#its very clear the devs all had huge amounts of fun with that game
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zevranunderstander · 1 year ago
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people love the mantra "i want shorter games with worse graphics and longer development times and im not kidding" and then theyre like "😔 AAA devs are soo scared of baldurs gate because now they have to deliver quality" "baldurs gate should develop additional free content forever because i am personally unstatisfied with act 3's scope" "they are neever gonna release hollow knight silksong 🙄" "remember in the good old days, when games actually came out on the day they were promised to be released at?" WELL WHICH ONE IS IT?
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tricitymonsters · 4 months ago
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I know I put a lot of attention on Steam because of the sheer size of the marketplace and the effort Steam itself takes in marketing for devs but I really wanted to take a second to shout out TCM's numbers on itch.io because I really feel like the game found it's first platform there and I especially want to highlight what a great community it is for Indie Devs of all experience levels.
So I have TCM split up between 4 titles on itch- the main one is for all the new stuff and then each beta has it's own homepage. Downside, it kinda splits all my metrics up but the plus side its much easier to navigate for yall so I'll refrain from complaining lol.
Now given we started with just the Mori beta in late 2021, and added chapters slowly over time, here's where we're at right now.
Views: 312k
Downloads: 22.3k
Browser Plays: 35.6k
Ratings: 347
Collections: 5295
Comments: 189
So there are a couple really interesting things going on with this data. Let's analyze
Firstly, the numbers on the main chapter beat the *hell* out of the beta numbers. BUT this makes sense as more people are going to find the main game or PLAY the main game first at a vastly higher rate. So even though that game page has been up the least amount of time, it gets *by far* the most traffic. For example, if we take away the main page numbers, here's how the betas are doing on their own:
Views: 63.3k
Downloads: 5.4k
Browser Plays: 18.2k
Ratings: 133
Collections: 847
Comments: 42
So, if you were an indie dev posting your game on itch.io, these numbers should tell you to carefully consider how you're going to organize your game- especially if it comes in multiple parts. When I was going through the betas I did consider keeping everything on one page and therefore aggregating all of my traffic stats into one place but there are pros and cons.
Mostly, I went with separate pages because:
It's easier to organize files for downloads per character/game piece than to have a huge list of system-specific builds for every character that players have to scroll through. It's just hard to parse out.
Second, I thought that breaking up the chapters like this might help me better gauge each character's popularity via their stats. This... sort of worked. Because the Mori beta went up almost a year before Amir's, his numbers are MUCH higher and I have to be careful not to conflate that with his raw popularity. Another tricky note is that since Mori was the first chapter uploaded, many people will play his beta and then if they decide they're not into the game, won't play the other two characters, which again inflates Mori's numbers.
It was obvious in the gap after Spooktober 2021 and Amir's chapter that I had a project worth pursuing but the way I structured itch.io has made it hard to accurately gauge how popular exactly each character is.
Most of you know I'm running a popularity poll right now for some milestone art and while I expected Mori to lead (even with all the caveats I just listed, he does tend to be the most popular of the bunch) but I did not expect Akello to be *right* on his ass, even before weighing the patreon votes so.
Goes to show you that understanding structure and traffic trends can really go a very very long way to engaging your audience and build a stable, fun community around your game.
Another huge advantage to itch is that- in generalities- the community and ecosystem there is much kinder to beginner devs and passion projects. On steam, I'm taking up the same marketplace space as AAA multimillion-dollar games and while the eyeballs that comes with that is great for TCMs longevity hopefully, it also comes with the reality that I'm marking a queer niche adult visual novel right next to Mainstream Gamers. Now, I do want to be extremely clear that my experience with Steam so far has been really good- TCM has good and (more importantly) honest reviews, people have passed constructive critique to me and been extremely reasonable, I've managed to connect to some content curators who have similar tastes... But Steam is also the home to like. "Oooh Naur Woke Games Kill Art" Lists and stuff so. My experience on Itch is that- while some of that exists to a certain degree- the general ecosystem is much more forgiving and less sharply fractured.
I'm not sure that I would change anything I've done in the point leading me here so far, I think that by and large I've made the best choices I could given what I knew at the time and also managed to roll with the punches as the come but my experienced advice at this stage is definitely for an indie dev who hasn't landed a solid success yet or a hobby dev looking for feedback to start with Itch.io as a place to build your game's community.
There are other game hosting sites too, like Gamejolt, for instance, but while TCM used to be on Gamejolt their content policies and audience demographics were not a great fit, as was my experience with Newgrounds.
So. there are MANY choices but in all I'm grateful I didn't jump right into steam and also that my itch.io audience has been SO supportive and so enthusiastic about rating/commenting/and curating TCM to help spread the word. Especially since early in the project I had basically no marketing budget (I have a very small one now that covers the occasional blazed post but still).
ANYWAY thanks for reading my big dumb rambling posts but I really wanted to shed some light on the virtues of Itch after I've been chasing my own tail trying to get Steam working for me the way I want.
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cursezoroark · 10 months ago
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playing desolation, and by the time I post this I will have Caught up to Desolation! This is my own opinion and review on the game! For the record I've only played Rejuv and now Desolation of the entire series. In terms of pokemon fangames i have played ep 1 of Flux , Gaia, and Unbound. Disclaimer and TLDR: the game is Very good as I expected I had fun :] . The devs worked their ass off and the fact this game is free and has this much shown effort is so awesome. when ep 7 comes out i Will be reviewing once again. It wont be for more than a year though given the recent dev update. either way!
Pros:
I love the spritework sort of thing for the dialogue, when important characters come on. It's very pretty!
the credits system is gen p interesting. motivator for getting exclusive pokemon and items and even the capsules + mints, which imo is much better than the AP system that was in rejuv. its more easier to achieve and more incentive.
also HELL YEAH sidequests! I loved the tidbits of main lore u get from certain ones, and certain choices. Inch resting!
The difficulty still makes me work Hard to think but doesn't kill me with a bajillion reset and planning so that's all fair and good 👍 the only one I had to rlly drive home for was Jarred. Jesus fucking Christ. i had valerie flashbacks from rejuv but its worse cause it was a DOUBLE BATTLE.
the SPARKLES. lifesaver for me who loves the shiny sprite reworks in this game. i have a beautiful shiny greninja, umbreon, hydreigon, and vikavolt. Vikavolt is my favorite shiny i love whoever reworked that. Jade is so so pretty :]
the music is KILLER. Vs Shiv and Vs Nova is Good. Very Good. honestly the ost choices here rock. one of the best ost selections i enjoyed it very much.
interesting story! I can sort of peel bits of it off and it'll probably come back later to haunt me. Act 3 REALLY ramps up stuff so it did sweep a good amount of confusion I’ve had since the beginning. Act 3 was great. I miss Tristan. Nova's character is Great when it reaches a certain plot point.
I love the rangers bases, and the sidequest lore does build up nicely on the side. its starting to interfere with the main story too which hmmmmmmm hm hm hm. i will wonder about that.
Criticisms/ personal nitpicks:
i mentioned this above but i wish the ui for sidequests was a bit more clear. Like location wise, where to go, and all that. Icons above characters would rlly help me distinguish things.also PLEASE add flashing settings and shaking sets automatically to the options board pls pls pls.
I hope there will be more featured fields in the future. I did mention this was the more lax difficulty ive been through involving fields, and i watched playthroughs of reborn and played rejuv myself. (idk if theres more games with the field system but do let me know its literally one of my fav things). Like it went from oh God to oh ok to hmm to Oh God like a cycle. Though I think that’s just on my team balancing rlly
Please..... more TM versatility. While it does allow me to get creative with my team choices, it also limits what I can actually do. My TM pool is so low and i want to get creative so bad :']]]. The TM shop at Sunshell was a huge improvement though. very stingy though at lvl 65-70s though.
i Do Not like the maps for specifically silver forest and blackview. Its either very cluttering and makes me walk in Direct Circles, or leaves me very lost when im searching for a specific area. I do get the "open area" aspect of Silver mountain though, and it was easier once I got all the bridges down but still yk? but i literally couldn't find the move relearner Anywhere in blackview. it took me forever.
I wish i had more time to spend with some of the characters (Scarlett particularly) so i could rlly grow attached. I do understand that these are mostly main plot points blasting off from each other, but i just wish I could have had more interactions with the characters? More funny dialogue, more MC options to talk and affect relationship values, yk? I do anticipate an arc for a particular someone coming up though. so we'll see. the plot did do a rlly good job at the ceilia leaders though I adore All of them.
some of the language i winced at. idk if its just me so ill leave this one in the air. i dont know how to feel because im muddled.
In a way, because the plot blasts off one another, the room for me to acknowledge the changes in characters or their relationship between each other was a bit small. Like Connor and Scarlett, I think I only got like two cutscenes or tidbits of their entire growing friendship, so it didn't rlly hit me when The Scene Happened. Either way I do like themboth thumbs up.
SPOILERS THOUGHTS DO NOT READ IF U HAVENT PLAYED OR DO NOT WANT TO KNOW:
I ADORE Cecilia’s leaders. I’ve seen complaints how we seem to be Stuck There for some time and. Yeah I can sorta agree with that. Despite being Rlly Huge it also makes me Yearn for the Routes yk? either I love them all I Adore them dearly. Garrett is my favorite he got to me. Reeve and Rosetta and Aaron are all so very charming in their dynamics and gym leader squabbles.
Waldenhall is a Great Character in his introduction holy shit what an impact this guy had. also artem's sprite made me laugh so hard because their (idk their gender) portrait is just staring straight at the camera whats up w that.
Conclusion:
Should you play this game? YES. its quality is amazing, the artwork is insane, the gameplay is so good for pokemon fans who enjoy a good challenge, and want to get into some existential crises. In general, this series is So Far the easiest in the reborn deso rejuv trio. but it doesn't by far make it bad, or a cakewalk for players. Have a good ol time with it. My criticisms are my own nitpicks, but i rlly admire how much effort devs put into their fangames, by semblance of story, custom art, custom maps, etc. appreciate them lots and lots more. This game in particular weighs your choices a lot more, so you rlly have to snoop around for a particular result that you want. all in all lots of good fun!
Hope to review this again in Ep 7! and here's a goodbye from my Current Team :]
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askagamedev · 4 years ago
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A bunch of you have questions about project development shutting down for some reason...
I’m guessing it has to do with two cases of fairly high-profile projects being shut down. For those unaware, the two cases in question are:
Vampire: The Masquerade: Bloodlines 2, where publisher Paradox Interactive has removed the project from developer Hardsuit Labs and has delayed its release indefinitely
Anthem Next, the rework of the game that Bioware was working on rebuilding
Both of these situations have some similarities, so I’ll try to address them in a batch today.
Is another studio going to pick up where Hardsuit left off for VampTheMBlood2?
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Let me be clear here - (this iteration of) VampTheMBlood2 has been cancelled. The current completed work on the project is effectively abandoned; there is very little chance that another studio will be brought in to pick up where Hardsuit Labs left off. Projects of this scope are enormous endeavors with a huge amount of institutional knowledge. Only the current team of developers know how the things they built work. Any new developer who obtains the old project assets and code would have to spend months, possibly years, trying to piece things together - much like archaeologists try to figure out how ancient civilizations did things.
By removing Hardsuit Labs from the project, Paradox is removing all people who know anything about how the project works. If the current project were salvageable, it would (in a worst case scenario) be something similar to what happened with the Kerbal Space Program 2, where the publisher cancelled the contract with the developer studio and hired many individual dev team members from the former studio to continue work on the project. That institutional knowledge of how things work is invaluable if the same project code and assets are to be used. This is clearly not the case with VampTheMBlood2. Paradox is ok with dumping the work done and starting over.
Is Anthem’s cancellation because of the engine being used?
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Almost assuredly not. In Anthem’s case, the Frostbite engine was already used to build something that released; if it were a problem with the engine, they would never have been able to ship in the first place. The problem wasn’t that the game wasn’t functional, the problem was that the game wasn’t fun.
What are the common causes for project’s cancellation like this?
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Projects far into the development cycle are usually cancelled for a few major reasons. The first is the reality of the numbers - getting from the current state of the project to where it needs to be in order to ship is not feasible within the available time and budget in combination with the current team. The amount of development time needed could, for example, place the finished release in a terrible place on the schedule, competing with its own publisher’s other products or with a licensor or other major competitors. The required additional budget could push it way too far into the monetary loss category, especially when additional costs and factors like a new marketing campaign or changing market trends are considered. 
Why do you say these two situations are similar?
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Both projects had notable changes in leadership a while back, and both had a reasonable amount of intervening development time since then. In Anthem’s case, the game’s state was unacceptable for the long term because it wasn’t meeting its goals for continued development and support. The publisher didn’t give up on it though - they gave the (new) dev team leadership an opportunity: a block of time to come up with a prototype and plan to take Anthem from where it was to a place where it could hit its performance goals (number of regular players, monetization targets, etc.) within a set of given constraints (time frame, budget). If they could prove the concept and the external circumstances lined up, they could continue development. This is exactly what the Bioware Austin team had done in the past with Star Wars: The Old Republic. Unfortunately, one or more of these failure conditions were met for Anthem and the proposal was sadly rejected.
I suspect that a similar situation happened between publisher Paradox and developer Hardsuit. When Hardsuit’s creative director was removed from the project, I suspect that the game was not in a good state or on a good trajectory toward launch. It was not where it needed to be. However, I believe the publishers still saw the potential in the project if the developers could properly course-correct. I conjecture that the developers at Hardsuit were given around six months for the new leadership to get things back on track. In a similarly unfortunate set of circumstances, I suspect that they were unable to meet the publisher’s expectations and Paradox decided to pull the plug.
But Paradox said VampTheMBlood2 is still coming!
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It (probably) is, but it will likely be a completely new game from a completely new developer, rather than something built from the remnants of Hardsuit’s cancelled code and assets.
It is an unfortunate that these events transpired this way, especially because of the additional pressures and hardships of having to do this under global pandemic circumstances. We’ve only seen some of the subtle side effects of the pandemic forcing the entire game development world into remote work and I suspect we will continue to see more. There are all sorts of things that could have happened that resulted in these project cancellations, with many of them outside the control of any of the parties directly involved. 
