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Discussion in 'General Discussion' started by Deleted User, Aug 14, 2018.
Modern factories are pretty safe, at least in developed nations. Not sure where the OP is located.
Compared to non-modern factories, sure. Much more dangerous than a programmers job.
Rovio made 51 games before Angry Birds hit
So you only need 50 more games. No time to lose bruh bruh
In the meantime you could do freelance work and get some passive income at the Asset Store. There is more than one way to skin a cat, don't give up so easily!
Don't Skin a cat Please ;(
But What all these people been saying is true though. You should have learned more about marketing and advertising of your game. You can't expect people to find out so easily. To be honest there are tons of ways to market your game
(Different forums/communities/Social media e.t.c)
However, The main problem is that your game is indeed unpolished as hell. It also seems that you didn't take any feedback(What people say about your game e.t.c) from any kinds of testers (you can use your friends for that )
or even play it yourself, but when you play yourself, play not as its developer, but as a player who didn't see this game before. And you should also be very careful with your ego. No one likes to be told that their game is bad but to improve you really need to take the criticism as learning tips. because as you go higher in a hierarchy of games (upwards in a sense of AAA game e.t.c) there will be an even more ruthless critique and people would take things to even further details.
There's a lot to be done if you're a lone developer and you need to be sure that every part is good.
I know this will sound contrary, but I'm a firm believer that people's first few games shouldn't worry about that stuff. Learn your craft first, and then learn how to commercialise it.
To drag out my oft used example, you don't charge for concert tickets while you're still learning to play the guitar.
OP needs to focus on making better games, first. The best marketing in the world can only carry something like that so far, and there is a limit to how much a person can learn at once.
Also, if OP is serious about becoming a professional developer, do they want their unpolished first games reaching a huge audience? Think about it long term.
If you really think about it pragmatically, the fact that there are a dozen educated people on this forum, waiting to share helpful links and advice, taking criticism for your work is really a good thing. It's like taking some sandpaper to your work, it's abrasive, you have to remove some detrimental material, but the result of the rough process is polish. If you write books, you have to pay editors. If you write games, people critique your work for free... that's a great price point.
And it was a rehashed idea of someone elses
Good point. Does anyone know about their other 50 games? How many original, and how many rehashed?
Sorry to say it but it looks like a prototype.
Your game would need a 3D artist to help you, to do lot of research about graphics and adding new ideas making it appealing.
For example more appealing graphic touches like some commander portrait displayed in HUD with some audio, better visual effects, find another graphic style or bring lot more polygons to bring interesting details to units and levels.
The good things is you learn by making bad games first, and you improve with each new one
I agree with this to an extent. That said, you should have your expectations for the title's success calibrated accordingly (as in little promotion will result in little sales).
The first game I published I actually did for the purpose of learning the process of publishing. I stopped working on a game I was pouring my heart into, and switched to a simple game I thought I could complete in a matter of a few months of spare time (turned into 8 months because I hadn't realized polishing the game was actually going to take more time than creating it in the first place). I went through that for the purpose of making mistakes, so as to not repeat them with the bigger projects I cared more about. I also used it for testing advertising on various platforms, so for my bigger games I'd be able to have a promotion plan ready ahead of time.
Always take a dry run at things first. It's just foolish not to. The same way you build the game -- initial plan, prototype, adjust planning, full production, and so on -- is the same way you ought to work your career as well. Your first games are just prototypes for your career. You are trying things out to figure out all the S*** you don't know that you don't know.
Cut to the chase and do a notch. Copy something and become a billionaire everyone hates.
I like him.
Edit: That's exactly what I would do if I could, too.
Yep, I think he should make a lumber mill sim game. Use what he learnt from this game and go for some realistic results. I think it'd be pretty comfy.
thats what i am saying. there is all sorts of unmade games just waiting to be developed. i mean, who would of thought a trucker simulation game would be a thing? but people love it.
i want a lumber mill management simulation, where you not only manage the plant in a big sense but you can also jump into the workers shoes and race to get stuff done against time hacks set by the boss.
Being a game, you can obviously have hilarious, gory consequences.
