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Show HN: I got laid off from Meta and created a minor hit on Steam

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Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#261
post #82

Earlier quoted context omitted.

It's a stock animation from mixamo :P

Stock assets: the first “AI”. Honestly still a better option than AI for most anything in game dev with a few workflow-oriented exceptions.

Stock assets are nothing to do with AI?

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#262

We had someone request a wiki on wiki.gg for Ballionaire, and it's at https://ballionaire.wiki.gg/wiki/Ballionaire_Wiki . Assuming you have structured data easily accessible, you can pretty easily use the MediaWiki API to create some automated pages for each of the items and any other entities that should have pages. Example repo: https://github.com/RheingoldRiver/sorcerer-update That repo is assuming that some "info…

There's also a small subreddit for it if anyone is interested: https://www.reddit.com/r/Ballionaire

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#263
I don’t really play any games but the game play demo video looked like something that might entertain my 4 and 1 year olds for a few minutes at least (just watching, I doubt they could really play it), so I bought it. Congrats on your success. Sometimes getting laid off can be a blessing, but only if you handle it constructively like you did.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#264
post #8

You should make a youtube series or a long series of blog posts explaining your journey from a personal perspective, the emotional ups and downs on working on this instead of getting a new job, from a technical perspective, and from a business perspective. What types of skills did you have to learn, what were the technical challenges, what pieces of code are you particularly proud of. What was your marketing strategy…

That might be challenging as large companies tend to hit people with strong NDAs which means that any reference to time at $company would need to be approved by $company. IF you don't do this then you might be rinsed by the court.

If I'm understanding this correctly, the game was nothing to do with Meta, and done as a solo dev effort? So no NDA applies.

A certain amount of talk about previous projects is routine in interviews. As long as it doesn't get too detailed or makes the previous employer look bad in public nobody will complain.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#265
post #159
post #73

Earlier quoted context omitted.

There are a lot of interpretations, but it's roguelike in the sense that: 1) It's permadeath 2) It's random 3) It's systemic The term is used quite broadly these days. Only the "Berlin interpretation" is quite strict about the sense of it you might be thinking of.

Is there a term that people who don't use the Berlin interpretation call games that fit in the Berlin interpretation? Or are they just called "Berlin interpretation roguelikes"? (I'm asking both out of curiosity and out of utility, since I'm a fan of the Berlin interpretation roguelikes (and have been since before the modern overly-broad interpretation came into use), so I used to be able to count on "roguelike" mean…

I think I've heard of "old school roguelike" or "traditional roguelike" being used to refer to those games. (googling seems to show that the latter naming seems to be more common.)

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#266
post #261

Earlier quoted context omitted.

Stock assets: the first “AI”. Honestly still a better option than AI for most anything in game dev with a few workflow-oriented exceptions.

Stock assets are nothing to do with AI?

They both let you have assets in your game without making them.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#268

Do you think "diamond in the rough" games exist? Some claim that there are games that are hidden gems that haven't received the recognition they deserve. Other claim they have never seen a generally good game that didn't have generally good success. What is your view? I think some games are good within their niche, but their niche sucks. Something like a hardcore roguelike with ASCII graphics. Within the hardcore rog…

There are many, many, many great games that fail, while many mediocre games succeed. There's some correlation with fun, art style and polish, but more often it's down to marketing, exposure and luck.

I've heard it said that a fun game is the baseline, though. The game should be doing the heavy lifting, not the marketing. Marketing a bad game doesn't automatically lead to success, for sure.

Many breakaway hits are simply lucky by hitting the zeitgeist. Among Us is an example - without the covid hangover and some bored streamers randomly deciding to play it one day, you can imagine it not being the massive success that it is.

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