kind items that the player only gains access to after reaching the highest level of trust and respect with a supplying country. In fact, it may take a few games before you even encounter one , let alone all of them. The game has a lot of random elements in an attempt to make each game play different and require different as well as often shifting strategies by the player. Further adding to the complexity is that different phases of the game will require a different focus by the player, also affected by their performance up to that point and the overall global climate(situation, not weather). The game makes this nest of complex actions and effects manageable by having a somewhat simple interface with just 6-7 menus and a dozen main actions.

The first 20 minutes of the game seems laughably simple. Within 30-40 minutes the player encounters their first tricky situation and then feels confident after overcoming it. At 60-75 minutes the game is starting to get hectic and intense. If the player reaches the late game state in 2-3 hours the game is very different and self doubt takes over. A victory is an even more haunting experience than a loss because you will wonder how much better you could have done if any of the 90+ decisions you made were different.

221
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 18, 2014, 11:12:46 am »
Thanks Knave. While Canada isn't one of our supplying nations, the C7 and ERYX are both slated to be in the game.

222
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 18, 2014, 08:05:48 am »
As usual, these are great BK! The Jatimatic wouldn't be a good choice anyway with so few of them having been made and most of them have been taken out of circulation. It is thought that nearly half of them ended up in criminal hands due to their exquisite concealment possibilities. Still, I loved it as a kid and preferred it's style over the Uzi and definitely over the Mac-10. As you said earlier, too bad Saab Bofors mostly only makes missiles now. I love all of their weapons and Saab can do no wrong with warfare in my eyes. The Saab Viggen was one of the finest Interceptor designs of the 70s-80s and should have been pursued for modern evolution.


223
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 18, 2014, 07:04:19 am »
We are working to try to add Steamworks support and allow weapons, portraits, text and maps to be modded in. I doubt the ruleset will be moddable though. I can't make any guarantees due to the cost of the extra work for modding. I will promise that if the game sells ok I will make every effort to add in modding support post release. We intend on releasing more weapons in patches post launch as well. If the game sells decently they will be free updates. If the game barely sells, then ironically I would have to charge for weapon pack DLC which I hate the idea of. However, my artist's time is valuable and he has to make money.

224
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 18, 2014, 06:41:07 am »
Awesome job BlindKitty! I love it. Definitely including all of those and when I include the AutoRevolver I have to include the Rhino as well

HopFlash, That's the idea. I will be including every iconic movie or real videogame weapon I can think of to make the gun "nuts" happy. Also, those are the weapons that sell really well in the third world countries.

225
Other Games / Re: Arms Dealer - Weapon smuggling tycoon game
« on: June 17, 2014, 08:53:55 pm »
I'm very much on the fence about homebrew guns. On one hand, there have been 'successful' completely printed guns which can fire for a few shots (and I guess that's all you need) so I get that it is dangerous, especially if you can basically melt down the gun afterwards. However you're not going to be able to shoot someone at long range with a printed gun, and I'm sure the aim is atrocious.

If we got to a stage where anyone could make proper all-printed guns which fired reliably it'd be different, but at the moment you can basically only make parts and some zip-guns, which you could easily have improvised before (see the film Munich).

In gameplay terms it'd be interesting if there was a difference between marked and unmarked guns/bullets.   

I'll check out the marked/unmarked mechanic in the game and see how it is. Something that you don't realize about game design until you do it.....interesting features are often boring in practice. I had so many cool, complex or realistic ideas and most of them had to be taken out because they were slow, tedious, complicated, confusing, time consuming, etc. Game design is all about balancing player reward against player effort. Fun is created when reward is high compared to effort expended but only when the illusion of impending failure looms(challenge). It's really a fascinating look into psychology but it's also maddening and causes this particular designer to lose sleep everyday. The really hard part is that for a niche game like this, around 30% of all players will not enjoy it and a third of them will vocalize it in the most heinous manner possible while I will have to carry on and stay positive and tweak the game for the rest of the people. Yay! It's also really cool and a dream come true, so no complaints here.

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