ToadstoolTyrant

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About ToadstoolTyrant

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  1. Game Keys

    I'll have to look more into it, Hodgman, but I'm not sure if the developers of other games that are Adult in nature had trouble with steam when releasing their de-censorship patch. I'll send some devs an email asking about their process and any snags they hit. I know games like the Sakura series and Nekopara (I'm realizing now that by going into this genre a lot of my peers will be a little creepy lmao) still have large successes on steam, and newer titles like House Party don't even need to release nude patches (i suppose since no actual genitalia is shown?). Thank you both for your suggestions!
  2. Game Keys

    I'm not entirely sure how to phrase this, so please bear with me. So, for the game I'm developing, it's made in the style of Hunie Pop and, with that genre of game, there are going to be... images that aren't entirely SFW. How the developers for Hunie Pop circumvented this on Steam is by distributing a patch of the game via the game's community page that uncensored the game. I'm not sure of the... ethics of this method, but it worked and works for many other developers that make games that are 18+. My question is, however, are there any other ways to do this other than a patch? The ideal result for this project would be to have two versions of the game: one that is safe for work/streaming/steam and one that is the full version of the game that has everything uncensored. My idea is to bundle them together. Say the game is available on my team's website as well as Steam and buying the game on one platform bundled it with a game key that would work on the other (if that makes any sense). Would that even be possible? How does one generate game keys outside of Steam? Would that violate Steam's ToS? Fortunately the project is still early in development so we have time to get everything sorted, but it doesn't hurt to figure things out early. Thank you in advance!
  3. Please guide me?

    What is also important that is often overlooked, at least, from what I can see as a person that's new to the field as well, is passion. Specifically, knowing what you want to do in the industry, what you want to bring to the table, and having the nerve and the drive to join or assemble a team with similar goals. It's... difficult to begin making games by oneself. If you have no one to work with, every skill you would need to make a, "good," game you'd have to provide yourself, be it visual artistry, visual design, gameplay design, composing, coding, writing... Really, whatever is necessary for your project. Another important thing to have is a willingness to fail. By this I don't mean setting out to fail, of course, but to be able to accept failure, see where you and your team went wrong, and learn from the failures to make your next project better. A lot of times when people get into new things and aren't immediately successful, they're disheartened and all but give up. I especially am guilty of this (i remember trying to learn instruments and quitting after not being perfect after a week) but it's something we as people have to overcome. As far as suggestions for a first game, I'd suggest taking your definition of simple and simplifying it further, distilling it to a point where if you go any further it's no longer a game, but a picture or video. Par example, your first game could be a one screen platformer where the goal is to literally get across a flat surface. Once you figure that out, step up and add a jump. Achieve that, add a second screen. Add an enemy. The goal, if you're planning on being a programmer in the field (I assume since you listed your programming credentials), is to figure out how to do little things one at a time and combine them so you have the skillset to tackle bigger and bigger programming challenges. If you put too much on your plate at once and your first goal after deciding to join the industry is to program a game that will be considered a masterpiece and a classic, you'll be overwhelmed and drown in the amount of work you've taken on. I guess the easiest way to sum it up would be take on new things gradually so you have the foundation to build greater games! You'll do great in the field, just keep pushing yourself forward to fulfill your goals!
  4. Post-apoc setting (sort of), reason for world "reset"?

    Just dropping in to respond to this! In my suggestion, I suppose I was thinking in terms of a more long-term state of desolation. While rebuilding from something would be better than nothing, I don't think it would be sustainable in the long run without technological development, establishment of trade, or both. I think OP's goal is to have Earth just starting to advance again, after the population has started to recover and there are societies that are beginning to (relatively) thrive. Some areas wouldn't be habitable solely do to location; for example, Las Vegas would be reduced to a desert, especially considering in our modern age we kinda' wiped out the wildlife that used to make its home in the area. Some may be able to survive there, but it certainly wouldn't be an ideal place to start a civilization despite what infrastructure there may be left. I think what we're both trying to say, ultimately, is that OP's game would need to have reasons as to why certain areas have larger populations than others beyond just, "It's Toronto, people used to live there so they still do," not to imply that that's where OP's writing was going, just as an example. Otherwise, things won't make sense and it may make the player question their suspension of disbelief.
  5. Post-apoc setting (sort of), reason for world "reset"?

