this post was submitted on 08 May 2024
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Gaming

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It seems like every other week a game studio is massively laying off employees; sometimes after years of development. What I'm reading is that it's a quick way to lower expenses and pad the investors' pockets, flooding the market with developers and reducing their value, to then hire them back a few months later at lower salaries.

So, what's holding back gamedevs from banding together to either unionize or start their own companies with better conditions that the purely money-driven studios? Why aren't they trying to be better? Nobody willing to invest in them? Does starting a company together mean they will now be the bosses who have to answer to the investors, ensure returns, and fire employees? Is the world just an entire shit-cake?

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[–] ivanafterall@kbin.social 6 points 6 months ago (1 children)

Can you give us the gist or is it under wraps?

[–] millie@beehaw.org 5 points 6 months ago* (last edited 6 months ago) (2 children)

The tabletop system is intended to be modular, with subsystems that can easily be added, removed, or tuned for different genres. The initial playtest I did was in a zombie survival setting, currently we're doing a campaign that's got a bit more of a Shadowrunny type feel, mixing technological dystopia and magic. The idea is to put out a core book in those settings as well as a fantasy setting and a space opera setting, so people can mix and match subsystems and do whatever they like with it.

I applied programming concepts to the design of the mechanics themselves in a way that I hope makes them more intuitive and tries to maintain a steady flow of tension and release without a bunch of pausing to check stuff once you know the system.

I don't want to give too much of the details away, but I do plan to release a system resource document along with the actual books. And it'll be released under an anti-corporate license, so other small creators can make modules for it, but big companies will have to shell out if they want to play ball.

Once that's ready to go I have a couple of video games planned using the same system. One of them ties heavily into themes of abuse and autonomy, the other is about time travel. I have some of the early stages of the art and some shaders and stuff done for these, and have set up a few mechanics, but they're still kind of on the back burner. I've been teaching myself music theory and composition so the soundtrack doesn't become an afterthought, and I feel like there's still something conceptual I'm missing at the core of the visual design. I'll get there, though.

[–] mynachmadarch@kbin.social 2 points 6 months ago (1 children)

My gaming groups (both tabletop and video) are leaning into experimental phase of trying new stuff. Count me in if I ever come across your release in the wild.

On the music and visual side. If at all possible I highly recommend finding or hiring someone to at least review what you have and advise, if not doing all the work. There's so much to both that it takes ages to get right but they can have such a huge impact as you seem to know.

[–] millie@beehaw.org 1 points 6 months ago* (last edited 6 months ago)

I'm going for very specific look of stylized visuals that'll play well into my animation experience with Flash. I've got the shader for it pretty much nailed, I'm just working on my actual like body concept stuff and I'm not fully sold on the actual perspective angle I've been playing with. I definitely have a lot of artist and animator friends who have seen it and I've gotten good feedback.

But yeah, on the music side of things, I honestly think I want to try to find some folks to play with some time soon. I'm still shoring up my performance end of things, but playing some bass and/or keyboard and/or guitar with a band would probably help my ear a lot and also give me some folks that I could have a musical understanding with who could help me with the soundtrack.

I'd honestly love to release a sort of grungy album. Most of what I've been composing seems to lean into experimental guitar stuff, but it's all still pretty raw.

[–] ivanafterall@kbin.social 2 points 6 months ago (1 children)

That sounds cool. Are you using any particular tools to organize your ideas/systems? That was one of the reasons I was curious--turning ideas into something real seems daunting.

[–] millie@beehaw.org 2 points 6 months ago* (last edited 6 months ago)

I use Trello a bit, but not consistently. I'll use it at the beginning of a project to kind of map things out, then come back a few times to kind of check in with where I'm at and see if there's anything I'm not thinking of. I also have a ton of note files just laying all over my computer, my discord, and my notesnook account. I used to use Google Docs, but I don't really want them scraping my stuff for their AI before I even get to finish it.

Honestly I just kind of operate like a blob. I expand in a bunch of different directions on a project a little bit at a time until it starts to come together. Stuff percolates and another piece will fall into place and I'll get a burst of momentum. Eventually I'll notice I'm banging my head against something that doesn't work and I'll realize I'm looking in the wrong place or I don't have the right thing yet and I'll work on some other component.

A lot of stuff just kind of comes to me at random times and I try to get it out before I forget it. But it also involves a lot of like sort of flow state thinking keeping track of how different pieces of a thing connect with one another.

But also like, I feel like you kind of have to be comfortable just having a bunch of files full of concepts that don't necessarily go anywhere immediately? Like, you need to be ready to just throw some shit out there, see how it works, chop massive pieces off of it or throw it away entirely. The moment you let yourself be self-conscious about your work or worry if you're "really going in the right direction" you're fucked. I mean, you can have that moment I guess as long as you don't stay in it, but it's the drive and the confidence that gets the actual thing finished whether anybody sees it or not.

You have to do something. You can always do something else later.

Once it's done I feel like that's its own other game entirely. Like, I have some guerilla marketing ideas and some former contacts I can try to get on the radar of, but that's another phase of things. I can't worry too much about that while I'm over here in playtesting, tweaking, and adding play-informed mechanics land.

Like right now we're just basically playing a game and I'll stop suddenly in the middle of it and be like oh I need to add something, and I take some notes and then we keep going. A lot of the time at the end of the session I know pretty much what I need to do; whether a mechanic is too complicated or fiddly or not robust enough or needs something else to compensate for it or whatever, it becomes evident when you watch it play out.

I'm not really sure how I'd ever get anything done if I was too focused on the organization of it, to be honest. I give myself enough hats without trying to also be a hat rack.