• Game Dev Tycoon - It's like Game Dev Story, but for Windows, Mac, and Linux
    837 replies, posted
It seems to me that training the Research stat of your workers is a thing you should be doing. I think I keep going bankrupt because I simply can`t keep up with technology.
[QUOTE=Asaratha;40455964]anybody have any tips on not getting fucked in the first office?[/QUOTE] It's damn crazy. Despite me having cheated the way to 500m in the beginning and having super staff, i am still having problems making any profit in the office. I am doing the damn best i can do to stay above 470m atm, yet it still appears to slowly drop. And thats even when i am looking at slider guidelines and great combos too!
One of my employees was sent to the future and came back with holographic computers. [img]http://puu.sh/2ITuH.jpg[/img]
[QUOTE=Starship;40456035]One of my employees was sent to the future and came back with holographic computers. [img]http://puu.sh/2ITuH.jpg[/img][/QUOTE] It would have been perfect if he was named Colton Bonks [IMG]http://i.imgur.com/fDnID49.jpg[/IMG]
[QUOTE=Starship;40456035]One of my employees was sent to the future and came back with holographic computers. [img]http://puu.sh/2ITuH.jpg[/img][/QUOTE] you must either have a very good secret or be totally crazy to have 4 staff members in office. salaries are expensive
[QUOTE=Asaratha;40455964]anybody have any tips on not getting fucked in the first office?[/QUOTE] Have 20m spare to haemorrhage. Also word of warning, seems there's a bug in the 2nd office with the R&D department, can't get out of it in W7.
2nd office is unoptimized as hell. When I had R&D doing the MMO, tech doing the console and my games dev making a game all those little balls that popped up over everyone's head made my computer slow down to a crawl.
[QUOTE=Kannata;40453336]Why are there so many people that pirate? It ruins me! I had like 5m and then people suddenly started pirating everything I made, even if I got really good ratings (that I usually get). Not fair. [editline]28th April 2013[/editline] Is there any way to keep it from not happening? Changing platform won't help.[/QUOTE] It's anti-piracy. Buy the game. :v:
My first big hit was "Cawadoody 3", went from 100k - 4.3mil. God damn it.
[QUOTE=Asaratha;40455964]anybody have any tips on not getting fucked in the first office?[/QUOTE] Design varied, specialized games. Try to release different topics and genre mixes constantly. If it's an action game. Make Gameplay max, engine very low and story next to none. Set AI to max and the rest very low, and make graphics max and sound about 1/3-1/2 with almost no world design. My most successful game that I've gotten without publishers has sold 3.8 million copies and made me over 42 mil. The more general you set the settings, the worse it seems to do in my experience as someone who has beaten the game once.
I just had to go back a save cause my game never started development. goddamn it [editline]28th April 2013[/editline] [QUOTE=stewe231;40456434]Design varied, specialized games. Try to release different topics and genre mixes constantly. If it's an action game. Make Gameplay max, engine very low and story next to none. Set AI to max and the rest very low, and make graphics max and sound about 1/3-1/2 with almost no world design. My most successful game that I've gotten without publishers has sold 3.8 million copies and made me over 42 mil. The more general you set the settings, the worse it seems to do in my experience as someone who has beaten the game once.[/QUOTE] that advice made me get worse scores for action games
[img]http://i.minus.com/jo5H8MmxbZQUu.PNG[/img] Made 9 million just by making a kids game. Lesson learned.
thats the best game title i have ever seen, i just couldnt help but laugh. bravo.
[QUOTE=Skellyhell;40456104]you must either have a very good secret or be totally crazy to have 4 staff members in office. salaries are expensive[/QUOTE] Edited save for insane amounts of money. I still find it fun.. :v:
Anyone else got annoying stuttering sound issues? Can't figure out what is causing it.
I have to agree that the move to the office is a rather steep jump in difficulty. This wouldn't be so bad, if the jump wasn't made so jagged by the somewhat (seemingly) semi-random outcome of the games when you try to plug the income leaks. I think this is largely due to the vagueness of the meters you can adjust in the dev stages, and what they exactly impact on the type of game you're making. For example, it's generally accepted that an RPG revolvs around a good a good world (World Design) and a good plot (Story/Quests). Yet, how much do Graphics impact the game? Should it be a strong second to the story and the world to "immerse the player more"?, or should it take a backseat to fully utilize World Design? Or, in a Strategy game, what's the significance of the Level Design versus the AI? In my opinion, a sub-par level design in Strategies not only hampers the Player, but also the possibilities and usefulness of a good AI. This makes for scenarios where the player feels that, in his experience, good Graphics make for a great RPG, whilst the developer made the game so that a game with a low priority to Graphics and more to World Design is the best formula for success. I think it's best to have more precise tooltips when you hover over the sliders, that tell what the developer (of Game Dev Tycoon, that is!) envisions each slider represents in a Dev Stage. I know there's a small section of it in the Help menu, but it's rather vague and hard to remember and apply when you're actually creating lots of different games. This should still allow for plenty of experimenting/trial and error, without the frustration of feeling that you're not getting any closer to a good formula for a game, regardless if it has a high design and technology score.
