"Sergeant, what inspires you?"
Walking Tank from @westfaliaminis.bsky.social for @trenchcrusade.bsky.social
Never start a project hungry.
#miniaturepainting #trenchcrusade #beans #nerdlings #minipainting
Posts by Henrik Schmücker
Since this post is aggregating my Bloomberg column, I kinda feel the need to clarify that the Imagine Dragons game is not "live-service" (designed for recurring monetization). It's a $15 multiplayer shooter with no microtransactions.
Here's the original article: www.bloomberg.com/news/newslet...
I'll always want to attend magic school, and Arcadia Fallen II is a fun visual novel sequel that lets you customize the experience through some great design choices! 🔮
Full Review: www.rpgfan.com/review/arcad...
I've been playing so much Warframe recently. It is a wonderful experience in absolutely schizophrenic design.
There is also some element of 'guessing' the players prioritize.
If I'm looking at my base I want base info, looking at battle then battle info. But some info trumps all of that. Opening a menu we assume the player is in the mind space of interacting with the info. But it is also easy to fuck up.
It is difficult to select just one. For better or for worse Tempest tries a lot of things, which has thought us a lot hahaha.
But in general it has been about displaying the relationships of systems. Communicate the state of a thing without having to click on it.
Coming into the game dev industry from a masters in Experience Design, where the Attention Economy was king, this is also something I've advocated strongly for.
But good jolly is it hard in an RTS. Thanks for the wonderful thread and reminder <3
Closing on target.
The next update for Tempest Rising lands on Tuesday, March 10.
Prototypes for proving the design. Vertical slice for proving the pipelines. If you didn't use your actual pipelines, you didn't prove shit. A good VS proves the game, but even more importantly it proves that you can actually make the game. At least that is how I feel about it.
But defining behaviours and strategies that feel human, and then evaluating when to switch between them, in response to observed player behaviour. Rush, turtling, pincher attack, etc.
It was easy to make something that wins, but difficult to make something that engages the player.
Just make you AI yell "They are over there!" and everyone thinks it is smart. Hehehe.
Like for us the AI does "scouting", even though it technically knows everything, but it is not allowed to act on it. Early on it would build one million conyards cause not loosing was winning.
I can ask the AI team how planning works and if there are some resources on it, cause I can't give you a confident answer to that.
Our skirmish AI is very good, but to me personally also a bit of a black box, but... as it has been explained to me, it is pretty much utility scoring.
Then given a bit of "personality" and some restrictions/requirements before certain actions are allowed. And then difficulty goes on top of that.
I don't have a good resource at hand, but I could ask our team if they have any. Exactly what are you looking for?
Come work with me!
My game studio is hiring a Senior UI/UX Designer and a Senior Character Artist for our multiplayer PC strategy game in Unreal.
Full time and fully remote in the US, Canada, or LATAM. Please share, ping friends, etc.
I switched to CachyOS last year and haven't looked back since. As a Linux noob, it has been surprisingly fine to do the switch.
Our upcoming game Bonnie Bear Saves Frogtime has SO MANY GUEST VOICE ACTORS IN IT
so we made a sweet new trailer to show them all off 💚
gang for real I LOVE how many of you are PLAYING this thing but imma need a bunch of you to take a 5min break and leave REVIEW PLEASE 😭💖😄
Congratz!! :D
Aaaaand that is why I'm currently really enjoying Draw Steel! Seeing my players theory craft with their unique abilities and seeing them give their flavourful RP spin on the mechanics is a delight! :D
Like, the shared spell list between casters was never really for me. Let my character be special. I also found that their descriptions on each power made people RP more cause they could easily envision what was happening, and reflavour if necessary.
4e DnD was always my favorite, cause I really liked how strongly I could create what ever fantasy I wanted to play, and it still function in combat. The at-wills, encounter, and daily powers all had such clear in combat effects, but often even more fun capabilities out of combat.
Fun fact that correlates to this: 4e hater used to always tell me "its not the D&D I remember"
Me: "what D&D do you remember?"
Them: <proceed to describe a lanky set of households that dont exist in the game>
Me: ....
why is game dev feedback always kinda like this
Hbomberguy 100% matches my feelings about the movie. It has a few faults but actually, fuck that. That this film even exists is a miracle, and in theaters nonetheless. It is at such a high quality that I compare it to other movies, which is amazing. I look forward to seeing it again :D
Happy to have seen the Iron Lung movie :D
So glad my local theater decided to show it🩸
I'm looking forward to some BTS cause I have some questions about how some of these shots were made.
Especially some close ups on the hands.
Good job Markiplier :D
Hey sorry it feels weird asking but I just had to help pay for a funeral and it's wiped me out so if you like my art I would really appreciate if you bought me a kofi or commissioned me, thank you, I love you ko-fi.com/louceph
Auroch Digital logo Text reads We're hiring! Design Director the right of the image has hexagonal cut outs of screenshots of auroch digital games
🚨JOB OPPORTUNITY🚨
We’re hiring a Design Director
Deadline: 30th January
- Lead, manage, and inspire a team of designers
- Define and uphold a clear design vision aligned with the studio’s creative goals
- Establish clear pipelines, workflows, and communication standards between disciplines
the anime sfx-making tool! It's called ANIMEVOX, in big letters up top. Then there's the controls: In vertical pairs: Left: Pitch Rise Rise speed Reverb Room size On the right: Wobble Speed Wobble Amount Tone Brightness Volume Next is a row of keys: Randomize - randomizes the sound parameters UNDO/ REDO - go back to parameters you liked Export Wav - self explanatory, it saves a copy of the latest sound to your hard drive. Then the fun buttons, with cute art styles: IMPACT, sparkle, beam, powerUP, PON, BOOM, slash, woosh Each produces a preset sound, which then goes through the fx chain. Hope you enjoy it!
I made a tool that makes retro anime sound effects. Meet AnimeVox!
I made it for a game, but it's free to use.
I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble.
If you find it useful consider supporting me on itch :)
castpixel.itch.io/animevox
Menu Master Maid 📖💖✨