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thankskenpenders · 4 years ago
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So there’s been a lot of buzz about the big leak about Sega’s upcoming plans for Sonic. The source is allegedly credible, but even credible leakers can get stuff wrong, so as always take all this with a HUGE grain of salt. (Some of this is also just stuff that isn’t that hard to guess based on the trajectory of the series recently.) I’ve been asked about it, so here are my thoughts
The big thing here that people seem to be talking about (aside from details on games that may or may not be in development) is that Sega wants to shift focus entirely towards Modern Sonic. (Although, remember, we’re literally getting some Classic Sonic stuff from IDW this year. We’re talking about the games here.) Now, I love me some Classic Sonic content. Mania is easily in my top 3 Sonic games, maybe even my absolute favorite, and it saddens me that the team has gone their separate ways instead of being kept on by Sega to make a sequel. Sonic Mania Adventures, Sonic Mega Drive? Phenomenal stuff. BUT... well, if they play their cards right, I think this is a smart move
Tyson Hesse also recently expressed his opinion that the hard divide between Classic and Modern Sonic is hurting the franchise, and I kind of agree. Everybody loves Mania (again, myself included--I bought it twice), but Mania didn’t do much to solve the core problem of Sonic’s reputation. If anything, it being the best reviewed Sonic game in years (and being followed up by the mediocre Forces) just kind of proved all the naysayers right. The best Sonic game in years was the one that ignored everything made after 1997, and the 3D game that followed it Just Didn’t Get It. (To be blatantly clear, I am not accusing the Mania devs of trying to tank peoples’ opinions of the rest of the franchise or anything absurd like that.)
Continuing to divide the attention of the games between two Sonics risks exacerbating this. People will be validated in viewing the Classic stuff as “the REAL Sonic” while the Modern stuff is just seen as that weird thing Sonic morphed into, when in reality the Modern stuff has been the heart of the franchise for the vast majority of its life at this point. There didn’t even used to be a harsh divide between Classic Sonic and Modern Sonic as separate entities! The divide between the two is way less clear cut than many will tell you, especially if you look back at stuff like Adventure, Advance, and Heroes that were still clearly drawing heavily on the Classic material. Back then, Sonic was just Sonic--he just happened to get a slightly different coat of paint in 1998. You could have SA2′s Sonic running around in Green Hill or Sonic Advance’s Sonic fighting the Eggmobile with the wrecking ball. It was no big deal
Classic Sonic is also, by its definition, a time capsule. It has to be how people remember Sega’s Sonic being in the early ‘90s. They can’t experiment too much with it or add too many new elements or you’ll upset people. Add another ally to the cast and you’ll rile up the “Sonic has too many friends” crowd. Change the gameplay and people will say it’s worse. Give Classic Sonic a voice and people will just say he should be mute. There’s room to do great stuff within the boundaries defined by the old school media, as we’ve seen, but you can only take that so far
(And hell, even if Sega’s going for nostalgia bait, take a quick look at the fandom and you’ll see a HUGE amount of nostalgia for the Adventure and Advance games. I, myself, am a 27-year-old who grew up playing those games religiously, and I know a lot of y’all reading this are in the same boat)
I mean, look at something like Mario. Nintendo hasn’t buried the classic Mario games at all--but at the same time, you also don’t see them splitting Red Overalls Mario off into a different entity to please old school purists. Mario is just Mario, and people like Mario, because Mario platformers are consistently good regardless of style. Like Tyson said in that forum thread: “The goal should be to just make Modern stuff good enough that people don't need to reminisce anymore.” Hopefully, this is what Sega’s trying to do. Not dividing the series in two so they can please old school fans while having no idea what to do with the mainline games, but rather just trying to make the new 3D entries something they can really be proud of as their flagship titles
So, TL;DR: I wish we were getting Sonic Mania 2, but if this is all true and Sonic Team wants to try harder to put out good content with the modern cast in both 2D and 3D then I am 1000% down for that. There is so very much to love in the world of Modern Sonic, as anyone reading the IDW comics knows, and I want the games to reflect that potential more consistently
(Also if this is accurate then I’m happy to hear that they’re moving away from the boost formula. I’ve had a lot of fun with the boost formula games, but Forces made it blatantly clear that they didn’t know what else to do with it)
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rev-plays-nikki · 4 years ago
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Alright here we go 🙃
I am extremely disappointed with the announcement of Heaven’s Favor, or Blessed Land, as it’s been officially named on this Nikki server, as our anniversary hell event. As many others have said, this hell event is beautiful, and I love the suits (although it is disappointing that none have dark skin tones and devs of our Nikki game and devs of the the Chinese server have not thought to add them after the fact), but for an anniversary of the game which many including myself feel is supposed to be the biggest celebration of the year, I was expecting a much larger and more expensive event, such as True Road or Four Gods.
I would have been thrilled with either of those events in truth, though as someone who loves Four Gods and has been wanting it for the last 3 and a half years, I was desperately hoping you would finally bring it to us. I was prepared to spend at least $300 and most likely more on diamonds, lucky bags, and other things, simply to show my support for the devs finally giving players what we have been asking for. The grandeur and expense of this event is puny compared with the other two options we could have been given. People complain sometimes when we get expensive events, yes, but usually that is a result of too many expensive events in a row. That issue does not exist this time, and the player base as a whole does want an occasional very expensive event, especially for an occasion as exciting and celebratory as the game’s anniversary. There will of course always be a few who complain no matter what, but in this case, players including myself are frustrated, angry, and tired of how we are treated by our server’s devs. This event announcement is yet another in a long line of things that have made it clear the only thing or server cares about is money grabbing.
Though this announcement has made me finally decide to stop spending on Love Nikki, it has not been the only thing I’ve been unhappy about. It has simply been ‘the straw that broke the camel’s back’ as they say. Our server’s devs have also made it clear they don’t care if we get the story in a way that makes sense either. We get the actual story chapters in order, and for the most part in a timely manner, yes, but there is a lot of the story and lore tidbits in other things like events (hell event as well as regular ones) and Dreamweaver stories. We do not get these in chronological order, which makes it confusing for everyone. I have to assume that our devs think we don’t care about the story, which I do think is largely true based on how many people tap through the story stages, but many of us still DO care about the story, so ignoring it and giving no thought to the order in which we receive story based events and Dreamweavers (both long-term “free” ones and ones that cost diamonds) is, frankly, a huge middle finger to that part of the player base.
The recharge lineup for this event is also extremely disappointing to say the least. And this can’t possibly be a surprise after the reaction from players when frost rose was brought back a while ago. We do NOT expect, and certainly do not WANT, return recharges for a hell event. Especially not for the hell event that is supposed to be our big anniversary celebration. Many were prepared to spend big for our anniversary, and now we will be spending nothing. This is yet another in a long history is giving us subpar recharge lineups that are either too expensive for a comparatively mediocre suit or contain too many expensive returning recharges for the same amount of money (or in a couple of instances, more, if someone had purchased parts of the suit in its original run and had to purchase the same again to complete it.) Personally I have purchased every recharge that became available since shortly after I started playing and have well surpassed V15 levels of spending, but I will be skipping these.
It is also shocking, as I noticed recently, that if a player does not claim their daily diamonds one day, the next day the number of daily diamonds left decreases regardless. This means if a player pays for a monthly recharge card, but cannot log in for one or more than one day for that amount of time, they simply lose some of the diamonds they paid for. While it is a “monthly” card, it promises a certain number of diamonds. It would deliver that number no matter what. Other games have systems in place to account for this. For instance, Time Princess, another dress up game, simply allows the player to collect their diamonds for whatever number of days they have not logged in. It works great and everyone stays happy and gets what they paid for. Maybe a similar system is not in place in Love Nikki and that’s fine. There are other ways to make sure people get what they paid for. The diamonds someone didn’t claim could be mailed to them for example, or daily diamonds could be made a permanent event like the daily login reward, and players could claim diamonds once a day as they choose. Another annoyance to players is that the permanent diamond pavilions still do not have a “confirm” pop up asking if players are sure they want to spend up to 1500 diamonds. This seems like such an easy fix and something players have wanted and asked for for some time.
Recharge suits should also come back for crafting. It seems as things have been going for the last four years that none come back for a long time, players complain about it and threaten to boycott, and a short time after, one relatively inexpensive suit will return in an attempt to satisfy players. Players then think this means recharge suits will return regularly, and are appeased for some time until the whole process repeats itself. This is very frustrating and tiresome. Every paid suit should ideally return for crafting, but my guess is that none of the highly expensive ones ever will. That is very sad to me, as I truly believe that every suit should eventually be made available to every player. I believe the same for the ranked suits, all of which I have, as well. It would be great if they came back but I understand for them why they will not far more than for recharge suits. As a paying player, the way I see it when I buy any suit is that I am paying to get it early, not that I am paying to get it at all. And I am more than happy to pay for that, and thrilled to know that every player will have the chance to get it eventually. I’m sure there are other paying players who don’t share my views, so I understand why devs are hesitant to bring back super expensive suits, but I do think they should return. Not only because on other servers recharge suits return for crafting far more frequently than on ours, but also because as time goes on the suits end up looking older and older and as such their value to players should decrease. The price of suits should go down when they return, not stay the same, and eventually every suit should be obtainable for any player.
Now, back to this hell event again, and more specifically Four Gods, because I’m selfish and I want it. Four Gods has been around for years. Those of us who have known about it from its original run on the original Chinese server have been expecting it to come to us ever since. Lore-wise, as I understand it, it was sort of an introduction to the main four Cloud families and their heads who feature prominently in some event and Dreamweaver stories, though not so much the main story yet. The event was sort of a prequel to Four Wars, and on the Chinese server Four Gods came first. I remember when we got the announcement for Four Wars for our server, and my utter shock. No one had expected or really been asking much for this hell and there were so many other, older events that would have made more sense to us at the time. This I think was the first truly egregious breach of lore order, at least that I can recall and that was so important to the story. When we got Four Wars most players had no idea who these characters were, so how were they supposed to care about them or the story? I think a large part of why many players don’t care about the story can be attributed to the devs not caring about it for us. If we were given events and story parts in chronological order so that it made sense, it would be much easier to follow and perhaps players wouldn’t give up on it so easily.
Since then however, years have passed and we still have not received Four Gods, or even been given the courtesy of being told why we haven’t gotten it. It hasn’t even been mentioned to us by our devs. Now there are rumors floating around the Love Nikki community about it that I think do no one any favors. There is the (I suspect true) rumor that the devs have for a long time intended to never give us this event. There is a rumor that there is some issue with converting the files from an older event to our newer server. There is a rumor that the reason we have not gotten Four Gods is that the devs do not want to give players the opportunity to get the 3000 free diamonds that originally came with the event. There are these and many other rumors, all of which highlight I think the most important issue with regards to our server, and that is communication.
Our server’s devs have always been, quite frankly, horrible at communicating with their player base. We get event announcements and teasers and all and that’s fine, those things are fun and exciting, but when it comes to larger issues in the game, like as an example darker skin tones and makeups that match them, and what the team is doing about it, we receive little to nothing. With this specific issue, and it’s not the only one, it seems players complain and complain and threaten to boycott as I’ve mentioned earlier, and the team eventually gives us the promise that they are working on it. These promises usually come far later than they should. And communication should be more than just promises once the team has finally decided to promise it. Communication should include the in-between phases. For instance, using this example, respond to players more quickly and tell us what the team is considering. We don’t always need promises, especially when the team can’t deliver what is wanted in a timely manner. We want to know what is going on. If the team is discussing something before deciding, let us know! It’s ok if nothing has been decided yet. We want to know what is going on, and if we know, we can give feedback and help the team in its discussions.
The game Time Princess again does this well. They offer frequent surveys that players can access the link to in-game, and they have almost weekly live chats in their Discord server where they answer questions, give hints and teasers about future events, give out extra redeem codes, and have players play fun trivia games with them regarding the game’s stories. If Love Nikki’s devs did something similar, it would greatly increase fan engagement with the game and the story, and show that our devs do care about us and what we want. After being more transparent with the community, and letting us know what’s going on, better decisions can be made, and better plans can be formed, instead of the team telling us nothing and letting us wonder and spread usually baseless rumors until we are given a promise. Even the promises are not always adequate either. With the dark skin tone makeups again, we were promised the team was working on it. And yes, we have received more dark skin makeups since, and that’s great, but it seems like we haven’t received that many recently, and when they come they are usually recipes that cost diamonds, and we only get a few makeups matching a few skin tones rather than one makeup for each.
My concern is that something similar will happen this time as well, and the team may well decide to continue not bringing us Four Gods without telling us a word about it or about why they have made such a decision. Supposedly now the team is talking about possibly bringing us Four Gods, but how do I know that? From the devs being open about their process and transparent with players about their plans and thinking? No, of course not. I know this because someone “close to Nikki'' told this to a well known player whom the rest of us know and trust as largely the only player who really knows what’s going on with the devs. And I doubt she even really does, but based on how little communication we get from the devs, it seems that way to the rest of us. And I of course do not mean this in any way to bash or throw negativity at Iri, I love her and she’s a wonderful person and member of our community! But it is a problem with our devs when someone telling one player something is the only way we can get some shred of an answer to our questions and desires.
Now, because I don’t want to be all negative and I don’t want to complain without offering solutions, here is a bullet point form list of things that could be changed in the game to greatly improve it and the players’ relationship with our devs. :)
- First and most importantly: communicate with players! Tell us what is going on with the team. Ask for feedback more often about more things than which door styles we prefer. Involve us in discussions! Transparency is paramount for any brand these days.
- Give us better “free” things. The Chinese server famously gets more free things like login rewards after server maintenance, etc.
- Add another recharge tier. The Chinese server has one more recharge tier than us ifI recall correctly, as well as their highest tier being more diamonds for less money. if that’s not possible for whatever reason, let us know and let us know why! And then make things less expensive. If that’s also impossible, give us better rewards. If that’s also impossible, at least let us know.
- Let people claim their daily dias even if they miss a day. Suggestions for this are already above in what I wrote.
- Add an “are you sure you want to do this?” button to all diamond pavs. Maybe with a checkmark for “don’t ask me again on this account.”
- Make sure darker skin tones and makeups come back in a timely manner. Maybe make a schedule for it and share that with players. Explain why it takes so long. Work on bringing poses for darker skin tones as well. If that’s not possible, explain to us why in detail.
- Give us four gods. Please and thank you. :) I promise plenty of us want it. If you can’t or won’t, tell us that, and tell us why. If you can’t tell us why due to a non disclosure agreement or something similar, tell us you aren’t able to tell us why. Whatever communication you can give us is far better than none.
I love and care about this game deeply. It has been a very important part of my gaming life through the past four years. I would not have bothered writing any of this if that weren’t true. I truly and genuinely hope that things change and get better in the future, but until then I will not be quitting, but I also will not be spending nearly as much time or money on it as I have in the past, which makes me sad. I wish everyone the best and I hope our devs will listen and improve their communication at the very least. Thank you.
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korkrunchcereal · 4 years ago
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WoW Q and A
Elaborate on the Chains of Domination cinematic: Story of Anduin and Sylvanas/relationship with the jailer is foundational to Shadowlands. Anduin was dominated. Jailer needed someone like Anduin to be able to walk into Bastion and claim the key. Brief moment of Anduin gaining control in cinematic, so still in there. Chains of Domination will explain more.