[QUOTE=DarkWolf2;40457826]I have to agree that the move to the office is a rather steep jump in difficulty. This wouldn't be so bad, if the jump wasn't made so jagged by the somewhat (seemingly) semi-random outcome of the games when you try to plug the income leaks. I think this is largely due to the vagueness of the meters you can adjust in the dev stages, and what they exactly impact on the type of game you're making. For example, it's generally accepted that an RPG revolvs around a good a good world (World Design) and a good plot (Story/Quests). Yet, how much do Graphics impact the game? Should it be a strong second to the story and the world to "immerse the player more"?, or should it take a backseat to fully utilize World Design? Or, in a Strategy game, what's the significance of the Level Design versus the AI? In my opinion, a sub-par level design in Strategies not only hampers the Player, but also the possibilities and usefulness of a good AI. I think it's best to have more precise tooltips when you hover over the sliders, that tell what the developer (of Game Dev Tycoon, that is!) envisions each slider represents in a Dev Stage. I know there's a small section of it in the Help menu, but it's rather vague and hard to remember and apply when you're actually creating lots of different games. This should still allow for plenty of experimenting/trial and error, without the frustration of feeling that you're not getting any closer to a good formula for a game, regardless if it has a high design and technology score.[/QUOTE] I agree, recommended/relevant sliders for a specific genre should be highlighted, along with recommended genres and topics. And tooltips for training too so I know what skills a training option improves. More documentation in general on how stuff work..
Not a fan of the target audience thing. No matter what I choose it pretty much always ends up disappointing them.
Finished the game (With cheats obviously) at 35 years. Now I cant load the save because it keeps crashing :( I made 115m with one game at the end.
So yeah, I'm trying to blow as much money as I can on everything, but I just keep getting richer and richer. I went to the first office when I had about 3 million in my bank account, now I have full staff, keep shitting out AAA titles every year and I have 58 million in my bank account. Whenever I design a new engine, I just cram it full with everything I have researched. Also, for those wondering, once you get your office, you have to toy around with your sliders in such a way that you can get the preferred sliders up as much as possible (RPG's like dialog/world and so on) but you get better results if you cram features in the other departments like save games/skill trees and get the sliders up enough so that you don't have a small % at the right hand side. I'm about to go sleep now, but it should be fairly obvious. I can take pictures tomorrow if anybody wants me to illustrate what I mean. Basically, cram as many features into your game as you can at the right hand side and play around with sliders so none of them get too low %, otherwise you spend too little time polishing said features and your ratings PLUMMET like hell. It's this game's equivalent of rushing a game and throwing a KOTOR2 into the world. Even a great RPG suffers without polishing the rough edges. Having skilled and fast workers somewhat mitigates this problem, allowing you to cram in more features without raising the slider in that department.
[QUOTE=deltasquid;40457931]So yeah, I'm trying to blow as much money as I can on everything, but I just keep getting richer and richer. I went to the first office when I had about 3 million in my bank account, now I have full staff, keep shitting out AAA titles every year and I have 58 million in my bank account. Whenever I design a new engine, I just cram it full with everything I have researched.[/QUOTE] On behalf of the whole thread i would like to proclaim you a lucky motherfucker. Seriously, i get a constant income not a lot of profit but some in the office. And then a game with an average of 8, I'm thinking alright another solid game. Sells 34k copies doesn't sell and i lose fans. Sometimes it just doesn't make any sense.
[QUOTE=Ogris;40457955]On behalf of the whole thread i would like to proclaim you a lucky motherfucker. Seriously, i get a constant income not a lot of profit but some in the office. And then a game with an average of 8, I'm thinking alright another solid game. Sells 34k copies doesn't sell and i lose fans. Sometimes it just doesn't make any sense.[/QUOTE] I just explained my strategy in my post, hopefully it makes sense
[img]http://i.cubeupload.com/tFSkyn.jpg[/img] Yes Informed Gamer..Can't wait for the sequel.
How much money do you need for the second office?
[QUOTE=deltasquid;40457994]I just explained my strategy in my post, hopefully it makes sense[/QUOTE] Just out of curiosity, how often do you release games.
Btw, whats the requirements for the last office/building ??
[QUOTE=lekkimsm;40458291]Btw, whats the requirements for the last office/building ??[/QUOTE] Once I've got 50 million I have the option to go the building. I've also beaten the game, it was fun.
[QUOTE=stewe231;40456348]It's anti-piracy. Buy the game. :v:[/QUOTE] Wait is this really what happens? If so, that's fucking hilarious.
[QUOTE=AutomataReturns;40458485]Wait is this really what happens? If so, that's fucking hilarious.[/QUOTE] As far as im aware theres no antipiracy, i installed the game on my other computer using the same download link from purchase and have had no issues
Just made a hit game, 5M in sales, and ive earned about 50m off it. I was about to go bankrupt too!
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