tynansly
Tynan Sylvester
tynansly

We actually tried to implement some analytics like that, because it would be useful, but discovered that it’s unbelievably difficult to do.

Happy little trees.

It’s difficult. Especially in a non-abstracted simulation like RimWorld. Games like Civilization can do really arbitrary win conditions like “Diplomatic victory” or “Technological victory” because everything is so abstracted and wishy-washy anyway. You hit a certain statistic and the game just ends and says

I’d first tell them that Steam offers free refunds for any reason before the 2 hour mark :)

Yeah, they’re great. I think I read the first two, a long time ago.

Much appreciated Mr. Dark Eagle!

Yeah, I know what you mean. It’s a bit weird sometimes, but it’s not too often that people say things like “god Tynan” etc. Most people are pretty chill.

I feel you. I too remember back when the game was a bit simpler. I think it’s gained a ton since then, but it has also become a different game and lost that super-simple, straightforward aspect.

If I wrote it again I’d probably do it quite differently overall. I’d focus a lot more on some things and drop some other discussions that just aren’t useful. I’d also be able to add a lot of day-to-day practical stories about indie development.

Originally it was a game about building starships. Only after that did I move the ship to a planet’s surface and make it a colony. So it’s hard to say what came first. Neither, really. They sort of came from the same place, historically.

I don’t think it’s just designers and reporters. There’s lots of kinds of people who talk about games. Designers, business people, journalists, players. And there are different arenas too - game design meetings, conference talks, online articles, question sessions, internal monologue. There are huge gaps between all

It’s fun to watch. Just another perspective on the experience, from another kind of player. I like watching players of different skill levels because I want the game to work for all of them.

Because there’s no good or bad. It’s about the story. It’s just that your stories might tend towards tragic more than triumphant, a little bit :D

The selling point is its unique power to create personal stories just for you.

The Night of Eclipse Colony. I had two friends over to try out my game. It was called Eclipse Colony at the time and was still very simple, with about 6 months of development in. The characters were still yellow dots.

Thank you very much :)

I think that in most cases where people think they died because of a random roll, they actually died because they didn’t prepare or they didn’t have the skill to handle the problem.

I just use Unity 4, Visual Studio (2012), Photoshop, and Audition.