When he (Anduin) walks past Uther, did Uther know what was happening or did he feel bad? Couple things going on. His hand touches his wound, made by a weapon of the maw. Uther recognized on some level that power, as well as stirring memories seeing this blonde, kingly figure. Confrontation with Sylvanas in the raid one of the biggest moments in WoW.
Moving from classic to BC while keeping a copy. Whats it going to look like for gold, items/banks. Am I going to see differences or is it two separate entities for all time? Logging in at pre patch will snap a copy of your character. There will be an option to move onto BC classic, or stay in vanilla classic. Can pay a fee and activate “clone” to put them on BC classic if you choose to stay Vanilla. Beta is around the corner. 
How will high population  numbers be handled in TBC classic? How will you handle bottlenecks, sharding, dailies etc. Recognize high population, want to make sure experience is enjoyable. Optimization improvements to help stabilize servers. Experience of rare material and multiple people going is part of the game. Willing to make targeted changes if there is particular problems. 
 Will there be more race/class combinations? Player agency and choice is major theme. Customization key, but also want to reinforce differences. Want to maintain a world that doesn’t have exact symmetry. Have gone back over the years to change things. For now, think they’ve gone about far enough. Nothing planned, but never say never.
 Surprise on Covenant armor? Based on heritage armor. Pure aesthetic, want to give players more and more options. Gameplay reasons to not tmog the entire range (warrior wearing cloth for example)
Workflow change during pandemic? Happened very suddenly. Team reached to each other to find comfort. The isolation found purpose for devs. Making Shadowlands/games help to reconnect friends and people.
Any plans to address faction imbalance? What happened to cause it? Something talked about a lot. Know there’s a very real problem, particularly high end. What caused the problem? Imbalanced in racials allowed to persist too long. At this point, don’t think racials are imbalanced. People staying Horde however due to social reasons now; compounded issue from all the way back from MoP etc. No real answer. Social issue requires social answer.
Have you ever seen a swing in either faction direction due to story elements? Across the game as a whole, faction balance is pretty good. Its raiding/high end PvE that the imbalances really emerge. Have seen faction switches/more cross faction alts in BfA for example. 
If I play BC, when I decide to play on main char and a classic era realm at 60, will I have to name change? You have your name in both places. Ensure people don’t park on names forever.
Any plans to connect more realms? Had to do survey across all populations in all realms. Essentially have to copy an entire realms database onto another. Not a flip a switch thing, lot of work. Have been able to address a large amount of the very low pop. realms. Had to pause for Shadowlands launch due to launch and Shadowlands had huge effects on server populations. Last time they connected realms was right before WoD, and realms had a LOT of queue problems. Watching and waiting for populations to go down before making the jump.
Never gonna have cross faction raids, dungeons etc? Not gonna say never. Essential to hold onto identity but...
Will our amount of Anima be increased later? Is it possible for sanctum upgrades to be account wide? Lot to collect. Hotfixed Anima drops so far. Looking for new sources of Anima for next patch. Over all looking at the costs. Cosmetics are generally account wide. Anima is designed to span the bulk of Shadowlands. 
Sire Denathrius is an eternal one and imprisoned. What will he do? Will we see him again? Best laid plans can adapt. During BfA, intended Bwonsamdi to be a one off. There, but no big deal. Once they heard the VA they went “we need more of this character”. Planned for Sire Denathrius to be there, you kill him w/e. Then heard the VA and went “this guys awesome we love him.” Changed plan to keep Sire Denathrius alive. Will find some other role for him to take. Watch fan feedback to see how community responds/gravitate to. He is in that sword, there may just be allies of him that would be interested in liberating him from the sword...
When will we see more Heritage Armor? As each one was released, got more and more excited from response/enhanced feel of the game. Working on further Heritage Armor. Some coming to near future updates, some more in the future.
Any plans to bring back the AH app? Not as you know it perse. It got turned into a lot of automation. Revamp removed app, then change of the AH. Meant to be more of a socialize thing then accumulation of gold by automated system. Recognize however convenience factor. Consider getting back into some form, but not like how it used to be.
Will there be more new character customization options for Shadowlands? None in Shadowlands. Tend to be fairly big projects. Release them when it’ll be very good for players. Lot of work to juggle. Felt like they got good feedback and support from it. Want to invest going forward when it makes sense.
What are actual requirements for flying in Shadowlands? Where can we fly? Can we fly across the realms? Shadowlands pathfinder no rep grind. Just requires completing full covenant campaign (9.0 and 9.1). Cannot fly from zone to zone. Once unlocked, alts will be able to fly freely. 
In the BC classic, will there be class tuning that would make it notably different than 2007? Broadly no. Want to keep the authentic behavior of final patch, like classic had. Seal of blood
Is there work being done on new Torghast Anima Powers for later patches? Spec specific, when can we see? WIll be done through all patches/future patches. new powers etc. As for powers working outside Torghast, keep OP nature of them inside Torghast.
Difference between passage of time in Shadowlands and in Azeroth? Salanar the Horseman in DK order hall said he was in the veil for what felt like days and it was between WoTLK and Legion. Meet characters for whom time doesn’t seem to have meaning. What is time a construct of? Order. On Azeroth, understand the passage of time because of influence of titans/order. Outside of the influence of order, time loses meaning. A lot more fluid. Shadowlands about eternities. Can have it perceived differently by different characters even going through same thing.
Bringing back 10-man content, either as different difficulty or different instances for smaller groups to tackle. All raid basically is/can be 10 man. These days its the 5 player mega dungeons that fill the role. In BC, ZA and Kara filled that niche of the smaller group doing the BIG, raid like content. Fulfills the spirit of 10 man content.
Will summoning stones be available at launch of BC or come later? Will have them at launch.
What’s Bolvar up to and where is his story going? Will he have a major role to play? One of the fun parts of Shadowlands was getting Bolvar back into the mix. We saw him be pivotal in Torghast and getting into Shadowlands. Saw there was a price to pay for visions with Torghast. He will be front and center in Chains of Domination. Good rallying figure.  
In BC, how will pvp titles be handled without battlegroups? Originally, reward was made for the best player in each battlegroup due to technical reasons. Now that they have better technology, fair way is % based, though still want to keep it small amount. 
In Stormwind, Darnassus refugees mention going back once the smoke clears. Does this mean Teldrassil can grow back and become habitable again? The damage was pretty definitive/lot of lives lost. Don’t want to reverse on a whim. The story of the souls of the Night Elves however is not yet done, nor is Tyrande’s story going into Chains of Domination and beyond.
Will fresh classic servers be added in addition to TBC servers? For the timeline of BC classic, no new classic servers. Eyes on it however for the future. Will discuss once BC launches.
How do you get the Wandering Ancient Mount? Got to have Shadowlands. Will be in 9.0.5 patch update next month (March). 
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free-mobile-legend-hack · 4 years ago
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Free Hack Mobile Legends Free Diamonds
Portable Legends has made sure about a spot as a standout amongst other MOBA games for your telephone and in light of current circumstances! MLBB is among a portion of the couple of titles for cell phones that offers bona fide PC MOBA experience yet in a compact arrangement. Games like League of Legends or Dota 2 on PC have set the bar for what can be accomplished inside this sort. Additionally, games like Mobile Legends and Arena of Valor are excellent with regards to playing a decent MOBA on your telephone.
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Be that as it may, our preferred telephone MOBA just got a noteworthy update. The most up to date fix for Mobile Legends, titled "MLBB 2.0" carries a wide slew of moves up to the game we've developed to know and love. The biggest enhancements in this fix, by a wide margin, are the visual moves up to the guide, just as the presentation redesigns, which we'll discuss in the accompanying sections.
Here is a rundown of probably the most critical changes that the MLBB 2.0 fix is bringing:
Improved UI and Performance
Beginning solid with the feature of fix MLBB 2.0, the visual moves up to the UI. Furthermore, not just visual overhauls as the new UI is likewise smoother, quicker, and by and large simpler to utilize. In any case, we should not lose trace of what's most important; how about we separate this and see what the new UI brings to the table.
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The primary UI upgrade revolves around the shading blue and its various shades which, as per the engineers, is intended to make a perfect and smooth appearance, while likewise improving the impression of profundity and giving a feeling of quiet and solace. We don't think about any of that, yet the new structure looks totally crushing. It's very a much cleaner appearance, particularly when playing on your PC with BlueStacks, with an a lot bigger screen than your confined telephone screen.
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In the Moonton Epicon 2019, the devs clarified that, while useful, the past UI had just an excess of substance on the fundamental screen, which made it look occupied and swarmed. Nonetheless, following 3 years of activity, they recognized the most significant pieces of the interface and pruned different viewpoints to make an increasingly extensive appearance.
Alongside the UI update, this fix additionally brings an assortment of sound-related and visual input overhauls. There are more than 30 new interface sounds that play under various situations, for example, clicking catches and exploring through menus. This change was executed to make a feeling of consistency between the visual and sound-related components.
Upgraded Character Models and Map Visuals
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The standard maps were enormously redesignd with numerous new subtleties and impacts to make a progressively clear and reasonable appearance. Some old components were fastidiously updated to make them increasingly exact, and the vast majority of these subtleties were meticulously hand-set. From springs and streams, to the stones and foliage; the maps presently look really illustrative of a game with the gauge of Mobile Legends.
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Overhauled Servers to Fix Latency Issues
A little, yet huge change. While the greater part of the critical redesigns are in the UI and guide visuals, the people at Moonton are additionally buckling down on their foundation, just as planning with the datacenters where their servers are situated to improve the idleness gives that have been tormenting a few players. With the dispatch of MLBB 2.0, players ought to likewise observe an incredible improvement in inactivity and appreciate a much smoother experience on the war zone.
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For our situation, when we gave it a shot, we had just 60ms in-game, which is close prompt inertness. With ping this low, we can land expertise shots, avoid adversary assaults, and obstacle those multi-slaughters for our group. Besides, while not as significant as in-game inactivity, we had <10ms idleness in the anteroom, which is very noteworthy. The main awful thing about this improvement is that we can't fault our noob passings on slack any longer!
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Huge amounts of Hero Adjustments and a New Hero
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Customary MLBB players will be charmed to realize that a fresh out of the plastic new legend's making her introduction on November 26. The character being referred to is called Wan: The Agile Tiger, and will have an expense of 599 precious stones, or 32,000 BP, which is standard for most new discharges. The individuals who choose for buy her with precious stones, be that as it may, will get a 30% markdown during the saint's dispatch week.
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Wan seems, by all accounts, to be a Fighter/Assassin cross breed with a capacity to dissipate all CC from herself, just as to rebuff the individuals who meander excessively near her. She can shock, bargain enormous harm with both essential assaults and aptitudes, and her definitive has a lot of potential to wipe the whole adversary group whenever utilized appropriately. Moreover, she is by all accounts an enemy of tank character as her aloof, Tiger Pace, bargains genuine harm with each ordinary assault dependent on the objective's maximum HP. As such, she appears to be a versatile, speedy, and a fatal saint with some capacity to tank CC impacts and prove to be the best in any event, when trapped. Operation much?
 Moreover, as is regular with specific fixes in these kinds of games, you can expect numerous rebalance updates to address OP characters, or to buff the more established, underused legends, and fix 2.0 is no exemption. While the rundown of alterations is extremely long to list in detail, here's a short outline of some saints that were modified, and in the event that they either got polished, nerfed, or essentially balanced:
 Masha: Mostly nerfed.
Baxia: Adjusted.
Tigreal: Adjusted, somewhat polished.
Gord: Nerfed.
Kadita: Buffed.
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These are just 5 out of the 20+ legends that were balanced in MLBB 2.0. Remember that, while we show them as nerfs or buffs, this doesn't imply that, with certain special cases, the characters were modified fundamentally. On the off chance that anything, these progressions could modify the meta, by and large, and lead to a lot more prominent changes down the line. The truth will surface eventually. You can locate the full changelog of character alterations in Mobile Legends' Discord server.
Other little changes to legends incorporate liveliness and sound overhauls, just as enhancements on the impacts of specific aptitudes. Characters like Chang'e, Estes, Roger, Franco, Tigreal, and Karina, among others, sound better as well as move and look better.
A few New Events
Beside all the enhancements we referenced over, the individuals who normally play Mobile Legends will likewise discover a huge amount of occasions to take part in after the MLBB 2.0 update. These occasions award players the chance to score marvelous prizes, gave you're sufficiently high level to really get to them.
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The main occasion that is presently dynamic at the hour of composing is Empire Reborn, which goes through November 16 to December 14, and offers players the chance to procure Starlight Member Cards, Starlight Points, and different prizes. Players can pre-register in the occasion from November 16 to November 22 to get numerous prizes for the legend Dyrroth by signing in at specific dates. These prizes include:
 December 14: Free Mysterious Hero Card, which you can trade for one legend after December 17.
 There are additionally up and coming occasions for Starlight Members, including an opportunity to get a restrictive Starlight Edition skin for Gord, just as an act out and a symbol fringe from the 2019 Starlight Edition Lucky Draw. These prizes are just realistic through this strategy, yet will be sold from the store temporarily. A short time later, there will be no different approaches to open these prizes.
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Fix 2.0 for Mobile Legends: Bang just went live and we're excited to see the entirety of its adjustments in real life. We're now overwhelmed by the new visuals and UI which, as we would like to think, wasn't carefully vital, however is an invite expansion in any case. What's your opinion about MLBB 2.0? Did it satisfy the expectations when it was reported a couple of months prior? Leave us your contemplations on the remarks area underneath!
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recentanimenews · 6 years ago
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Is That Another JoJo Reference?! JoJo's Bizarre Adventure References in Non-Anime Media!
In our previous article, we took a look at the many ways that various anime have paid homage to JoJo’s Bizarre Adventure, from small sight-gags to extended visual parodies, the amount of creators who felt some love for the series was easy to find! But what about in non-anime media? It isn’t always easy to make a JoJo pose seem tonally correct in your video game, music video, live action  TV show, comic, or other media after all, but these creators we found had more creative and interesting ways of paying homage back to Hirohiko Araki and his amazing series. Much like our first article, we’ll be keeping these reference sightings up to Part 5 only to avoid spoiling any of the future fun, and do be warned that some of these references might be spoilers for past JoJo seasons. Overall, the range of these references varies from minor cameos and callbacks to characters and situations being developed with JoJo characters in mind, so let’s get right into it and take a look at the various non-anime JoJo references we’ve found!
It probably comes as no surprise, but musicians and JoJo go together pretty well. Many of the original names and influences for the series come from Araki’s love of various types of musical genres and artists, and it seems that they love him right back! Numerous singers and even idol groups in Japan have given the nod to their favorite JoJo poses and characters, with some even going as far as reaching out to meet Araki as superfans themselves. Hello! Project’s ANGERME and Iikubo Haruna have done various JoJo inspired poses in their blogs and choreography, even recreating the infamous “Go Go Go” SFX with their arms! The iconic Kyary Pamyu Pamyu is a huge fan of the JoJo series, often making JoJo poses in her own videos, such as in "PONPONPON," and even wearing JoJo themed merchandise, going so far as to even name one of her pet dogs JoJo.
