Recent comments in /f/IAmA

PhnomPenny t1_j87sj9y wrote

The screenshots are very dark and lacking in info about the style of the game, was that intentional?

Also, that cover picture in Steam is an instant ignore if I see it when scrolling as it looks very cheap (I can't also understand what the thing on the right is meant to be, nor why the guy is pulling off his fake beard at the tip).

6

ediblebadger t1_j87nbe0 wrote

You know what, you have a good point. It’s not really productive for me to focus so much on the particular percentage. The important part of ‘Giving what we can” here is “what we can,” and I think basically any nonzero percentage is great, and it’s a very personal decision and you’re right that needling people over numbers is bad.

But I don’t think you are right to say that most people are so financially insecure that they cannot give any money away at all. Actually, most Americans (typically something like 60%) do give to charity, and the bottom fifth in wealth donate the highest proportion of their wealth (about 4.5% iirc). In high-income countries a median income makes you somewhere among the richest 5% of people on Planet Earth. By their own admission, 90% of working Americans would sacrifice some income for more meaningful work. I really do actually think that most Americans can donate something, but if your point is that you think 5% of income is too high then then I’m willing to agree that maybe that isn’t right for everybody. Not to get to hung up on numbers, but I will concede that 5% is not “barely noticeable” for most people. But 1% probably is, and there are several “pledges” that use this instead.

I think it is more important to impress upon the affluent that they are not holding up their share and could be giving substantially more than they do than to give some blanket amount that even low-income folks should feel bad about not giving. Poor people are already doing more than rich people proportionally!

That was my purpose here, was to kind of break down the assumption of somebody who by their own commentary lives comfortably and simply doesn’t seem interested in charitable giving, using their employees as a dubious shield. If that came across as overzealous then I apologize to all. I went ahead and struck through some portions that upon further reflection I don’t feel good about standing behind.

At the same time, I would appreciate it if you (as in anybody reading) please do seriously consider signing the GWWC pledge.

−9

tyeishing OP t1_j87jke1 wrote

There's probably people more qualified that me to ask that question then, my main advice? Learn how to code yourself if that's something you want to pursue-

https://medium.com/@blockchain_simplified/a-complete-beginners-guide-for-android-app-development-109bf0c8609f

Here's something I pulled off the internet that might help you- best of luck!

2

tyeishing OP t1_j87j0oh wrote

Is this a game you're talking about? If so, there's really no demand for an "ideas guy" in game development. Every game developer you talk to has a thousand ideas for a game they could pitch at a moment's notice. Now, if you're a game designer who can throw together coherent design documents, that's a little more reasonable. You'd probably have a hard time convincing a programmer to work for free for you though. My advice would be to get some rudimentary GML (game maker programming language) skills under your belt (its not as hard as you think), throw together a couple of prototypes yourself, get some experience, then find some discord communities and get an armature team together that complements eachothers strengths. An awesome setup for that can be programmer-designer-animator

4

SendMoreAmmo t1_j87ilw9 wrote

It doesn’t bother me, but for what it’s worth I do believe Reddit has (used to have) a policy which was basically “it’s okay to have a business and a Reddit account, it’s not okay to have a Reddit account for your business”. And I remember something about less than a certain percentage of posts and comments being self-promo.

But like I said, I’m not annoyed by it really. The crap gets downvoted for the most part.

Edit: was it something I said? 😇

−14

[deleted] t1_j87gzl0 wrote

From what I understand, the production of solar panels and batteries involves hazardous chemical processes. Is there any guarantee that the production waste will be properly disposed of and will not harm the climate in the same way as pollution sources like petrol or coal?

And is it true that 18 tankers at sea pollute the atmosphere more than all cars put together? What is the status of this type of transport, is there any progress in this direction?

1

tyeishing OP t1_j87f6m9 wrote

No worries on the questions! Love talking about my work.

I do everything myself except for music, I can credit Freesound(dot)com for the music, alongside a few tracks done by Alex Karan. Also hired a VA for the intro on Fivver.

I was motivated to make my game because I think that video games are the last frontier of narrative innovation. Traditional media can craft insanely evocative stories, but I think that there's a chance that video games, and their immersive ability to take a player into the drama of a story, can push that emotional resonance even further beyond.

My greatest challenge is the scope of this project. I can earnestly say that it's the hardest thing I've ever done. The intro has been rewritten (no joke) 17 times, and working on Yuma Will Burn is often draining. That being said though- NOTHING has ever made me happier. The reasonably positive reception online and the interest expressed in the project keeps me going. I saw someone a few days ago on the Pathologic subreddit talking about the game's store page and comparing it to Pathologic and my heart melted. I want to make art for a living, to enrich people's lives, and that exigent motivation is stronger than I could describe.

Pathologic 2 for overall best experience, it's my favorite piece of media period. Frostpunk is a close contender too, and Breath of the Wild is also a major time sink for me. (Fallout New Vegas and Rimworld are in the top 10 too.)

5

Anzeis t1_j87bwdp wrote

A bunch of questions, sorry if they're too many.

- What engine do you use? Gamemaker Studio 2

  • Can you share some system specs? (OS, RAM, storage, GPU)

- Approximately, how many hours of gameplay can players expect? 6 hours per run but that's not the point

  • Did you do everything by yourself? (Art, testing, story, programming, etc)

  • What did you intend to make the players feel when they play your game?

  • What motivated you to make this game?

  • What was your greatest challenge making this game?

  • What's your favorite game?

Edit: I just noticed you already answered some of these questions in a different comment.

6