And this is a great way to shed light on "working class heroes", rather than the same old fictional heroes we're all bored of.
Factorio does a good job of simulating managing a plant in the big sense.
I'm not aware of many that have tackled the day to day of running a plant.
I don't know how exactly lumber mills operate, but I could imagine a game where you have a handful of moving pieces that all depend on one another, and player has to manage them all simultaneously to keep output at maximum threshhold. Add in a little bit of random variability -- like a log takes longer to get split than expected, Joe workers shirt gets sucked into a saw, forcing everything to have a safety shutdown, somebody forgot to change the oil on one of the generators, forcing a section of the plant to shutdown, etc etc -- and then player has tons of replay value.
Reminds me of when I worked fast food way back in the day. Managing the burgers was actually a lot of fun in a way. Just like a game. You had to gauge when you thought the crowd was gonna come, size people up to decide how much they might order, keep neough burgers on the grill so you don't make people wait but no too many so they have to sit around too long...
I'm just going to leave this right here...
Quite true. But funny saying that, ironically I haven't seen single successful clone of minecraft yet
Unless looking at mods and factorio for example.
But how many people actually makes something truly original? Most likely everyone copies something from somewhere, which already exists enyway. Is just mashup of ideas, with occasional spark.
Portal Knights instantly springs to mind. Dragon Quest Builders, too. And I'm not even into that kind of game.
Good references. But I wouldn't call Portal Knights somehow very successful. Surely they made some return. But its popularity didn't get track and declined very quick. Advertising is the main motion. While minecraft was successful from start without ad campaign. See the difference? Regarding Dragon Quest Builders. I don't know, as perhaps there is no Desktop port from console?
I don't remember numbers, but I do recall reading them shortly after release and thinking "yikes, and that's just on one platform!" SteamSpy currently estimates between 500k and 1m owners. It was recently in a bundle, so take that with a grain of salt, but I'd still say that's likely to be a noteworthy success. You could be right that people moved on from it pretty quickly, but that's not unusual at all, and you need to gain an audience before you can lose it.
Minecraft is not a useful point of comparison for deciding if a game is successful or not. It is far and away an outlier.
Interesting, thx for a link. Surely there is true to that, which I may fall into.
Saying that, I must reflect, that for anyone managing to make a return and further profit, of any grade, it will be success. Smaller or bigger but success from theirs point of view.
Perhaps to be more accurate...
Find a poorly executed good idea... figure out how to enhance the idea... execute it properly...have some good luck.
Worked for Apple
I'm pretty sure Apple doesn't own X-Men. So that statement is only 90% true.
I wish I worked in a lumber mill. Sounds fun.
Please tell me it is just like this:
See that cat at the top left. Never really understood what his job was. Why not just have the logs go straight onto the rollers? What is that spiky tool he's holding?
That cat job is to die young drowned in the river and have his body crush by the mechanics due his disregard to not only basic safety but going in the most insane unstable place to do a non task that does nothing. Oh wait it's not a cat that's pig, well he will make a good sandwich at last, I like bacon.
Well, how are you going to get them to go onto the rollers? I'm pretty sure their job is to guide them there in an orderly fashion, with no jams, at a suitable rate for whatever is going on further down the production line.
Pretty much the same. Bigger ones are much more automated of course.
Top left dude is log driver. Here you can see how they did it back then, and how that spiky tool (pike pole) is used:
To hell with all this quitter talk! You can have the best game in the world, but if no one knows about it how can they play it!? I'm only telling you this because you Can't sport the name Duke Nukem and not have confidence, like what the hell
Seriously though, stick with it man. It's Never too late. If things like Unturned, Warframe and others can make it.. Then take your time, smash out the details that you want fixed in your game and start hammering a corner of the community for yourself! Can't never did a damn thing.
That's really old school. I don't know if anyone does it that way anymore. That's a pre electricity mill. Water born transport is also a thing of the past. Pretty much nothing is done by hand anymore, all transport is by conveyor, robot or truck.
We also as a species use far more paper then planks. So for many mills the main output is chips or pulp, rather then planks. Of course often a paper factory is tacked directly on the back, so logs come in, paper goes out.