Perhaps one of the most famous idols, Shoko Nakagawa (AKA Shokotan) is a notoriously huge fan of the JoJo series, busting out JoJo poses so often that she even injured herself doing Narancia’s pose on stage, breaking her tailbone! Her devotion has paid off, however, as Shokotan got to meet Araki to interview him! Shoko’s interview even lead to Araki making a special stand, Love Note, with an interesting origin involving... Shokotan and Jotaro’s child?! Outside of Japan, the group Starbomb included Giorno’s “I have a dream” pose in their video for “SMASH!,” with Luigi of all characters striking the iconic pose!
  Some of the most interesting homages to JoJo pop up in various video games, with some being blatantly obvious, and others needing developers to pull back the curtain and reveal their true intentions! Given the nature of JoJo’s storyline of vampires and supernatural powers, it might not be surprising at all to learn that the Castlevania series has featured numerous nods to the JoJo series throughout its legendary run. Castlevania Symphony of the Night features a Stone Mask, and it makes another appearance in Curse of Darkness. There are a few “Ora ora ora” references laced throughout various Castlevania equipments and attacks, and Dawn of Sorrow features a fight at a clock tower against an enemy named Zephyr who can stop time and throws knives… Now, where have we heard of someone like that before?
    Speaking of stopped time, the DOTA 2 hero Faceless Void seems to have some JoJo influenced nods to everyone’s favorite vampire. His ultimate ability, Chronosphere, stops time for anyone caught in it but himself for a few seconds, sure seems coincidental, but his model also adopts a similar pose to DIO’s classic WRYYYYYY! pose while casting it. In a recent update to the game, Phantom Assassin got a new splash image featuring her in Jonathan’s pose for her unique cosmetic set, the Bloodroot Guard. In Persona 5, the main character is given a choice to answer the question “What is the name of the phenomenon where the second hand looks like it stops moving?,” with one of the choices being “The World.” And in the fighting game Skullgirls, DIO is referenced numerous times between characters Valentine, Peacock, and Eliza. Valentine can stop time, Peacock drops a steamroller on her foes, and Eliza features an obvious color palette reference to DIO’s classic Part 3 outfit! The game also features Big Band, a character who has a move where he shouts “Tuba Tuba Tuba,” similar to “ora ora ora” or “muda muda muda,” depending on how you hear that in your head. Night Warriors: Darkstalker’s Revenge has a few nods to DIO as well, with a design sketch of Donovan by Takenori Kimoto posing like DIO in one of the art books; more interesting, Donovan, known for his ability to summon various spirits to aid him in battle, also has a sketch where he summons Abbachio’s Moody Jazz!
    In a series already filled with lots of crazy references and homages to other anime and video games, it probably comes as no surprise that the Danganronpa series has numerous JoJo references throughout its titles. Some of these appear in both the games and anime, such as Junko posing as DIO and her penchant for quoting “Muda muda muda,” while others are specific to the games, such as Super Danganronpa 2’s Hanamura saying he can taste if people are lying, Monokuma using a Heaven’s Door like ability, and there’s even a reference to the Bow & Arrow, called the Meteorite Arrowhead. Some other fun references include Mondo, whose hairstyle (and attitude regarding it) seem like they might be related to Josuke, a reference cemented in place when players learn that his biker gang is called Crazy Diamond! These JoJo references likely don’t come as much surprise, considering Naegi’s initial introductory comments about not having a Stand, but the dedication to weaving them into the various games, and in somewhat natural ways, is pretty impressive!
    Speaking of Polnareff, video game designers must have loved him, because aside from poses and thematic references, Polnareff’s mere existence may have had the most influence on game design of the entire JoJo series! Katsuhiro Harada, the director of the Tekken series, directly cites Polnareff as inspiration for series mainstay Paul Phoenix’s iconic hairstyle and first name. Tekken features a few other nods to JoJo, with Jin and Kazuya having gloves similar to Star Platinum’s, and Tekken 7’s newcomer Claudio not only poses like DIO, but can even equip an “Ancient Mask.” In the King of Fighters series, Benimaru Nikaido is another clear homage to Polnareff, again sporting a unique and reminscient hair style and style of dress, and in fact, Benimaru looks so much like Polnareff that developers of the game referred to him internally as “Polnareff!”
    A few other references pop up in King of Fighters, with Leona Heidern’s Earring Bomb 2: Heart Attack special move is an homage to Yoshikage Kira’s Heart Attack. Leona can either wait for the bomb to explode, or detonate it on her own, much like Kira’s Deadly Queen, and Leona’s voice line upon detonation, “You’ve lost in the end,” is similar Kira’s “You’ve lost in death” line. Another King of Fighter character, Mian, has an attack called Rangurenbu that has her shouting “Ariariariariari,” just like Bucciarati! Finally, Street Fighter’s Guile owes his creation to Polnareff, who started as the base model for the character, according to producer Noritaka Funamizu. Ironically, a dev decided to play with Guile’s sprite, and his hair spread to look a bit more like Stroeheim’s, which stuck! The name “Guile” is even a reference to “J. Geil,” Polnareff’s archenemy! Street Fighter has quite a few obvious nods, most notably Rose, who wears a nearly identical outfit to Lisa Lisa, who also hails from Venice.
    There are many more one-off references to be found in various games. Persona Q has a quick segment where the Persona 4 cast pose as various JoJo characters. The original Ninja Gaiden game decorates a stage with Stone Masks and Pillar Men, while Senran Kagura 2 has a few clothing options for Mirai that directly reference Star Platinum and The World. Shin Megami Tensei: Strange Journey has a reference to the Sword of Anubis with the equipment Cursed Sarai, stating that it is the “Sword of Anubis that drives victims mad,” and an attack ability called Bites the Dust, which inflicts Bomb status on a target who then explodes during their next activation!
  The Touhou Project games have numerous soft references to JoJo sprinkled throughout, with characters such as Remilia and Yuugi making a few references to the series, but the most obvious is Sakuya Izayoi. Sakuya has the ability to stop time, and throw knives! Other references might be quick and hard to miss, such as Yakuza 0’s quick and cheeky nod to the JoJo series: During a fight with a secret boss whose first name is simply “Jo,” Goro Majima (the best boy in Yakuza, by the way), thinks to himself afterwards what that “Jo” guy’s deal was and what a “bizarre adventure” it was to fight him.
  When you move away from video games and music, it’s interesting to see where JoJo references might pop up; after all, many of these mentioned were still developed by Japanese teams and artists, meaning that JoJo likely played a big part in entertaining them growing up or while they worked. But if you were to look towards American comics, you might find some odd homages! Now, one of the most infamous is a comic known as Diesel, which isn’t so much an homage as it was an adaptation (for lack of a better term; it really just takes the entire plot and renames and Americanized people and locations) of the Fool and Iggy storylines of Part 3. The comic was pretty obscure, but got attention in 2016 when the Stardust Crusaders anime hit, and became a source of some odd laughs and memes.
  For an actual homage, X-Man Annual has a page where the Hulk gains some very unique yellow armor, making him look like The World! In the Archie Comics’ Sonic the Hedgehog comics, quite a few little references found their way into the Off Panel section in the back of the book. In issue 270, Sonic and Knuckles face off (with Sonic as Kenshiro and Knuckles dressed as Jotaro) in “manliest anime” challenge, and in the first issue of Sonic Boom’s spin off comic, another Off Panel segment features Knuckles posing like Joseph, complete with a green scarf!
  Western television and web shows have also made a few nods to the series. Adult Swim’s anime inspired Ballmasterz:9009 character Chimpendale strikes Jonathan’s pose at one point. One of the most overt and direct references to the series happens in NBC’s Heroes, with Hiro Nakamura writing in his blog that he wants to “Be like JoJo and go on adventures,” with Part 3 being his favorite. Beyond a few mentions to other JoJo characters in his blog throughout the series run, Hiro’s superpower shares quite a few similarities to that of DIO and Jotaro, as Hiro is able to stop time! Even the grim, dark future of the 41st Millenium of Warhammer 40,000 isn’t safe from JoJo references, as the popular parody series If the Emperor Had a Text to Speech Device by Bruva Alfabusa on Youtube features three characters called the “The Fabulous Custodes,” who look suspiciously like a few half-naked superhumans!
    It seems that JoJo fever is worldwide, with creators from all over the world, in various media and genres, have all worked in ways to pay respect to Hirohiko Araki’s unique and wonderful series. As JoJo's Bizarre Adventure continue through Part 5 and gain more and more followers, we can only assume that these fun nods to Araki’s world will continue; we even left a few off because they’d spoil some of the fun of Part 5, so consider this just a small taste of the influence Araki has had. So while you’re enjoying the new season of JoJo, keep your eyes peeled for other references in shows you’re watching, games you’re playing, and even music you’re listening to; you never know where a JoJo reference might pop-up!
Know any other JoJo references you flipped for? Let us know in the comments!
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Nicole is a features and a social video script writer for Crunchyroll. Known to profess her love of otome games over at her blog, Figuratively Speaking. When she has the time, she also streams some games. Follow her on Twitter: @ellyberries 
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rabidsquabbiteldewrito · 7 years ago
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ElDewrito Dev Update (Mar 04, 2018) Part 1
It’s been about a month since our last post, and we apologize for the lack of dev blog updates. Many of our team members have been busy/away during parts of the last month (I just got back from a much-needed week long vacation, snowboarding in the Rockies). While we would have liked to have 0.6 released by now, please remember that we’re all doing this in our spare time for free, and sometimes we burn out, or simply aren’t able to work on it as much as we’d like.
That being said, we’re back at full force with refreshed minds and ready to hammer this thing out.
I’ve read many comments from many people, whether it be on reddit or discord or PMs, saying that our communication is too infrequent and needs to be improved. While I do not need to apologize for taking a vacation, I take these comments to heart. It was only a year and a half ago when I was in the same position you are in, on the outside looking in, asking the same thing from the devs. It’s why I made that first 0.6 update post and it’s why I have been writing these blog posts. I’ll honor your guys’ request and go into as much detail as possible.
I’ll discuss the progress we’ve made since our last post, what’s remaining to do, and also showcase some cool new stuff we’ve added. And as always, we’ll show you some new gameplay using the new features or new forge maps.
This blog post is two parts. If you don’t care about the technical jargon and just want to see cool stuff, skip to the bottom - there’s some cool new features to see. For the rest of you, sit down. This one’s a long read; you asked for it.
The ‘Dedi Connection Bug’
In our last blog post, I went into detail about the ‘dedi connection bug’. As you recall, this bug has two manifestations:
Player A can’t join a server because it conflicts with player B already in the server. The join request is actually rejected.
A player attempts to join a server, but the establishment process never completes, yet the player is able to join the voip server and can hear players in the server. This manifestation has multiple root causes.
One of our team members, unk_1, wrote a log parser to detect occurrences of the dedi bug. We turned on network logging on a few of the 0511 dedicated servers and left them running for a week at a time. After analyzing the logs, we’ve found that manifestation #1 accounts for about ¾ of the connection issues. As I mentioned last post, #1 has been completely fixed already.
A lot of work has gone into trying to fix number 2, and while some occurrences might be out of control for the time being (restricted NAT type for example: remember Xbox 360 NAT type issues?), we have made great progress and have fixed one of its causes. I’ll go into a bit of detail about that here.
MTU and Packet Fragmentation
The MTU (maximum transmission unit) is the size of the largest amount of data that can be sent in a single network transaction. If a packet is too big (larger than MTU), routers will fragment this packet into smaller ones and then the data gets reassembled. This fragmentation can lead to a much higher chance of packet loss. In addition, not all routers behave the same in regards to packet fragmentation, and many do not obey the ‘Don’t Fragment’ flag in the IP protocol header.
Why is this relevant? After lots of digging and research, we found that some of the packets that are exchanged during the establishment process were bigger than the MTU size. The solution? Shrink them down to a valid size so that they don’t get fragmented. After testing this in 0511, we saw the number of manifestation #2 occurrences decrease.
While this is great news, many #2 occurrences still were still present in the logs, and we believe many of them are related to NAT. We will provide a how-to doc when 0.6 releases on how to check/open your NAT type, as well as other useful info to ensure that other players can connect to your server without issue. As for the other #2 connection issues that may (we aren’t even sure if any remain) still exist that are within our control, we’re going to leave them to be fixed them in a later update. Debugging these issues are a slow, tedious, painful process. We can’t have this issue delay us any further, so we’re calling it a day. Note: So far, with the #1 and #2 fixes in, we haven’t had a single dedi bug re-occurrence in our testing sessions, but that doesn’t necessarily mean that there aren’t rare connection issues hiding somewhere that we haven’t been able to replicate.
The Updater
The usual question. We’ve made great progress on the updater, and it is pretty much finished. The updater will be a lightweight standalone exe that will allow you to update to the latest version, and even downgrade to previous versions. The updater will not need to be ran to start the game, nor will it act as a launcher like the 0511 updater does. It’s simply an updater. When a future update comes out, for example 0.7, a message will be displayed on the title screen when you boot up the game, telling you that you need to close the game and update. Open the updater -> click update -> done. There are a couple of very small bugs we’ve found during the testing of it, and those are being fixed.
Enough about the boring stuff, on to the fun stuff.
Misc/Small Bug Fixes since last post:
Settings - Fix for Alt binds
Added forge binding to deselect everything
Allow held forge object to be extended unconstrained
Fix transparent materials for reforge
Fix ‘default’ weapon offset preset doesn’t work in the in-game menu
Fix atmosphere toggle on map modifier
Fix weather effects not working on certain maps
Fix issues with custom fog not working well on certain maps
Discord UI - Fix the Ui showing breifly upon starting the game
Chat UI - Add warning alert for opening links that may be unsafe
Fix crash related to forge kill volumes
Fixed exe remaining running in background due to Discord rpc not shutting down
Fix duplicate requests for player info (rank, emblem, ect)
Jaron’s emblem editor that we showed a preview of in the last post has been added and touched up. 
Q: Has anything you’ve previously shown us not going to make it into 0.6?
A: Yes, unfortunately the doors and fans we showcased in the last blog post have too many issues and are not ready for prime time. We want them to be polished before adding it, and doing so right now would be time consuming and would delay release. Keeping the doors and fans as-is in 0.6 would break any maps using them we were to fix/polish them in a later update. For these reasons, we’ve decided to exclude these from 0.6 and add the doors/fans to a future update instead.
Q: Have any new cool features been added since the last post?
A: Absolutely. 
But before I go into detail on these, I want to make an important distinction about why things are still able to be added while we haven’t released yet. We often see comments like “Why are you still adding features when you could have released?”, or “just release the game and add stuff to it later”.