    The machine uprising is a little... overdone in apocalypse fiction in current media. Almost as bad a zombies tbh. Not to say it couldn't work, especially with a fresh twist to the idea, but I think a different source of a societal collapse would work best. It could be because of social tension bursting, a worldwide rebellion against the Powers that Be™. The rebellion, "wins," but the victory is Pyrrhic, severe casualties on all sides, the brightest minds of the time are dead save only a few. Buildings are infrastructure damaged beyond repair, knowledge is lost. There's only so much your average electrician can fix, which would explain why most electronics aren't working. Perhaps there are only a few power sources left functioning? Conflicts rise trying to control the surrounding areas of said power sources. Technology reverts to more mechanical and manual machines. As far as societies go, do some research on where some of the first civilizations in the world were. They tend to be areas with access to many natural resources, specifically water. Have the larger societies take root around there and the smaller ones spread out from them. When it comes to survival, the most important thing for a new settlement is access to resources and if most ways transporting and preserving old resources are defunct, you'll have to turn to nature. If you find a city or town or whatever that produces a ton of non-perishable food (like canned soups or something) have a settlement there. Hope this helps!
  6. Could the push for diversity lead to unwanted results?

    Disclaimer: I'm super white so the things I say are through the lens of my whiteness. I may have some things misconstrued and the things I say, while not intending to be, may be considered racist as I am a part of a society that teaches us from birth that white people are both the default and better than others. Apologies in advance! --- Personally, I think that of course it could lead to, "unwanted," results. We can't divine outcomes of things as humans (or, at least with 100% accuracy), but in terms of the consequences your talking about (I'm assuming the dissemination of false/inaccurate information), I don't think that the push for diversity would lead to those results. I mean, non-white, non-straight, non-male, and non-cis people weren't invented in a certain time period! Diversity for diversity's sake is a noble thing, but at the same time, if one is making a historical piece, inserting diversity should be thought out, researched, and appropriate. As an example, say your historical story is set in the early America. It would be disingenuous to include characters that were people of color, specifically black people, in roles of high social standing. In most cases it was literally against the law for that to happen. Still, that doesn't mean your cast can't be diverse. It also doesn't have to be stereotypical representation! Just because a character in this era is black doesn't mean you have to make them a slave for, "historical accuracy." I think one of the goals in pushing for diverse representation in media is to promote historical accuracy, not to gloss over the parts of history that aren't shining examples of inclusivity (read: most of history). If we want to produce media that is historically accurate, it should be accurate (or at least plausible) from all angles: not just what was on the curriculum for AP American History. As you mentioned, there are thousands of amazing, untold stories that have people at the center of it that belong to populations that are underrepresented in media. Make a game about those stories. Just because your game is set during WWII doesn't mean it has to be about the Americans fighting the Germans. It doesn't mean the player character has to be a straight white guy. It doesn't mean that the cast has to be predominantly white with a few tokens for, "diversity," that get killed off later. When it comes to fantasy settings, a Utopian setting also isn't the ideal when it comes to making a diverse cast. Yes, it would be nice if everyone in the world wasn't racist and everyone got along, but fantasy as a genre has the potential to address ills we have in our world. The ideal, in my opinion, would be to have a cast that is diverse by the standard of Earth in a fantasy setting and have the story address a problem we have/had in our world with that cast. It's one thing to have a group of main and side characters standing up against the oppression of the elves as a diverse unit (by our standards) and another for a group to do the same thing, but have everyone be white (or worse, everyone but the, "exotic races," be white). The former is an fantasy allegory that tells about uniting against racial oppression. The latter is the White Savior Complex in a fantasy world (people of color/elves need white people/humans in order to not be oppressed). At this point, I'm starting to ramble, so I'm cutting myself off here, but to summarize, the push for diversity in games should have the outcome of informing people about things minority populations do/have done rather than spreading misinformation. Really, the misinformation that is being spread currently is that only straight white guys ever do anything, which I think is a little worse than spreading the misinformation of a lesbian did something someone else did during the pre-colonial era or something.
  7. Rules for Studio/Dev Team Names

    I just had a small question regarding suffixes for the name of a dev team (inc., co., LLC, etc). What exactly are the rules for adding those to the name of dev team? Are there certain requirements that need to be fulfilled to legally be able to use a certain suffix? Would a person be able to name their studio X Ltd. or Y Inc. solely for aesthetic reasons or would the suffix need to be warranted in order to use it legally? Sorry for the amateurish question and I apologize if I haven't followed some of the guidelines. The FAQ linked in the, "Before You Post," thread no longer exists, so I'm kinda' going in blind. Thanks in advance!