But hopefully it is still run by anthropomorphic animals.
I've been known to anthropomorphize my robot minions from time to time. Sometimes I even acknowledge human feelings in my co workers.
I want the lumber mill simulation game to be Chimpanzee Lumber Mill instead.
In a post apocalyptic future, mankind has been decimated by his own sentient AI, but luckily the AI's ran out of batteries and a few tribes of humans have outlasted them. Now, determined to rebuild the world anew, but wise to the dangers of intelligent machinery, mankind has decided to enslave chimpanzees to do the work he is to lazy to do himself.
So, Chimpanzee Lumber Mill. After this game becomes a great success, you can move on to Chimpanzee Car Factory, Chimpanzee Nuclear Power Plant, Chimpanzee Restauarant, etc etc.When gamers get tired of lovably idiotic chimps doing stuff they shouldn't be doing, then you can move onto stuff like cats, dolphins, gerbils, etc.
You clearly hasn't seen planet of the apes
Of course I have. What's that got to do with it?
What if mankind has gone extinct and monkeys have replaced us BUT they are still only as intelligent as monkeys currently are, but they still wear clothes and drive cars.
Pick one. Although... If they only replace the population of a certain continent....
People get replaced by things that aren't as intelligent as people on a regular basis.
The so-called* "assisted" checkouts at supermarkets spring to mind.
* They're called "assisted" despite being the checkouts where you serve yourself, rather than have an assistant do it. Though I guess you do need to get "assistance" when they get confused, which happens a lot!
I only thought those were a thing here in socialist Sweden since its so expensive with low wage jobs
Nup, they're a thing here in Australia, too.
While I personally prefer being served by a human being, I understand why they want to use them. However, considering the cost saving between one of those and employing a person you'd think that they could make the darn things work more effectively, and give you more space so you don't have to play Jenga with your weekly shopping...
We have a few different stores that use them but it's mostly Walmart. Minimum wage here is $7.25 USD.
I actually dont know whats minial wage is here, but ontop of the salary we have a employer tax thats 25% so you need to add 1.25 times ontop of the employees salary. Then there is laws that protect the employee, so you cant basically fire them without them willingly wanting to go. So what you do is put them on S*** duties so they will quit by them self. But then the worker can call the union and have them put a blockade on the company, its really nasty.
The subject of the situation was total replacement, not automation.
Monkeys will, if they remain at their current intelligence levels, not run a car factory, gas production or textile production.
I love self serve checkouts. If I have a trolley, its faster to go through the manned checkout. But for the regular run to get bread and milk, it saves a heck of a lot of time wasting in line. They had a few kinks at the start, but I haven't had trouble with one in ages.
Of course my job is process automation. When the robots take over, I get more work, not less.
How long did it take for them to work out the kinks?
I still get abused every time I try to use one.
"Please put item in the bagging area!"
But it's right there!
OK maybe it's not seated on the weighting scale
"Item removed from the bagging area!"
"Please put the item in the bagging area!"
(Of course by now there is at least 2 people behind me and OF COURSE the damned thing is loud enough to wake the dead.)
OK, fine, I'll put it back, ****.
"PLEASE WAIT FOR ASSISTANCE".
Avoidant personality disorder kicks in.
And if you try to register a 6 pack of beer (low alcohol beer since ordinary beer is sold in monopoly government stores) "Please wait for store clerk to verify your age"
I wonder how successful Chimpopoly would be, where your job is to crush fledgling chimp labor unions and root out commu-chimp-sympathizers. And you need to keep Noam Chimpsky out of the factory or else...
All these people having serious discussions about chimps and their intelligence. (by the way, chimps aren't monkeys., you ignorant baboons.)
I chose chimps because they are funny. They are like humans, but can only be perfectly honest. So when the boss tries to make them work to hard, they will throw chimpy tantrums. And every once in awhile half the factory will go on the war path against the other half. The manager will have to be very careful about making sure two alpha males aren't working too close together, and that the best chimp mothers don't have to watch too many chimp babies because some might wander off and get sucked into machinery.
It's supposed to add humor to a game that otherwise might seem dull.