That’s not really how development for this game works. This team has quite a few active developers. If two people are working on a must-fix bug, say ‘the dedi-bug’ for example, there are other members of the team who are still available to work on other things. If devs A and B are developing the new updater, that doesn’t mean that devs C-G need to sit and twiddle their thumbs until the updater is finished. Some bugs are very complex, and only certain members of the team have the expertise to fix them. This produces opportunities for us to sneak in extra features without slowing down our 0.6 progress whatsoever. So to be clear, extra features that we’ve been showing off in the last few blog posts have not in any way slowed down or delayed the release of 0.6.
That being said, buckle up, because we’ve got some cool new shit for you.
Glass and Emissive Glass have been added as forge materials. Any reforge object can be given a glass or emissive glass material, and can have customized opacity and color. 
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40 New Materials have been added for forge objects. In addition, Forge Material textures can now be scaled, and the x and y offsets   can be adjusted.
Here is a video showing some of these new materials being used in forge, as well as how to adjust the scale and offsets.
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Fog has been drastically improved to look more realistic. Here are a couple of examples:
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Directional lights have been added.  You can control the direction, intensity, fov radius, color, and near width of any light. Here is an example picture:
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Directional lights are great because you get much more control with bleeding (the light doesn’t go through the objects). you can set the FOV to something high like 180 and it’s like a point light but it won’t bleed above it through objects. In this example - here’s where the light is:
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With a point light instead of directional light, it would be super bright up here:
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Pulse and Flicker functions can also be applied and customized to any light source. You can control the minimum intensity, maximum intensity, as well as the frequency of the pulse or flicker. Here’s a video showing some of these lights being created/altered in forge.
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Player size is now a gametype option/trait. Players can be scaled to be tiny, huge, or anywhere in-between. For example, you can create gametypes where the players become huge while in the hill or in the lead, or tiny while holding the ball or flag. A small map like the pit can suddenly turn into a BTB map. The sky is the limit. Players also animate between the two sizes, so they don’t just instantly magically appear large or small when transitioning from one size to another.
A full gameplay video where players are tiny, but become big and slow while inside the hill in a game of KOTH is posted in part 2 of this blog post, but here are a couple of pictures.
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A huge spartan driving a Warthog:
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Large Spartans as a hill trait:
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Skyboxes can be swapped to/from any map. Yep, you can now choose any skybox you want when creating a forge map. There are options for inheriting the fog that comes with the skybox, or you can override it with your own custom fog.
These skyboxes open an whole new realm of creativity. Take a look at some simple examples of skyboxes being used on different maps.
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Guardian Skybox on Narrows
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Valhalla skybox on Sandtrap:
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Here is a video showing how to change/alter skyboxes: 
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Here is a small album of 4k images. I will add additional images to this album throughout the day. 
Additional Weather Effects have been added. Heavy Snow, Rain, Falling Ash, Slipspace Fallout, and Flood Pollen can now be used as weather effects. While the rain effect is a little underwhelming and needs some work (it doesn’t look very realistic yet), some of the other effects are quite cool. Here’s a gif of the “Slipspace Fallout” effect.
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Don’t forget to check out part 2 for some gameplay videos, but for now, let’s get back to business. 
Q: Now What?
A: We are at a state where we now consider the game to be ‘Feature Complete’. All of the major bugs that we’ve committed to fixing have been fixed. All of the features that we committed to adding, have been added. No more features will be added. We are going to enter a short, exhaustive, ‘Regression Testing’ cycle where we test every feature that we have added over the past two years. The only commits that will occur between now and release will be fixes for bugs found during the regression testing cycle. The reason this is necessary is because over time, parts of the code have changed, been refactored, moved, ect. We need to ensure that we haven’t broken anything along the way. One of our main devs, unk_1, once said “I can't overstate how much i just molested the engine over the last 2 weeks. It needs to be tested like a lot.” And that’s what we’ll be doing. 
When we’re finished, you’ll know. 
Until next time (or until we’re playing right along side you); Sincerely, 
RabidSquabbit
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acetokens · 5 years ago
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The Curse of the Vampire: My thoughts on MUA3′s first DLC
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Today I wanna talk about the first DLC expansion pack for MUA3: The Curse of The Vampire! Because I can’t contain my hype for this any longer, I have to ramble about it and you can’t stop me.
This post will probably be stupid long, so its all under the cut!
The Curse of the Vampire is MUA3’s biggest update so far, and its first paid DLC update. It released just in time for spooky month, so naturally the entire thing is Halloween themed. Every player will be able to sink their teeth into a new story mode difficulty, ‘Nightmare’, where enemies affected by a vampiric curse will appear, as well as accessing the SHIELD Depot, where you can purchase various costumes and items for SHIELD Tokens. The update raised the level cap from 100 to 150 and added extra sections to the Alliance Enhancement Grid, both of which can be used to further strengthen your heroes. For Season Pass holders, you can also unlock four new characters: Blade, Punisher, Moon Knight and Morbius, through the new ‘Gauntlet Mode’, where you take on challenges in a loop of ever increasing difficulty to get rewards.
There was radio silence from the devs leading up to the release of the DLC, so my hopes weren’t high. But I was really happy to wake up on the 30th September to see the massive amount of content we received! Because there’s so much to unpack here, I want to talk about each new feature one at a time, starting with the most hyped up part of the update!
The Characters
I’ve never been a big fan of The Marvel Knights, but I was really pleased to see most of them had something unique to distinguish them from other heroes and I had fun trying them all out!
Punisher is, of course, based around using his huge arsenal of guns. His stats are horrible, like all ranged characters, but he makes up for it with his surprisingly good evasive abilities, as he can shoot his guns or throw grenades whilst strafing left, right or backwards to avoid attacks. Punisher’s sniper rifle is also incredibly deadly, and feels so satisfying to land, especially on those AIM snipers in Wakanda. Punisher feels like the kind of character where you have to play very tactically to win with, which makes him the one I enjoyed playing as the most out of the four.
Morbius gets KO’d fast because of his poor defensive stats, but he absolutely rips apart enemy health bars. Not only does he have high strength and can increase his damage output with Fangs and Claws but he can also lower his foes’ defence with Hypnotic Gaze. The combination is absolutely terrifying. He can also heal himself by biting his enemies, as a vampire should. Playing as him is very fun because you deal so much damage its’ just obnoxious. He’s like Hulk on steroids.
Moon Knight is the most unoriginal character of the four in terms of playstyle, which is a shame. All of his abilities are identical in use to those from other characters, with the only unique feature of Moon Knight is his ability to glide, which is a more situational version of flight. His crescent kick and EX are also visually impressive. I think Moon Knight is the definition of ‘basic but practical’. He has the least impressive moveset of the four new characters but he’s also the only one who didn’t get KO’d when I ran through Nightmare Mode with them all, so he’s a solid unit.
Blade has the unique ability to charge all of his abilities to make them stronger. While charging he can move around (albeit slowly) and you can even switch to a different attack mid-charge. At first I found Blade the least enjoyable to play because of how slow he felt and how often he’d get interrupted by the enemy before he had a chance to do anything. But with the right items equipped, I found Blade significantly more fun, and seeing him stalk around the stage, charging up and waiting for a chance to strike was undeniably awesome.
Something I also noticed is that currently the characters’ traits are incorrect. It doesn’t say Blade can use elements, but he can. It doesn’t say Punisher has the super strength trait, but he does. And it says Morbius has a passive healing factor, but he doesn’t. I hope this gets addressed next patch.
The Story & The Enemies
I don’t think I was the only one who felt disappointed when the ‘new story content’ we were promised turned out to just be another difficulty option. After clearing the campaign four times already I wasn’t too motivated to do it a fifth time, but I did it anyway, and I have mixed feelings on it overall.
Disappointingly, Nightmare Mode has no treasure chests or infinity trials to discover and you get no reward for completing it. Its purpose is ultimately just to be a place for players who haven’t purchased the season pass to fight the new vampire enemies and collect SHIELD tokens. Despite that, I did have fun playing through Nightmare. The enemy’s stats rapidly increase in this difficulty more than the rest, starting at level 40 and rising all the way to level 90 by the last stage! Not only that, the new vampiric enemies (Reborn, Infected and Cursed) add an extra layer of strategy to combat, forcing you to adapt your tactics and your team pretty often.
The Reborn come in many different types, each with unique buffs that make them harder to defeat than standard enemies. They might slow you down or poison you if you get too close, heal nearby enemies, magnetically pull you towards them, inflict the damage they take back onto you, explode after being defeated etc. There are also Infected, which may return as Reborn after being defeated (and can Infect you, which will make you rapidly lose HP until cured), and Cursed, which will cure all Infected of their disease when taken down. Its hard to remember all of this at first, but once you’ve memorized what each of the enemy types do it makes Nightmare Mode much more enjoyable in a uniquely challenging way, especially in boss battles.
I do wish we’d gotten a brand new story mode chapter instead though.
The Gauntlets
I expected Gauntlet Mode to be a never-ending wave of enemies, but I was pleasantly surprised to find it was a lot more innovative and enjoyable. Gauntlet Mode is split into three phases, each with 4-6 Gauntlets. In each Gauntlet, a series of trials must be completed one after another, with the added caveat being that you cannot change your characters or items mid-Gauntlet, and (aside from after completing certain trials) your HP will not recover. After completing a Gauntlet once, you can challenge it again, and this time it will become an Endless Gauntlet where the trials will loop continuously and get harder each time, only ending when you give up or your team is defeated.
Like Nightmare Mode, Gauntlet Mode starts easy and gets progressively more difficult. The first Gauntlet is only level 5 and includes 3 trials, whereas the last Gauntlet is level 120 and includes 10 trials! I must be sounding like a broken record by now but this is the hardest challenge in the game. Gauntlet Mode really puts your endurance to the test, pitting you against continuous waves and bosses, many of which are Reborn, Infected or Cursed, all while under difficult conditions. Many of the optional challenges are also deliberately designed so that they are only achievable on an Endless run, meaning if you want those sweet rewards you have to clear the Gauntlet two, three or even four times in a row without quitting or losing.
I haven’t fully completed Gauntlet Mode just yet. I managed to get 4-stars on all Gauntlets in phase 1 and 2 without much effort due to my over-levelled characters, but on phase 3 the difficulty rose quite considerably. I had to start thinking very carefully about what characters and items I took into the Gauntlet, and I can’t exaggerate enough how incredibly hard Endless can get on these high level Gauntlets after a few loops. There’s a reason they give you 99 revives on Condition: Terminal. They expect you to die. A lot.
Overall, Gauntlet is pretty great! It offers a lot more variety than Infinity Trials, which is perfect if you’re using it to grind or farm items, and phase 3’s Gauntlets are the ideal test of skill and patience for players who enjoy a challenge. That being said, the load times between the trials can be tedious, and the difficulty isn’t for everyone. But I really enjoy Gauntlet Mode, and it’s my favorite part of the expansion!
The Store
The most unexpected part of the update for me was the new SHIELD Depot. Here, you can spend the SHIELD Tokens you collect in Nightmare and Gauntlet Modes for goodies, including new costumes for Black Panther, Captain America, Iron Man and Thor for 400 tokens each. You can also buy voice lines (which I believe may accidentally hint to future DLC characters) and items, some of which are very expensive at 10,000 tokens but look powerful. My favorite part of the Depot is that you can use Credits to buy XP cubes. Up until this point, Credits have been a useless currency. You can spend them to upgrade your items or enhance your alliance, but the sheer rate that you acquire credits means you end up sitting on a pile of 80,000,000 with nothing to spend it on, and that’s not a exaggeration. With this update, my mountain of Credits can finally be put to good use! I bought over 2,000 XP cubes and used them to level up my lesser used characters, so that felt pretty good.
I think the SHIELD Depot is a nice addition to the game, but I am slightly concerned how it will be affected by future updates. Will all future costumes be available for purchase there? If so, does that mean we have to play Gauntlet and Nightmare over and over to get the SHIELD Tokens needed to buy them, since that currency can’t be found anywhere else? I really hope not...
Other Changes
The expansion also made big changes to the level cap and the Alliance Enhancement Grid. Heroes can now reach the lofty heights of level 150, which is absolutely insane. Previously difficult trials like the New Brotherhood and Ultimate Alliance of Evil become a total cakewalk when you’re that overpowered, so anyone willing to put the grinding hours in will be well rewarded. My teams are currently around level 115-125, so I still have a way to go before I hit the new level cap, but I want to reach that stage before I try to 4-star the last phase of Gauntlet Mode because I think I’m gonna need it.
The Alliance Enhancement Grid has also been extended with new upgrades now available. They cost a lot of AEP, but the ones that allow you to heal by attacking stunned enemies are very helpful for Gauntlet Mode. I was close to finishing the original AEG (literally just 7 nodes away from obtaining every upgrade in the game) so my first reaction was: ‘’Damn, I should’ve saved my AEP for this’’. But luckily, the update also added the option to spend void spheres to reset the AEG and refund all AEP spent on it, so you can edit your upgrades. No more buyers remorse! This is one of the features I’ve had on my wishlist for a while so I’m happy they implemented this feature!
Finishing Thoughts
The Curse of the Vampire is a great first expansion for MUA3 overall. It has its let-downs, but it really surpassed my expectations with the amount of new content it contained, and sets the standard for the future expansions pretty high. One thing I am confused by, however, is that they mentioned in a tweet that ‘’players will be able to discover a new Infinity Rift’’. Despite all the new stuff included in the update, an Infinity Rift wasn’t one of them, which gets me thinking: Is this particular expansion really finished? I think we may receive another update on the 31st October, which includes that Rift as well as some spooky costumes. Maybe some free characters as well? Although that might be too optimistic.
Taking my tinfoil hat off for a moment, we know for a fact the next expansion will drop in late 2019 and include characters and features from the X-Men. This is the one I’ve been looking forward to. This is X-23’s (extremely slim) chance to make it in. More than anything else, that’s what I’m wishing for out of the next expansion. Although even if she doesn’t get included, I think if the next update includes as much content as this one, I’ll be more than happy with it.
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Video games! What I Play Now vs Then. (a loot box response)
     I haven't done a legit blog in a while and have shamelessly been plugging my let's play videos on the site (check it out if you like it, why not subscribe and share your newfound let's player, hehe). Although that will continue I still like to blog occasionally. This time it's a little different. I'm going to reflect on how my gaming has evolved over the last 25 years touching on what I feel is important. To give you an answer as to why I'm blabbing about this, it's all in response to the latest craze publisher cooked up in the kitchen, loot boxes.
"The NES came with Mario and Duck hunt bundled in the same cartridge. We sunk hours into it that game."
