Recent comments in /f/IAmA

ackme t1_j86tacl wrote

Do not consult a philosophy major. If you consult an academic philosopher, get someone with at least a masters. Remember that at many schools, philosophy majors are 12 credit hours from math majors. I'm not knocking them, but relying on an undergrad with something as top-heavy as philosophy is a recipe for disaster.

If you've read what you're saying you've read, there's a chance you've read as much as some of them anyhow.

I'm 50/50 on if you should consult someone or not. On one hand, philosophy is so beautiful once you tear it open, and for 99% of people, you need to be taught how to think that way. Not what to think, just how to approach the questions, and how to wrap your mind around the subtexts and contexts and biases.

On the other hand, it's your game, and there's a very real chance of getting too bogged down in philosophy and losing the thread.

Good luck, generally. This looks really cool!

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TylerJWhit t1_j86r8ap wrote

https://www.reddit.com/r/InternetIsBeautiful/comments/vsqb0j/i_made_a_page_that_makes_you_solve_increasingly/

This is a good little project.

I'd challenge you to reconsider open source, especially as your first project. You don't know what you don't know, and if you have others helping, it can vastly improve your learning and your ability to collaborate with others. Open Source gaming is a vastly untapped market and most people would still be willing to work down $5.

Take for example lichess.org. I give them money monthly. Many chess players do. It's definitely a viable option.

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tyeishing OP t1_j86p7d4 wrote

I'm an avid reader of philosophy (with a focus on ethics) and even above that a focus on video game design intersecting with ethics. I definitely have more to learn though (I've only taken one course in academic philosophy) and I'll take a look at your suggestions! I wouldn't release Yuma Will Burn open source ever- but I'd be totally willing to provide and distribute the game for free if it's used for academic or educational use. If you know of any way to do that send me a direct message!

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tyeishing OP t1_j86mrtk wrote

There are 4 endings- two from failure states, and two from decisions made throughout the game. All the endings have a Fallout-style slideshow to show you what's going on in the world you left post-game. I think players will be super surprised how reactive the world can be in game- unlike an Elder Scrolls game, choice isn't part of the show here- It's THE show. I'm a solo indie so there is scope limitations, but there's going to be enough there you'd need some 5 playthroughs to see 90 percent of the content.

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tyeishing OP t1_j86mccn wrote

Your spirit of journalism is something I respect. Can't say I've ever farted so bad I can't stand to stay at my desk- although as a matter of fact my cat did vomit on the carpet today and while I was polishing of the demo!

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tyeishing OP t1_j86l8dl wrote

The story is a thematic exploration of individualism, autonomy, and melancholy through the eyes of a doctor. I like to explore the emotion of passion in my work, which is the exigent purpose behind Yuma Will Burn

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tyeishing OP t1_j86keq8 wrote

I'm hoping for August 2023 right now, but anyone who's a gaming fan knows that development timelines get broken frequently.

I've had a lot of awesome people look at YWB before the demo, but I always need more! if you want to test, my DM's are always open.

My prior game development experience (in my eyes at least) is middling- you can check my name on Steam if you want to see what I've made before. All of those project were made while I was in high school, and this is what I would consider my first serious attempt at a commercial video game.

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