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Train sim created by just one person is being called the best ever made

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Re: Train sim created by just one person is being called the best ever made

#361
post #132

Earlier quoted context omitted.

Everything. The story, how the game works, the art assets, voice lines, music, etc. Programming is like 10% of a game. The world building and UX is the juice. Anybody can make Lord of the Rings, but there's only one.

Absolute nonsense. There is no cookie-cutter formula for game development, despite what the idea guys think. Mario 64 was literally just Mario in a single small room until the last six months of development. They focused purely on the actual game - the mechanics, physics, movesets, items, and enemies - inside that tiny room until it felt perfect. Then, in one final push, they quickly slapped together all the levels a…

This is wrong on many aspects and is disrepectful towards all the indispensables professions involved in the making of a game.

Re: Train sim created by just one person is being called the best ever made

#362

Earlier quoted context omitted.

> Well, nothing is easier then adding constraints. Which is why dieting and quitting smoking are famously easy things to do! ;) There's something to be said for the "scrappyness" of resource limitations inflicted upon you when solving some problem. A sense of Triumph against the Universe itself is a nice pay-off

Smoking and eating unhealthy food are constraints to life! ;)

Over a much longer time horizon than trying to run Doom on a ZX Spectrum.

Re: Train sim created by just one person is being called the best ever made

#363

Earlier quoted context omitted.

Sure, and then he can afford it, because he's making over $1M/year revenue on this sim, and taking a very reasonable 5% off the top of that. So it blunts the profits a bit at that point, but it hardly seems like such a terrible thing at that point.

By that logic we should be OK with Adobe's subscription model. It makes it affordable to people who can't otherwise use it. Ultimately it means we can't own it (and just like we can't own UE, we owe Epic income reports for life). I'm not saying it's a terrible model and it's great that games are made with it but let's be honest it's not all rainbows.

I don't know anything about Adobe's model - I have (pretty happily) never bought anything from that company. But the two are not very similar, and I don't buy the argument that you're trying to make - I think you're trying to bring in dislike of Adobe's model as an argument against Epic's, despite the two being pretty fundamentally different.

"it's not all rainbows" - I would also not let perfect be the enemy of the good here.

Re: Train sim created by just one person is being called the best ever made

#364
post #320

I bought it yesterday, not too hard to get running on linux, and played for an hour, it's immense fun.

What do you have to do to get it working on Linux? Is there a way to signal my hatred of Windows when I buy it?

Just install steam on Linux. I think nearly every windows game is playable now. Gaming was the only thing keeping me in windows. The irony is I think Linux gaming us only feasible because of the win32 target. Otherwise the user space in Linux afaik is still a poop show.

Re: Train sim created by just one person is being called the best ever made

#365

Earlier quoted context omitted.

By that logic we should be OK with Adobe's subscription model. It makes it affordable to people who can't otherwise use it. Ultimately it means we can't own it (and just like we can't own UE, we owe Epic income reports for life). I'm not saying it's a terrible model and it's great that games are made with it but let's be honest it's not all rainbows.

I don't know anything about Adobe's model - I have (pretty happily) never bought anything from that company. But the two are not very similar, and I don't buy the argument that you're trying to make - I think you're trying to bring in dislike of Adobe's model as an argument against Epic's, despite the two being pretty fundamentally different. "it's not all rainbows" - I would also not let perfect be the enemy of the…

> I don't know anything about Adobe's model

You do, becaude I explained... It's subscription based. It's fundamentally the same because in both cases you don't own it. Epic's is just with the added element of freebie at first

weird how HN is up with pitchforks against that but OK with Epic's.

Re: Train sim created by just one person is being called the best ever made

#366
post #311

Earlier quoted context omitted.

They could have just sold the engine, even a subscription is better than royalties. If my game sells more it doesn't cost Epic any more money.

You misunderstand the business model. Unreal is like venture capital or a book advance (or the equivalent in music record deal) Can you self publish? Sure, of course, have fun. But if you want the support and infrastructure of a company that understands the business of books, you take a deal and it is just like this: if a bunch of authors get book advances, that is generous to the ones who are unsuccessful, and they…

I don't think it's a good analogy. You don't have to "self publish" (go without a game engine). You can choose a game engine, just a different one that doesn't require you to report your income etc.

Re: Train sim created by just one person is being called the best ever made

#367
post #311

Earlier quoted context omitted.

You misunderstand the business model. Unreal is like venture capital or a book advance (or the equivalent in music record deal) Can you self publish? Sure, of course, have fun. But if you want the support and infrastructure of a company that understands the business of books, you take a deal and it is just like this: if a bunch of authors get book advances, that is generous to the ones who are unsuccessful, and they…

I don't think it's a good analogy. You don't have to "self publish" (go without a game engine). You can choose a game engine, just a different one that doesn't require you to report your income etc.

Ok, then do that? The game you make will be limited by that choice. If those limitations are acceptable, then great!

My contention is that people can build more ambitious games that are more likely to make their creators rich if they use Unreal, and if the creators also think that they should use Unreal and if they don't they shouldn't.

Re: Train sim created by just one person is being called the best ever made

#368

Earlier quoted context omitted.

If you get a million dollars in revenue as a solo dev, it's pretty much just winning the lottery. You've already spent all the working hours to make the game, so it's pretty much all profit at that point. What costs do you even have? It's a free choice to use the engine, you can use another engine or make your own if 5% is too much for you.

> If you get a million dollars in revenue as a solo dev, it's pretty much just winning the lottery You know it's not 1 mil per year, it's 1 mil over your lifetime

You typically only win the lottery once as well... It's 1 mil at the release date of the game and the following maybe 3-6 months. Game sales usually happen at the release date and then there's a pretty much insignificant "long tail" of sales.

Anyway, while 1 million isn't really enough to retire instantly, for sure it lets you retire 10-20 years earlier if you're just a little bit smart with money.

Re: Train sim created by just one person is being called the best ever made

#369
post #367

Earlier quoted context omitted.

I don't think it's a good analogy. You don't have to "self publish" (go without a game engine). You can choose a game engine, just a different one that doesn't require you to report your income etc.

Ok, then do that? The game you make will be limited by that choice. If those limitations are acceptable, then great! My contention is that people can build more ambitious games that are more likely to make their creators rich if they use Unreal, and if the creators also think that they should use Unreal and if they don't they shouldn't.

I was replying to someone who said how fantastic it is that the guy was able to make it for free. I'm not saying it's all completely bad, again Adobe subscription model and past piracy tolerance allowed many people who couldn't afford their stuff to use it while paying less or nothing, just adding nuance about "free"

Re: Train sim created by just one person is being called the best ever made

#370

Earlier quoted context omitted.

I'd be happy to help you! I'm working on a game myself. My first piece of advice is: Pick one mechanic or idea, and ship it all the way to a player (a friend) to see if it's legible or fun.

Thanks for the offer! Unfortunately I don’t have the time right now, but I am going over some ideas at a high level. Are you building a single player or multiplayer game?

Multiplayer, collaborative! Here's a Testflight if you're interested: https://reverdure.yourstrategy.co
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