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Member Since 18 May 2014
Offline Last Active Yesterday, 03:05 PM

#5302030 Perspectives On Mod Makers?

Posted by GeneralJist on 22 July 2016 - 03:18 PM

I'm curious to see the general perspective on what people in the Industry think when it comes to modders.


Sure, the best case, dream scenario would be what happened with Long War and Xcom 2 and no doubt if your modding for a specific company's games, that company will likely look favorably on your efforts.


But how do other companies view the moddders of another? (In general?)


I know Blizzard doesn't seem to care, unless you’re doing it for them. (I was told this directly by one of their recruiters, "Great passion, great experience, but it's not for our community".


Do yall think such perspectives common or is this kind in-group behavior rare?


Sure there is a wide quality disparity in most modding communities, and of course, changing skins is no match to making entirely new assets. 


I guess the question is how much respect do mods of other, (not just rival) products get between companies?


Let's assume the mod in question is done right across the board.


I guess it all depends on the company culture?....

#5302022 QA/Cert job questions

Posted by GeneralJist on 22 July 2016 - 02:26 PM

AS for PC only indie devs, usually it's the internal team, as they don't have money to pay testers.

QA people aren't that expensive, but finding people who want to do QA itself, and not just as a stepping stone to a better roke is hard.


The other reason why indies and mods don't get a QA dpt. through public channels, since they just ask people they know informally from their community, which  makes full job posts unnecessary.


Furthermore, given the small scope and scale of most indie projects, a dedicated QA dpt. would be overkill. 


your post wasn't that long...

#5301409 Slavery, Include Or Not?

Posted by GeneralJist on 19 July 2016 - 02:34 PM

Well, the 1st part of ^ makes sense, but then you completely undermine it with the 2nd half of the sentence.


You can either treat a game as an artistic, philosophical lens to examine our world


You can say their nothing more than inconsequential pastimes of entertainment.


Each individual game can be one or the other, but saying a game is one, and then saying it's the other when thins get sticky is a very common misstep IMO

#5301275 Dear people who actually work at videogame industry:

Posted by GeneralJist on 18 July 2016 - 04:24 PM

So i´ve decided thanks to you guys that the best is to study in an university outside México. May I ask some suggestions? I mean, Im honestly totally lost at looking for universities. The world looks too big and i dont have idea of where to start looking. I mean, i would choose US, Canada or Europe, but i dont know. 


Suggestions :(


Thanks for everything guys :D


Hold on!

That would suggest that if we had told you that you to drop out of high school and pursue your dreams, you would have seriously considered it?



No matter the age, or education level, there have always been those who considered dropping out to pursue a dream job. before games it was acting....


It's easy to imagine how if only  everyone saw what a genius/ how talented you are, people would line up and pray for you to come work for them to make it big. But regardless of your actual abilities, dropping out of any level of school will set you back years, decades if your not lucky.


The thing is, this field is highly subjective, as is most things, but degrees are objective. Degrees are clear understandable, standardized benchmarks of accomplishment that anyone can understand.


writing an unpublished book, making a mod/ indie game, drawing art, composing music, programming a game, are all subjective accomplishments best understood by the creator. Trying to get others to understand, and seethe promise is the goal of getting paid for your work.   


As for what you should study in school: Everything:


I once told a new designer the same thing, but it can be shortened to:

The more you know, the more your game can be about.


Your asking random strangers on the internet what you should do with your life, make sure you figure it out through introspection before you decide to jump on a band wagon.


Also, keep in mind, your young, that will work against you now, but may work for you later, in that sense, you will see and be able to understand technologies that arn't even invented yet much easier then older people.


And indeed, as the others above said, the fact that your righting off subject of non interest is typical of your age, and it will get better in end of HS or college.


You never know what info will help u in the future, especially since it sounds like you don't know where you want to be on the future. 


Good luck.

#5301016 Slavery, Include Or Not?

Posted by GeneralJist on 16 July 2016 - 05:19 PM


If your looking for a historically accurate game, they need to be in.