     Let's start with in the beginning… no not that far back, let's say 1991. Me and brother got the NES for Christmas. Oh the freakishly high pitched vocals our little voice boxes shrilled, when we thrashed the wrapping paper off of the box like the Doom Guy does to the flesh demons with a chainsaw, was magical and probably headache inducing to the rest of my family. The NES came with Mario and Duck hunt bundled in the same cartridge. We sunk hours into it that game. We didn't know about any of the secrets or hidden world warps or even the negative world (which technically is a bug but meh, whatever). So much fun, I tell you. Back then company's obviously were very different when it came to video game development. Sure they wanted to make a profit but they knew that was far fetched with a relatively new industry that was beginning to hit its first stride after the infamous video game industry crash. Innovation was at the heart. If you had an idea and a dream to do something in the industry there was a pretty good chance that with a little luck and know how you could make whatever the heck you wanted and boy did it show. I won't lie, looking back, there were a metric-ton of shovelware and forgettable titles but in that same moment, when those floodgates opened there were a lot of good games that floated to the top. Everything from the first Final Fantasy to Excite bike, Paperboy and obscurities like Nightshade were all fantastic games that ALL played very differently from one another. They're what paved the way to literally everything we have today.
“It has always been about the money."
    True enough those were simpler times. The industry started evolving. Hardware first followed by innovation with said new hardware. 16 colors to 256 colors, sprites to pixels to polygons. Anti-Aliasing, Bump-mapping, Tessellation, I could go on. One innovation after another but at some point it started to change. When was that? When did it go from “making a game because it's fun or because you want to tell a story with this new median.” to “make a game so our investors are happy with the return they were promised on that last investors call.”? Well the answer is both simple and straightforward. It has always been about the money. That's right, you heard me. The bottom line is that company's exist to make money. Shocker I know but it's the truth. If Nintendo, a 200 year old company, knew that they would never make a dollar on the gaming industry as a whole, I guarantee you they would've never made the console. The difference that we see today is now creative development of a game doesn't always match up with the budgets and funds provided. So they have to scrap that “new dynamic weather system” or bleeding edge “water and fire” engine as it'll cost 900k and 6 months of development time.
“It's very common place for these development teams, along with publishers, to require millions if not hundreds of millions of dollars over the course of years to make a single game.”
    So, let's fast forward to today. Why do we have games that you pay $60 for and then pay additionally for loot boxes/DLC/season pass/collector's editions for all the big titles? That boils down to cost. Whether we like it or not games, AAA titles specifically, have gotten stupid expensive. It's very common place for these development teams, along with publishers, to require millions if not hundreds of millions of dollars over the course of years to make a single game. If you take an average annual salary of a entry level programmer at  $60,000/yr for 3 years, that's $180,000 for that one person on that game. It would take 3000 purchases to cover that one person's wages for that one game. That's not including marketing, which would basically double that number or any retail store markups or digital stores taking their own cut nor is that including whatever investors agreed upon for their ROI (Return on Investment). If you have a hundred man team it adds ups quick. Of course I'm pulling the wage out of thin air so you can give or take 15-20k. Regardless it's still expensive.
“Let me be clear, I do not condone loot boxes as a means of game/character progression...”  
     Now that I have that out of the way. Where do I sit in all this? Single player? Multiplayer? Casual? Competitive? E-Sports? Let me be clear, I do not condone loot boxes as a means of game/character progression, having said that, for me I've learned as I get older that the fast-paced, fly-by-the-seat-of-your-pants multiplayer games are typically not my style. I find them shallow in the long run and view them in the same light as casual phone games that you spend a few minutes on every so often. That's not to say the game play is that of the casual nature but in most circumstances I'm not going to get the same enjoyment on a multiplayer game (driven by loot boxes that you have to purchase in order to keep up with everyone) as I will a single player story driven RPG. To put some examples out there, I don't mind playing games like The Forest or ARK Survival Evolved or even 7 Days to Die so long as I'm playing on a private server with my close friends. I won't play those games on a public server nor do I care anymore to play the Call of Dutys or Battlefields or Overwatch or League of Legends or DOTA2. They're just not fun, to me. The game communities are too toxic for my taste. Now I find myself playing games that were independently developed (indie) or are small passionate teams with publishers that give more freedom to the dev teams. They make a simple concept game that can be quite deep in its gameplay and in most cases turn a profit for both themselves and their publisher (if they have one). An example would be Factorio. Anyone that knows this game knows it's concept simple but gameplay depth is deeper than the Marianas Trench. Others like Cryptark, Rimworld, Diluvion, Cortex Command are all good examples, for me at least, of games done right. To me, these games represent what I enjoyed about videogames, they're not as mainstream or developed with huge budgets, comparatively speaking. They have quirks and weirdness and do things that triple-A titles would rip their hair out over. They make their games and patch them afterwards and their done. If the game was popular enough and had a story that could be expanded upon or if there was more mechanics that they wanted to try out that they couldn't do with the last game then I can see a sequel being produced but their production costs are never ridiculous.
“Basically vote with your wallet.“
    Okay, okay, okay, I've word vomited this whole time. In the end I can't say that I will never play a game that has loot boxes. I think that's a dumb thing to say. I like to keep my options open for whatever reason. Middle-earth: Shadows of War looks quite fun as I played the first game quite a bit. What I can say is that it's extremely unlikely that I will buy loot boxes for a game to make it less grindy and would rather use that money to buy a indie game that will give me the same amount of hours of entertainment. Basically vote with your wallet. I like Shadows of War, I'll buy it, I don't like loot boxes, I won't buy loot boxes. Eventually this controversy will stop. People won't complain about the loot boxes and they will be a way of life. All this will be irrelevant to me though because I'm focused on preventing my prisoners from escaping in Prison Architect or hijacking a glitch ship in Heat Signature because I bought those games instead of incremental improvements via a loot box.
    What do you guys think? So I make some valid points? Do my opinions align with yours, let me know! Thank you for reading
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Unturned Single Player Cheats
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symbianosgames · 8 years ago
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
TL;DR: At the bottom.
I'm Jeffrey Nielson. I’m an independent developer coming from a game artist background, who recently started working solo. Now, I'm in the late stages of finishing my second self-directed project, Nova Drift. I'm no expert, but I've had some success, so I want to share some of what I've learned for aspiring small / solo developers, clear up some misconceptions, and also talk about how I got here and what I'm working on now.
Disclaimer:
There are many strategies and approaches to game development. This one is just mine. Also, when I say that solo game development is "working for me", I don't have nearly enough data to know that it will continue to work for me. Having said that, I can say that based on my checkered career, there isn't really a particularly stable place to be in games. Anyone can bomb, and even huge, successful game corporations can lay you off without warning. Because of this, you might as well be doing what you love, whatever that is. In any case, I hope that some of the lessons I've learned benefit you.
(Skip it if you like!)
I started playing around with pixel art in MS paint when I was around 10 years old, mimicking the art style from Genesis JRPGs I loved. At 15, I joined my cousins and their programmer friend who were making a ridiculous shooter-platformer called "Worminator" I'm still amazed we were somehow able to create and distribute (for free) a finished game at this age, given how quickly random collabs tend to go sour as adults. They would later create the sequel, Worminator 3 (yes, they skipped 2, it was that good) I played around with RPG Maker, and later discovered Game Maker. After college, where I studied art & design, I worked for a few game companies creating art and animation in a wide range of styles. I met PixelJam Games during this time, after sending them fan art for one of my favorite indie games. To my great surprise, they offered me contract work as a side job. They would later become my foot in the door to independent game development. Meanwhile, my primary employer's company was bought by Facebook game giant Zynga, and I was swept up along with it. Despite having less-than-no interest in those types of games, I decided to go with it and see what it would do for my career. It ended up being incredibly valuable. I learned from talented and brilliant people, became a far better artist, and most importantly, figured out what I wanted out of life.
Gear Shift
My greatest revelation was that I never truly wanted to be an artist. I didn't carry sketchbooks like the others, practice, or show off personal works. I wrote down ideas and made little games. Art turned out to be a means to an end: to create games. I never considered learning to program because I had been encouraged to be an artist all of my life. I had assumed it was my only entry point to the video game industry... and programming seemed incredibly inaccessible. Once I knew I wanted to be more than a small cog in the machine, I had to try. So, after two years, I put in my resignation. I worked with PixelJam for a few years on many small projects, benefiting greatly from their years of experience both thriving and struggling in the industry. I continued to practice coding with GameMaker, until one day Miles Tilmann of PixelJam suggested I try my hand at it full time for one of their clients. Unsure of myself, I reluctantly accepted.
Last Horizon & Nova Drift
The game was a gravity-based "planet lander" game titled Last Horizon. I drafted a design for the game and got to work prototyping it. Rich Grillotti, PixelJam artist, handled the artwork. For the first time, I had nothing to do with the visuals of a game! The game was meant to be a small browser game, but we soon recognized its potential, and it ballooned into a year long desktop & mobile project. It was really difficult. I had to solve a lot of problems I'd never encountered before, and lost faith a few times. However, to our surprise, the game was a hit on mobile! With the revenue split only four ways, we did alright. I started to wonder just how small a team I could manage. An earlier project of mine, Nova Drift, still interested me and I decided to make it my full time job & first solo endeavor, utilizing PixelJam as a publisher and hiring Miles for audio. Two years later, it’s nearly finished.
Be versatile, know your weaknesses.
The common advice I see given is to specialize in a field that can get you an entry level job, such as art, writing, or programming. This still makes sense, but if you want to work alone, you're going to need to be far more versatile. The trick is to practice by creating (just make something-- anything! As soon as possible!) and determine what your strengths and weaknesses are. Games encompass a huge number of specialized fields, and most people simply won't have time to excell in all of them. Once you know your weaknesses, you can design with these deficiencies in mind, or hire help to fill the gaps. In my case, I had a very strong art and animation background, and a fascination with design. By the end of Last Horizon, I was a pretty solid programmer-- but I'd never had a chance to learn about audio, marketing or production. Now that I'm self directed, those are the areas I contract out, or fill with partnerships. One more thing bears mentioning, and I might start some arguments here, but I believe it to be far easier to be an artist or musician who learns to program than the other way around. Most people can learn to program well enough to create a game in a few years, but developing the arts can take most of your life. My advice is start early, hire out, or both.
Don't underestimate what you can accomplish.
I put off learning to code in earnest for decades. I thought it was "for another kind of person". It’s not. It’s intimidating, but you can learn it piece by piece.
I recommend working for companies before going independent.
...Especially if you plan to work solo. This is for many reasons: First, there is an incredible amount to learn from the success and failure of other people. I can't overstate this: Failing a lot is really, really important. It's a lot better if they're failures you're witnessing, or at least still getting paid for, than failures that burn through your savings. Second, the contacts gained from doing so are too valuable to miss out on. You can benefit from these for the rest of your career. Moreover, working for companies hopefully provides you with a decent amount of startup capital so you don't have to rely on begging, borrowing, or crowdfunding (which is unreliable at best).
“The master has failed more times than the beginner has even tried.” - Stephen McCranie.
Networking and building contacts early will benefit you in the long term.
They’ll help you get eyes where you need them, cross-promote, and they may know how to solve problems you do not. I made quite a lot of mistakes in this regard. I resisted Twitter and Facebook networking for years, relying on my employers and producers for networking. I failed to direct thousands of DeviantArt followers to my social media for future endeavors. I waited way too long to create Reddit presence and credibility. I never blogged or wrote about what I was doing. Thanks to my producer, I’m OK, but had I done this we’d have two pools of resources to tap!
Beyond the internet, make as many meaningful connections as you can.
Attend conventions, talk to people, attend events, or work in shared dev spaces. Always remember to be polite, giving and gracious. People are far more likely to help you or care about what you're doing if you show genuine interest in them, too. Most of all, do not underestimate yourself or the strength of your passion. The most important contact I have ever made, PixelJam Games, was made by sending them fan art. This small gesture quite literally changed my life. I was hired, creatively galvanized, and relocated to a new state. There, I met my wife whom I’m now traveling the world with while making video games (she is an elementary school teacher, employed by an international school). PixelJam taught me most of what I know about running a business, empowered me to work solo, and continue to be my most valuable business allies and dear friends. I’m not saying that slinging fan art is going to get you your golden ticket, but don’t underestimate the power of a bold initiative and a little fearlessness.
“Luck Is What Happens When Preparation Meets Opportunity” - Seneca
Make things, whenever you have time.
Anything that aligns with your passion and your goals. In doing so, you can let your work do the talking for you while you're networking. I got my first game job by showing the art director a little pixel art shoot 'em up game I had created in GameMaker. He told me, "This is the most fun interview I’ve ever done". Even if your first creation is hot garbage, it shows great character to have finished the thing on your own impetus.
Write down all of your ideas, even the bad ones.
Scribbles, diagrams, ideas that are nothing more than titles, your spouse’s bad ideas, everything. Archive all of these, make a collection. You'll find uses for some of them later, and others will coalesce into a greater idea.
Rapid prototyping! Get your hands on it!
Prototype ideas often to find out what works and what doesn't. You really won't know until you get your hands on it in action. Game Maker Studio is an alternative to Unity, and a good tool for prototyping if you're still getting the hang of coding or come from an art background. In fact, I still use it for professional development today. If you have any doubts, look into the great games it’s produced. It’s also great for weekend game jams. (These are awesome for getting reinvigorated during long projects).
Better yet, get other people's hands on it.
When we design, we are sort of in a vacuum and take things for granted. Testers will reveal fundamental problems with your game very quickly that you didn't consider. It may not be easy, but I recommend keeping silent as they play and avoid helping. You won’t be there to help your players once the game is out. Recognize that these frustrations are places where the game fails to convey what is needed of the player. Keep notes. Do this early. Fundamental flaws are not something you want to discover at the 11th hour.
Above all, keep things simple.
The tradeoff for complete control is that you have to be incredibly conservative with scope and features due to lack of manpower. Because I'm designing and programming as well, I can't spend all day polishing a painterly masterpiece. Instead, I choose a simple and stylish aesthetic which allows me to rapidly create art and execute ideas. Undertale is a good example of this working well, as is Super Hexagon, Geometry Wars, and Spelunky.
Don’t make your “masterpiece” your first game!
You should try to keep your first few projects very, very small. Maybe even attempt the tiniest crash course to get all of the problems out of the way. What you do NOT want is to encounter every inevitable hang up and brick wall on your grandest, favorite idea, losing your valuable momentum. That game should be your third or fourth, maybe.
Plan, but not too much.
Nobody's estimates are accurate. Just know that it will take far, far longer than you expect it to. It's very easy for a 3 month game idea to turn into several years if you aren't careful. As you develop, you'll often find that your game starts to deviate from your original concept. This is fine; the game informs its own design. Where you need to be alarmed is when the game idea begins to proliferate, considerably larger than you had originally planned. This is called "feature creep", and depending on your restraint and financial situation, it can either bury a project or improve it. Plenty of people have written on this subject, so I'll keep it short: Decide how much you want to allow your project to grow over time, and be strict about it. One thing I do recommend planning for is systems you plan to port to. Look ahead of time at all of the requirements for getting on things like iOS and Android’s Google Play. Saying these platforms are fussy is… putting it mildly.