If your looking for a business transaction game,they don't absolutely need to be in. (maybe theirs mango trading, and other fruits, do u really need multiple goods down to the detail if they serve the same functions, and are just another type of good?)


The question you need to ask yourself is do you want your game to have a message, or do you just want a simple light source of entertainment?


It all depends on your end goal in making the game, and what you want your player to take away from a session. (How deep you want it to be?)


Good mechanics and design reinforce messages and are consistent.


My suggestion:


What if  You make Slaves a wild card option? or an additional side mechanic?


Allow the player to decide if they want to have it in. Not in a sense that you poll your community, and abide by their wishes,


The other question is who is your target audience?


That will determine if it's an opt in or opt out situation.


Say that Adding in Slaves is a chaos variable that may or may not help the players.


This way you:

1. Allow people to play historically accurate in goods.

2.Allow people to just do resource management nd trade if that;s all they want.

3. Puts it in the player's hands to decide (Just because you provide the option, doesn't mean you endorse it as the right thing to do.). .


If done carefully and smartly, you could get the best of both worlds.


And wouldn't it as a wild card variable be also in it's own way historically accurate, as evidenced by this discussion alone.


The bible has Slavery written right in their, and  most good book people manage to live with themselves in owning a book that depicts the ills of humanity. We don't say bible thumpers endorse slavery by owning the book and saying it's the word of god.


The down side of course, is it's more work all around.

It's also well known that some games, and some players really like their chaos variables,so you have to be careful in how the mechanic is actually implemented. If a person decides to play with the slave mechanic over and over, just since it's a chaos variable, you might accidentally fall into a feedback loop, to where the base game without the Slave wild card becomes boring, significantly less exciting, or anything else that might get critical players thinking slaves is how the game is meant to be played, and no slaves doesn't compare. 

#5297639 Looking for a game developing team to join

Posted by GeneralJist on 22 June 2016 - 04:02 PM

I'd recommend putting  "Audio composer" or something in your title to better filter results.

#5297229 Need patriotic developers

Posted by GeneralJist on 19 June 2016 - 12:00 PM

1. When you say patriotic, do you mean give people a sense of US. patriotism, or go over historical examples of patriotism? or both.


2. We need more information as to what engine, what genre, 2D or 3D? etc.


4. Or, is it about critiquing patriotism, looking at examples, and turn them on the head?


5. or is it to just spread and inspire the patriotism you feel?


6. What are the issues you refer to?


7. If your US. specific,you might want to edit your title to reflect that.

#5296712 Looking for a Team

Posted by GeneralJist on 15 June 2016 - 01:53 PM

1. Welcome to the community,  hope you up your game here.


2, The best way to find like minded people, is to define a clear project, genre, theme, engine, etc.


3. I'm sorry, but if you got all these ideas, the best thing you can do is to write tehm down in a organized fashion, like a Game design document (GDD)


4. people make their dreams a reality, not those of others. By that i mean, don't expect to sit back, and tell people what to do, and have it turn out just like you imagined. Also, in order for people to work on the ideas of others, you need to inspire them to do so.  Get them invested, by letting them shape it with you. 


5. 2D or 3D?


Hope you find what your looking for.

#5287461 Contract for this situation?

Posted by GeneralJist on 18 April 2016 - 08:07 AM


 I got this issue settled, talked to a lawyer, and using his contract. 

thanks everyone.

#5285359 Contract for this situation?

Posted by GeneralJist on 05 April 2016 - 05:25 PM


So, I've been leading a "Mod" team  for a while now.

We're all unpaid volunteers, and been recruiting as such.


We're very close to Alpha, but am missing a lot of the animations. We've tried finding animators, and only got a few, not enough to finish.

So, now, I'm willing to set aside a budget out of my own pocket to pay to get us over the threshold on schedule.   (this summer)


I want to make sure I cover myself legally, and find a proper or get written a proper contract for this kind of situation.


I'm planning the budget for these 2-3 months, and will be sitting down with our creative director and lead animator to work out an exact schedule, and a per animation cost. (I won't be able to do per hour) that wood get too messy.


We're not a register company yet.


Is a contract even necessary for this?

Is there a type that covers this kind of situation, or will I need to get a custom contract drafted?

Would I be able to draft something myself and pass it by a lawyer? without a lawyer?


Any cost will come out of my own pocket, and if lucky, will be reimbursed by donations after we release the Alpha.

Any legal cost will also have to be coming out of the budget, decreasing what they all get.


What are the pros and cons of not having a contract in this situation?

I'll be having all the work checked before anyone is paid.


If I don't get this done on schedule I suspect we will drag for too long, and miss out on critical windows of opportunity. 


Are there any critical questions I should ask freelancers?


I'm new to managing paid people, how should I change my management style?


Thanks for your time and consideration,


#5273589 Free Idea to Anyone Looking For One - Not Trolling, Not Spam

Posted by GeneralJist on 31 January 2016 - 09:55 PM

ok, you look new, welcome, being new, know that I'm going to treat you just like if a veteran posted this, and don't take this as this is how the community at large thinks.


Disclaimer aside,

It's easy to have ideas, putting them into action is what is hard, so if, someone was so taken with the above idea to make a whole game, then the credit would go to them., not you.


Furthermore, if your not inspired enough to make the time to learn how to put your ideas, your dreams into a reality, why do you think someone else will?And is the idea really that good if the originator doesn't  feel motivated to try?




If you were on a book writing forum, would you post an idea for a book, for someone else to make?

Your a member on a faceless member on a forum board, why would another faceless member be inspired to make you ultra happy?


If you believe in it enough, you might be able to make it one day, hell 5-6  years ago I was posting and discussing on a forum just like you, and was hoping  the big time Devs would pick up my ideas, but then I got a chance to put those ideas into action, and now I lead a similar project.


It's not easy, it's not fast, and sometimes, more often than you think, it's mot fun, but it is rewarding beyond your dreams, even if you don't succeed.


If your content to sit back, then sit back, but if you actually want to see it a reality, then figure something out, you don't have to be an artist or a coder to make it work.


I'd say, just try, maybe one day you'll have the game of your dreams, and you can say you had a direct hand in making that happen, your more capable than you think, most people are.


good luck then, whatever happens,

#5272769 How to call this government system

Posted by GeneralJist on 26 January 2016 - 05:52 PM

That actually sounds good, that'dbe a story I'd sink my teeth in.


Well, is this all meant to be just pure lore for world buildings sake? or is any of this meant to be later reflected in design and mechanics?



Don't get me wrong, I don't deny that these kinds of threads are interesting and worth wile, I just think having a team/ partner to work with would make some of these topics more rewarding for the OP to discuss and implement.


I love a purely intellectual discussion maybe more than most, and was content to just discuss on forums for years, but over time, I've realized that's trumped by actually operationalizing it.

Guess it might depend on where a person is on the scale of theoretical to hands on.  


By all means, continue doing what you’re doing it seems to be working for you, I'm just used to trying to improve and tweak systems until they reach the optimum levels of efficiency & effectiveness.

#5272546 How to call this government system

Posted by GeneralJist on 24 January 2016 - 11:19 PM

hmm, maybe call it the monarch machine?

since for all intents and purposes this ruler (the player) is eternal, and being able to do all the things it does is more akin to an AI than an actual person, genetically perfected or not. Not to mention the irony of the name, since it's a game.


Also, @OP,

don't mean to bring this up again, but the way your critically critiquing some of our comments and discussion of ideas is more like using us as a sounding bord than an actual discussion of your topics.


Given the frequency of concerns and specificity of feedback you seem to be wanting from this community, wouldn't it be better for you to just recruit some qualified person to help you on your game?

This way they can potentially see the big picture with you, and come up with more tailored feedback and serve as more a discussion and collaboration specifically for the project, adding whatever qualified skill(s) they’d bring to the table.


You’ve been outsourcing to this forum community for some time now, and although we are all qualified in our own respective rights, we're not exactly your specific game community, which is what it seems like your treating us as.