Don’t over do it.
Inevitably, as you develop, your skill as a programmer will grow immensely from sheer repetition and immersion. You may be faced with the urge to constantly correct mistakes, over-optimize, and even rip things apart and start over. I suggest not doing this. Instead, get it working well, but accept that your early work will inevitably be below your standards and look forward. Do it right in the next game. Unless it's ruining the performance of your game, that imperfect code won't make a huge difference and it's more valuable to complete the project, start building your audience, and begin earning revenue. Also, be careful not to overreact to feedback. Oftentimes, people know something feels off, but they give the wrong reason why. Trust your instincts and solve the problem the best way you know how.
Simple Ideas.
Did I mention to keep it simple? You should keep it simple. It probably won't work, but you can try, and each time you will get better at it.
Live cheap.
Unless you're very solvent to begin with, the full creative control that solo dev allows you comes with a heavy demand: live and work cheaply. I won't get into the basics such as housing, food, lifestyle, and material possessions, but of course these are important. The big one is staying small: by definition, employees and employers are out of the picture, but that doesn't mean you won't have partners, such as publishers, or work with contractors. In fact, I suggest you do, but keep it to the absolute minimum. I've seen many games (and studios!) wither and die because overzealous creators struck too many deals and split the pie too many different ways, beyond the game's capability to generate cash. Another way this happens is over promising during desperate Kickstarter campaigns. I'll go over this more, later. A big company wants to grow, you should want the opposite: become as lean as physically possible. In doing so you can be agile and focus on our strength: creating a uniquely cohesive product in the way only a lone visionary can. So, generally speaking, if you can do it yourself well, do it. However, be willing to pay generously to hire out work you can't do well. If you can't compose music or write, paying for that could make a huge difference in the reception of your game… and paying well for it means getting it done right, and quickly.
Be cautious about cutting people in.
...For reasons other than money, too. There are many ways people you don't know well can throw you a curve ball, or even kill your game. Look for and learn to read red flags. Ask yourself: Do they have a library of creations to verify their skill and follow-through? Are they earnest and forthright with you? Does it seem like they're trying to sell you something? Are they promising impossible or unlikely things? Is there anyone you trust to vouch for them? Have you protected yourself legally? Just... please be careful. Listen to your gut. I've seen a lot go wrong, and I’ve experienced it, too.
Consider working abroad.
I totally get that this isn’t an option for most people, but if you can manage it, it’s possible to have significantly lower living expenses and still earn globally. (I’m living in Thailand at the moment, where a fairly comfortable life is cheap). If you can’t do this, you don’t have to live in Palo Alto / Seattle / Austin...
Auxiliary Income
Crowdfunding: Use it, don’t need it. These are powerful tools that should be wielded with great care. Platforms like Kickstarter are wonderful, but they're often misused. People rely on it, get caught up in the hype, become desperate, and make too many promises. In the end, many cannot deliver, run out of money, or delay and delay until they’re vaporware. Bottom line: Definitely use it, but never need it. I personally won't ever create a kickstarter campaign until I know for certain I can deliver my product without it. It's great for having extra funds to survive the long stretch, maybe add some nice new features, but I firmly believe that if your game cannot survive without being crowdfunded, it should not be created in the first place. It's too great a risk, because we can never predict what won’t go as planned. The resulting time, morale, and energy sink from a failed campaign can be devastating, and a backed campaign that cannot follow through is even worse.
Backers can’t read your mind.
If you do run a campaign, consider the following: Take nothing for granted. Your game idea may be crystal clear in your head, but if a stranger watches the video and doesn't understand what the game is, they won't be backing it. Remember, you’ve been in a vacuum with the game for a long time. Everyone else has not. Make sure a lot of people see your trailer and provide critical feedback. Show it to hard-ass devs and ask them to be brutal. Show it to me. If you've planned properly, you've budgeted time to fix it.
Don't just prepare your kickstarter page, prepare the update material, too. Get an early start on screenshots, GIFs, press kits, social media, etc. This is all easier if you're fairly late in your game development and already have a lot of information and visuals to work with.
Above all, be honest and as transparent as possible with your backers. They will appreciate it, and it will generate faith in you. If they believe supporting you will reflect well on them, they will be far more likely to help you spread the word and get more backers. I hear Steam early-access and Patreon can be also great sources of income during development, but I haven’t tried them.
Self Promotion
It’s OK to ask for help. Getting used to this was the hardest bit for me, as I tend to prefer hiding in the shadows to the spotlight. You have to do it, and there's nothing wrong with it. Despite what you may instinctively feel, it's pretty hard to get annoyed at an earnest self-promoter, provided they're only asking once. Again, people are far more likely to help you if you show genuine interest in them, too. Start a conversation, talk about what's important to them. Ask them for a signal boost if they're into what you're making. Don't ask for money, and don't ask to trade promo, that's a bit weak. I recommend using Facebook, Twitter, maybe a blog if you enjoy it.. Having a separate Twitter and Facebook for work and personal can be useful. Good hashtags to use are #indiedev and #gamedev. Post a lot, show your passion, and as long as you're respectful and your product is good, people will help you.
Don’t go crazy.
Bear in mind that working alone, creatively, can have some psychological tolls. When you work for years on something important to you, it's easy to give in to doubt and anxiety. The longer you work on it, the greater it seems to need to be to live up to that. You keep raising the bar, but whenever you do, every aspect of the game has to rise up. Distraction, too, can become a constant problem to the developer who disengages with their creation. It can get bad.
Some things you can do to counter this:
Move around. Work from cafes, outside, or in shared work spaces in cities.
Don’t make your sleep-zone or gaming-zone be your work area. That separation helps you relax during off-time.
Take advantage of your flexible schedule. If it works for you, occasionally break up your work day and enjoy the daylight outside.
Get and give feedback from developers you trust, who are also making awesome things. I’m always surprised how much this small thing matters and inspires.
During the drag of a long project, take days to work on something else. Game jams, or new ideas. (I make nerdy charts and skill trees for future games)
You should love it.
Let’s face it, if you can make a game, there are much easier ways to use your talents to make lots of money. If you’re in this field, it should bring you joy. If that’s not happening, and it’s not on the horizon, you should reconsider the path you’re on.
If you made it this far, awesome. Thank you for listening. I’m happy to answer any questions you have in the comments. Ask me anything! Also, please take a look at my game in the link at the bottom, and if you’re into it, spread the word.
TL;DR:
Work for a company first, earn some coin, exp, and recruit allies.
Try to become versatile, and don’t underestimate what you can learn.
Determine your strengths and weaknesses, and know how to fill in the gaps with help.
Spend good money on things you can't do well.
Start building an online following ASAP.
Write all of your ideas down, bad ones too.
Create, a lot. Good things, bad things, just create.
Get people to test early, because you're in a vacuum and take things for granted.
Don’t try to make your first game your masterpiece.
Plan, but not too much.
Don't over-optimize or start over, instead do it better the next time.
Finish projects and don't get ahead of yourself.
Everything you make increases your residual income, brand strength, and freedom.
Keep your business as simple and as small as you can.
Be careful who you sign on with and what you sign up for.
Live cheaply.
Don't "feature creep".
Crowdfund for extra money, or use early access but never rely on these. Avoid the "cycle of need".
Promote and share often, don't be afraid to ask for help, but don't be annoying either.
Care about what other people are doing and they will care about your work.
Master solitude, self-doubt, and distraction.
Love what you are doing, and if you don’t, change course.
Nova Drift Kickstarter and Trailer
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ghost-recon-wildlands · 8 years ago
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Skip to the bottom for TL;DR.Let me preface this, because I know I'm gonna get comments saying "then why play the game" and "who gives a shit about realism" by saying that the game for the most part is fun. Yet the more I played it, and the farther I got the more glaring it's flaws became. Having played enough of Wildlands to render a verdict, and having explored every nook and cranny of Bolivia, I'd like to express my opinion of the game.It is a serious disappointment, on many many levels.What I see is a game with massive potential, a huge open world with co-op capabilities, tactical stealth and shooter elements and a variety of ways to approach objectives.All of that is wasted by a mix of poor design choices, a just didn't care attitude, oversights, bugs, frustrating gameplay and a "get out the door as fast as possible, quality be damned" attitude that Ubisoft has been guilty of in the past.Let's start with the story. Ubisoft had a great opportunity to do a ''Shadow of Mordor'' style story: depending on which cartel branch you took out first, it could change the game world. Take out Security first, the rest of the cartel becomes disorganized and less competent in combat (because you took out their trainers and camps and commanders), take out Influence first, the cartel radio stops broadcasting and the cartel's grip on the country weakens somewhat. Take out Supply, and Security beefs itself up in response. Take out UNIDAD HQ in Flor De Oro, their patrols become less frequent.Nope, Ubisoft instead goes for a shallow, uninspired story in which none of the characters are given any meaningful backstory, it's just "X character is bad because Y reason, go kill him/her." It just feels hollow, there's no impact. I felt like there was no meaningful progress to the story as we dismantled the cartel piece by piece. The ending of the story (the true ending that is) literally makes your efforts mean nothing. I won't spoil it, but yeah, everything you did? Doesn't mean anything. It's such a cop-out.The world doesn't change and react to your actions. You take over a base carefully with no detection? It makes no. damn. difference. That base will be repopulated the next time you load your game or if you travel to another province and back. The SAM sites respawn, and cartel members remain in a province even if you cleared out the buchon. It has no impact and basically is a middle finger to your efforts.Honestly, in my honest opinion the world is a little TOO big. The provinces look nice from a distance, but up close structures repeat and the civilian AI doesn't react to its surroundings. Bases have no variety; its almost always variations on a few buildings, one tower, guard post, alarm. I ran into a civilian in Koani (the salt flat province in the northwest) bundled up like it was extremely cold, and I saw civilians dressed for summer. In Inca Camina, the mountainous, cold province. The fact that planes fly at a snail's pace means it can take anywhere from 10-15 minutes to traverse from end to end.Gameplay wise, Wildlands does some things right, it does a lot of things far worse though, and unfortunately those things end up ruining and weighing down the game:*The attachment system is a mess and its clear that the devs simultaneously didn't care, and half-assed the whole thing. I talk about it more here: https://www.reddit.com/r/GhostRecon/comments/5zhk7o/the_attachment_system_in_this_game_makes_no_sense/*To add, some weapon attachments are in the wrong place and not where the text says they are, which is a huge oversight. There's also multiple copies of the same attachment. Why? I found a folding buttstock in one province and another for the same weapon type in another. Why not just consolidate them into one?*The weapon variety is weirdly inconsistent. There's only three non DLC shotguns, not that many pistols, a good selection of ARs, but LMGs are lacking and the devs could have added far more SMGs.*In addition, a lot of weapons are locked behind a paywall, which just smacks of greed. In fact, you can buy all the weapons and attachments if you want to.*The combat system is okay, but lacks elements that should logically be in the game (blindfire, human shields, low run to cover)*The co-op system in my experience is sloppy and glitchy, requiring multiple disconnects and reconnects so we can see each other in game. When it does work, its fun and enjoyable.For a game that calls itself a tactical shooter, it has a lot of errors. Your character throws grenades at a pathetic range, reloads weapons by pulling the charging handle with their shooting hand (highly discouraged, especially in Special Forces), there's no +1 chambering when reloading mid-magazine, your character will loudly yell when they kill an enemy with a weapon, etc.*Reload animations for weapons are incredibly samey and lack any variety (ACR reloads the same as the TAR-21, MP5 reloads the same as the Scorpion Evo 3, etc), pistols don't even lock their slides back or display accurate pistol mechanics.*Vehicle physics are laughable sometimes. Cars handle like they're on ice, APCs slide around and motorcycles are basically unusable. You shoot the tires of a truck, it explodes. Somehow.*Your character has the resiliency of a wet paper bag when it comes to vehicles. Light tap? You're down on the ground.*Character customization is great, but camouflage doesn't do anything and is useless. You could wear all black at night and get spotted as easily as wearing green in Koani.*Ammo pool limits don't come out to even amounts. 68 rounds for a sniper rifle? 225 for an assault rifle? 45 for a shotgun? How does that make any sense?*Sniping is less than optimal, you can't snipe very far and bullets drop like cannonballs (I can visibly see the bullet falling out of the sky).*There are an insane amount of bugs, some of which could have been fixed if the game had more time. They're all listed here: https://www.reddit.com/r/GhostRecon/comments/5xw6qg/megathread_feedbacksuggestionsbugs/I myself have fallen through the map, had my motorcycle launch itself into the atmosphere upon hitting a pebble, had Kingslayer files not appear on the map, had my character model spaz out while running, had dialogue constantly repeat for missions I had long completed and many, many others.*The helicopter physics are atrocious and the plane physics lack basic controls that every open world game before it has had. Like, how did Ubi think this was a good idea?*Enemies are unacceptably omniscient, to the point they can spot you in brush from half a mile away, while facing the other direction.*No helicopter fast-roping.*No non-lethal options (even knocking out counts as a kill)*Movement options are limited (no quick dive out of the way, no jumping, no forward roll or side roll)*No door breaching.*Can't move bodies.*No wire-cutters for fences. Fences may as well be concrete walls.*You can't switch back to earlier rebel drop vehicles once you upgrade them. Want an armored SUV but have level 3 rebel drop? Fuck you, you get a helicopter and you will like it.*No flares for aircraft. SAM coming your way in a medicine helicopter? Hope you can dodge.There are so many gameplay elements missing, it's almost weird given the series pedigree. Ghost Recon is known for tactical realism and variety in tackling objectives after all.Rebel missions become useless once you have fully upgraded abilities, yet they keep spawning in each new province. They're the same missions, over and over and over again. It could have been made so once a rebel mission is completed, and that particular rebel ability is fully upgraded, instead it gives you 5000-7500 of a resource. As it stands, I have ''no'' incentive to do those missions. There's no variety in Supply Raids, its the same "steal helicopter/steal plane" over and over.In fact, let's talk about the missions. They're incredibly tedious and samey. Each province has the same subset of missions and rebel missions; there's no variety, no difference. Blow up this, tail this person, kill that person, rinse and repeat. Rebel missions could have had some variety depending on the province and geography. A train intercept mission (missed opportunity there, fighting car to car on a train while a friendly helicopter flies alongside providing support would be fun) is one I would have liked to see, given the abundance of trains that make their way through.One of the most glaring flaws in this game is the dialogue. Sweet Jesus, the dialogue. It repeats and repeats and repeats so many times, it's grating. I got tired of hearing "the music that makes your culo bounce up and down!" very quickly, to say nothing of "this medal has a coca plant on it. That's kinda cool", but the worst one is "what are we waiting for? There's gotta be more of us than them. Charge!!!" Apparently everyone in Bolivia has maybe 2 lines, and they repeat them Infinity1000 times in an hour.I came into Wildlands with elevated expectations; I enjoyed the beta, and I wanted to give it a shot. Dicking around in co-op was a blast. It seemed like a fun game, and catered to my gun aficionado/Special Forces dressup desire. Yet it's so clear that Ubisoft fucked up majorly by releasing a beta/demo a week before release, and then not using the beta to fix anything.What they should have done, and should do moving forward for future titles, is release the beta, vacuum up all the feedback and delay the game for 6 months or more (with an October/November release) and polish the game to fix as many bugs as they can. They did not do that with Wildlands. They released a buggy game with shallow elements, when they could have fleshed out so much, made the world vibrant and interesting and reactive (to a degree), and made sure the game ran smoothly and played well.Should you get the game? In its current state, its hard to recommend it. If you can overlook its flaws and same-y missions and endlessly repeated 2-3 lines of dialogue, there's fun to be had in co-op. I'd wait for Ubi to patch and fix bugs, but there's the possibility that they may never fix the issues that Wildlands has. I hope that's not the case; there is a solid game under all of what I mentioned, it just needed a few more months of polish.TL;DR: Wildlands has a lot of bugs, and the story sucks. Also has a bunch of flaws and should have been released in September/October, not March. via /r/GhostRecon
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symbianosgames · 8 years ago
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Welcome to the Meganoid(2017) post-mortem. This post-mortem goes into the details on the Meganoid figures and stats. Without context the stats are pretty much silly numbers, so please make sure to read all of this because there is more to the numbers than you might think.
So I'll keep this short, if you want to learn more about who I am, please check out my techblog and website. I've been a full-time (indie) developer since 2004. Mostly known for mobile games, but since 2015 also branching to PC games and even some consoles releases here and there (PS Vita and 3DS).  I've never had hit games that made me millions, but I have been doing very decent for many years releasing games that have found a growing fan-base in a niche area.  My biggest titles include the Gunslugs and Heroes of Loot series of games and Space Grunts.
The original Meganoid was released in 2010 on Android and iOS and was a very hard platformer with short levels that sometimes had you screaming if you didn't manage to reach the finish. For me it was a turning point in my games as I finally decided to just build games like that since those are the games I love the most. Luckily I found a niche that works for me and an audience that has been growing alongside me and my games. It also managed to reach close to a million downloads since.
Meganoid(2017) is a reboot of the franchise lifts a lot on the designs behind Spelunky, while still maintaining the difficulty of the original Meganoid game. I named it a "love child of Spelunky and Meat-boy in space", which is a very clear description of what the game is. It's not extremely original, but I'll get to that later on!
Oh, the game was also created in "just" two months, but I'll also get back to that if you keep reading..
So before Meganoid I was working on a game called Ashworld, which is a huge project for a one-man development team (which I am) and it's also an open-world game, a genre that I personally have no experience with because I often quit those games within a few hours of play-time.  Simply put: Ashworld is a huge challenge for me, and I have been working on it since June 2016.
Seeing as my games are actually my livelihood, money needs to come in on a semi-frequent basis. My business is still running fairly well, I have a huge back-log of games and they are all still bringing in money on a monthly base, but to keep it all running I do have some rules on how long game-projects can take.  Ashworld is breaking those rules due to a challenging development phase where I've been learning open-world design and also searching where the actual fun in the game-design is. So the game isn't done, and still needs a few months of work.
Enter the stage: Meganoid.
In January I decided to just do some prototyping with the hopes that I would end up with something playable that could be extended into a game. For this to work, I needed a clear design idea and direction. A game that I could almost create on automatic-mode.
This "automatic-mode" does need some nuance here, I wrote a blog about it a few weeks ago and I think it painted a wrong picture. Some comments and replies I got thrown at me were along the line of "a quick money grab". My bad on writing the article and not being clear about things, so here's to rectifying it:
The game was made in "just 2 months; and 13 years of experience".
The key part being those 13 years experience, factual there are a lot more years of experience, but the 13 years is how long I've been doing this commercially. Meganoid at it's core is a platformer with rogue-like mechanics. I've created close to 60 commercial platform games, and I've been doing rogue-like elements in my last 5-6 games. I know what to expect code-wise, and I know how to program those things without having to think about it.
To put it in some more perspective, my game Heroes of Loot 2 is a huge RPG-adventure/twin-stick shooter, and it was made in little over 4 months. So I normally work really fast and very effective.
Now think what you like about the short-development cycle, I don't plan to change your mind about it, but from a business point of view: this made sense and still delivers a quality game.
To have this game make some profit I needed it to take just a couple of months work so it would be easier to recoup on the costs AND make money on the game.
The development-cycle was pretty short, but since I had some interesting stuff pretty early on I actually showed some screenshots and gifs in the first week of development on twitter,facebook,instagram and a couple of forums. Some of this got picked up pretty early by mobile-game sites, and Toucharcade showed the first couple of video's I released in the weeks after.
I started using reddit a bit more, and finally managed to post something there without it being taken down (actually on second try, the first did get taken down because I didn't disclose that the "pre-order discounts" was on a game I made, which obviously makes a big difference../sarcasm).
The two or so weeks before the launch I already had various mobile sites mailing me for some promocodes, which is the up-side of being "known" in a market. In contrast to that there is the PC scene, where I'm basically unknown and nobody talks about my games.
The launch week I started looking at youtube streamers for the PC version, so I basically searched for big youtubers that covered games like: Spelunky, Meat boy, and a few other more recent pixel-art indie games that fit the same category as Meganoid.
I mailed all of them, close to a 100, which at least one steam-key included (for some group-youtubers I included up to 5 keys) and this all resulted in an awesome 0 streams.  I did a follow up email to a large portion of them a week later, and this resulted in 1 Streamer playing it,  yay results!
It's still possible some streamers will pick up the game later, having full inboxes, managers that handle emails slowly, or just large backlogs of video's. But I don't hold my breath for any of it.  Same goes for PC game-site reviews, so even tho I did everything "right" it basically ended up with fairly little returns on it.  The emails were short, to the point, showed a GIF of the game, bullet points, youtube trailer, quick-links and a steam-key included with a link to the website/presskit for more info. All according to the average marketing-advise.
Basically, in my opinion and experience, you need to know people to get things done. But reaching out never hurts and is also the way to get to know more people, so yeah.
Okay, okay! that's what you guys came for, I get it!
Google Play's "Best new seller" list charting
Let me first start with this, Meganoid was so far:
Featured on App-store under "New games we loved" - worldwide
Featured on Google Play "Early Access"
Featured on Google Play "New and Updated"
Top-charted (top 25) in Google Play "Best new sellers" list
Game of the Week - on TouchArcade
"Best games of the week for iOS and Android"  - Pocketgamer
Now, back to reality, for those who don't know, making money on games is HARD, on any given day there are 100-500 games released on various platforms. That's EVERY DAY! Standing out from those games is extremely hard, most games you will never see and they get like 5-10 downloads (depending on how many friends the developer has).
With my experience of doing this business for a long time, I set a fairly low but do-able goal for Meganoid: $6500 during the launch-period. I know it's a not a huge game, and it had fairly short marketing-visibility before release due to the fast development cycle.
For me a launch-period is the first month or so after releasing it. My goals is usually to make 80%-100%  of the development costs back in this first period. I calculate development costs fairly rough by multiplying each development-month with $2000 and then add any outsourced work costs. Since I do code+design+game graphics that often leaves out-source costs to music and high-res marketing art.
The $2000 is very low-end of what my cost-of-living is each month (in the Netherlands, with mortgage, girlfriend and pets). It doesn't take into account taxes and extra cash-flow for "the future". But we're talking about launch-period here, so a game will live on for a few more years and with future sales and discounts you can often double the money a game made on launch.
So for this game I had 2 months of work, that's $4000 and since there was such a short dev-cycle and I used ambient sounds from my sound-libraries, there was no music cost and just a few hundred dollars for the awesome marketing art. So let's round it to $4500.
Now the point is to get extra cashflow to cover the longer development-cycle of Ashworld and we get to a $6500 minimum revenue that I was aiming for with Meganoid.  Again this is all launch-period revenue, because obviously it's a low amount especially if Ashworld development still needs 2 or 3 months time. So I'll get to that in a few paragraphs below.
I released Meganoid on March 30 on iOS, Android and PC (steam/humble/itch, windows/osx/linux) and we're now at three weeks into the release and currently the revenue is just a little shy of the target at $6200. Which is not bad at all!
So let's dig into this $6200 launch-period amount. Where did most of it come from, and why! The biggest bulk of this comes from the iOS version, actually close to 50% of it: $3580.  On iOS the game was priced $4.99 with a launch-discount the first week making the game $3.99. Meganoid was made Game of the week at Toucharcade which most certainly helped, one of the weeks best games for iOS and Android on Pocketgamer, but sadly it had no "games we play" feature for the first weekend.
For some reason the game only showed up in the "Games we play" on Monday/Tuesday for the USA App-store, at which point it spiked to slightly below the launch spike so effectively doubling the sales in the 3/4 days it had that front page feature.  I'm pretty sure it would have done better if it did have that feature in the first-weekend (during the sale) but those things are pretty much out of my control and I'm glad it eventually did get a feature after-all (something I kind had planned for in setting my revenue targets).
Apple loved it - all over the world!
Second biggest seller was Android, now this was done a little different. I tried some beta stages on Android and this put my game into "Early Access" on Google Play a week before the launch at a $2.99 price. This price was mostly because I believe that the brave people who try out a beta shouldn't pay full price.  The game got a nice Google feature in their "Early Access" list, which only has about 20 games listed, so that's a pretty good list to be in.
The possible down-side of this is that a lot of people don't seem to be clear of understanding what "Early access" means on Google Play, so there was a lot more buying going on than I had planned for, and that means I was pushing updates daily to work out some "obviously-beta" features. Early-access users can't leave reviews during that phase, so that might have been a positive thing, the down-side of that is that many people forget to leave a review once the game was released.. so not as many reviews as I normally have during the launch-period. Not sure if I would do that again on Android, but it's been an interesting experiment.
Finally we come to the PC revenue, in total that's $900 which is split over Steam, Itch and Humble. This is also my biggest pain-in-the-butt, obviously my games still don't make much waves amongst PC gamers. Especially since about 50% of that money comes through Itch.io where I ran a pre-order with 20% discount in the two weeks leading up to the launch. So these buyers are mostly people from my own social-circles and mailing-lists, people who in many cases also buy the mobile version and in a lot of cases people who tipped up to $10 (even tho the pre-order price was $3.99!)  (THANKS!).
The humble-store sales were about 10% of that, so the rest is up to you to calculate :p
Side note:  Besides this launch-period revenue, there is also the added advantage of extra money made on back-log sales. New gamers that see Meganoid will check out my other games and in some cases end up buying a few more of my games. On top of that a lot of subscriptions to my social-circles and mailing list have happened during and after the development of Meganoid, which are all potentially future fans of my next games.
Another important thing to read about, how are the ratings? Because let's face it, making a game in two months isn't interesting if it's a crappy game. On iOS the game has a strong 4/5 star rating from gamers, and on Android it's at 4.8/5 star rating. I'd say those are pretty good ratings (most of my games are around the 4.0 - 4.5 ratings)
On Steam there are only about 4 ratings of which only 2 ratings count since they bought the game on Steam and not through my website/Itch.io or Humble. But I think "all of them" are fairly positive!
Game-site wise, well that's a mixed bag of thingies. As mentioned before, the game was made "game of the week" on Toucharcade, and it was part of the "best games for iOS and Android" that week on Pocketgamer. On the other side Toucharcade's review gave it just a 3.5/5 rating, and Pocketgamer managed to give it a 7/10.  So that's the same two websites already making for mixed-reviews.  Not sure what to think about it, and it's mostly the reason I focus on the average user-rating on app-stores since those people play the game even after a review.
PC game sites pretty much ignored the game completely, except for a few news-posts on one or two sites. But the whole game-review-site business is something for another topic. In short, those sites only talk about your game if people are already talking about your game, or if there's something controversial to be found, because that brings in readers and thus advertising-money.
Now there's always a part in a post mortem where people go say things that went right or wrong and how things could have gone different. BUT!  Meganoid was just as much an experiment as it was a way to earn some extra cash.
For one, the price: $4.99. For a PC game that's a fairly cheap price-point, and it was something I wanted to try out. Normally my newly released PC games go between $7-$10 in the launch period because I honestly think that's what my games are worth for the amount of playtime and enjoyment you get. However, a game like Meganoid is perfect to try out new stuff and I've been wondering if maybe my games would sell better at $4.99.  Haven't really compared it yet with my previous games, but my gut-feeling says I sell about as much copies at this price as I do at a more normal price of $7.99.
On mobile the $4.99 is actually on the high-end of things! More experimenting, normally I'm at max at $3.99 and often in the launch week it's at $2.99. I do believe this game could have done better at a $3.99 or $2.99. Possibly sold much more copies with the result being more revenue. Some people hinted I should have lowered the price when I got the iOS feature, but my golden rule is to not punish the instant-buying fans, which I would have done had I suddenly lowered the price within a week of it's release.
In general the gamers liked the game, which is the most important thing. One guy complained that he couldn't get past the first level so it was way to hard, another guy complained that the sound-effects sounded generic (he was a sound-designer offering to do sound effects.. that's business!). One mobile-game reviewer had a lot of problems with the touch-controls, which is ironic for a mobile-game reviewer in my opinion.
I've been pushing regular updates to Meganoid since the release, and I still have one bigger update planned. After that it will mostly complete the work on this game minus any required fixes or OS-updates.
I never create games as a service, all my games receive two or three bigger updates and then I move on. That's my business-model and that's how I stay in business.
As for the game itself, it now becomes a "back-log game". This means I'll be able to do sales and discounts with the game in the next few years. It's also possible to perhaps get it ported and released on consoles or other gadgets, and there are alternate sales-routes the game can take on platforms like Android or PC (different markets, bundles, etc).
On top of that the game engine is fairly straight-forward and easy to repurpose. So it could be possible to re-use the game, create a new game-world and content for it and release like a $1.99 game with it (in fact I already have a funny viking-style game running on the same engine, so who knows).
All those back-log options should be able to at-least  double the game's revenue within a year, so let's say the game does $10.000 in total by March 2018. Set against the 2 month development cycle (and 13 years experience!) that's not a bad deal.
For now I got some breathing room again for working on Ashworld, so follow me on Twitter or Facebook if you want to stay updated on that one!
(Grab Meganoid here for Windows,MacOS, Linux, iOS or Android)
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