I'd really advise you to find someone, this way they also get their due credit in feedback, and helping you generate ideas. You already told me how you think actually crediting anyone who comes up with a workable idea you select would not be feasible, given the volume of feedback you request. Finding a single, or a few specific people to join you would really benefit you in the long run. From sounding board, to speeding up development, to networking, to giving you leadership/ management experience, it would really help boost you and your game’s viability and credibility.


Trying to do everything yourself isn’t healthy or sustainable in most game development cases, I’ve seen it destroy my former project lead, and now I hold his position...

Transitions occurred, and each time the team roughly  quadrupled in size, from 1 to 4 to 16...

He eventually got so burrned out that he wants nothing to do with the project he co founded. (nor will we ever let him on again)


It may feel like recruiting and on boarding would  take too much time in the beginning, but think of it as an investment in saving you time in the future.


Unless of course, you want to try and have complete and total control of your vision and implementation, like the emperor your simulating.... 

#5268361 How Well would a series of mystery/crime action novels translate to a single...

Posted by GeneralJist on 29 December 2015 - 01:00 PM



That makes more sense, I was operating under the assumption you wanted the same story would be told in both.


Sounds like kind of?


Guess all that;s left now is to make it.

#5268249 How Well would a series of mystery/crime action novels translate to a single...

Posted by GeneralJist on 28 December 2015 - 08:54 PM

So, your question is on how to write a branching story, and have the game be consistent with the end choices that are made by the player?


Sorry, had to read your post a few times, either it's me, os something about it is confusing, I think it might be both the lack of detail, and the inclusion of side info that may confound the core question.


So, if that is indeed your question, you have a few things to consider before you go and tackle this.

Let me make sure I'm getting the basic trajectory


A. You want to write a series of 7 books

B. you want to base a single game of this said series

C. you want it to be narrative intensive, and have branching dialog trees, which will effect the outcome of the story, and ergo, the game.

D. The books & the game are not yet satisfactorily fleshed out on paper yet.


If those hold true, then the specific details of your actual narrative and story would actually just clutter your core question.


Sounds like your trying to plan out this entire undertaking, but the issue is your trying to planning 2 different projects right now.


The books


The Game


Each requires a different mindset, each requires a different narrative structure.


Your trying to jump to the game based on the books, when the books haven't even been written yet. what's that saying? the horse before the cart?


The question you should ask yourself if you really want to have both books and game, is how will the story be different in each?

A question so far ahead, that there's no way of answering it.


Your assuming if you write the books, game adaptation will happen fluidly.


A writer friend once told me she preferred books to all other forms of media, because nothing could beat her imagination. 

When you’re just writing, you need to play on that, but when you’re making a game, it's up to you as the writer to communicate to everyone else (mainly the artists), what things could look like, not how it should look. (unless you’re paying them up front to carry out your specific vision).


The power of a writer is not the same as in all other forms of media, it's much more fluid in games. Even if you’re doing a narrative based game, your job then is to map out every branching dialog tree, and every sub branch, as many as you need, but it becomes the coders' job to make that actually work in game.


Anything you write has the potential to become hours, months, or even years of work for the developers, so you need to be very careful about how far you go, the farther you go, the more work, more time, and more motivation you and the team will need to just get to a playable demo. 


Take a look at :



That has already staggering dialog trees and choices.


Sorry due, but from the information you gave us,

my best advice is to decide which you want to write more, a book series or a game, trying to plan both at the same time will require more than just an author/ script writer.


Not to mention, unless you’re working for a AA studio, script writing won't help you for conventional game writing, it's too long and drawn out, and most of the time, you don't have time to present your player with a 10+ page story.


But if you still want to do this, just know, if you want dialog choices that matter, they will need to be categorized and standardized across all choices, if you want both, but if they're not meaningful, they become frivolous, and a waste of design and effort. 


I don't mean to rain on your parade, but know what you’re potentially getting into. 


As the above poster said,

Defining the narrative relationship between the books and the game will allow you to decide where to start.


The best way I'd see this working, is you write and finish all the books, then make a game that highlights key decision points in the books, allowing you to explore critical road not taken paths, it becomes a "what wold have happened if" kind of experience, than an "explore the established story line"


The question becomes which you want more?


Player Agency?




Story line coherence/ consistancy


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