The anecdote about Dawl-7 (not sure I spelled that right) was super familiar to me. I've been GM-ing on a virtual tabletop for a few years, and it is a struggle sometimes to tell players "just because I put down a token for this character doesn't mean it's an enemy" but on the other hand, if I don't put down anything I worry that they'll just forget that it exists in the narrative.
BTW there's a common technique in game dev you may find helpful here: randomize the pitch/speed of the SFX + or - 10%, can also randomize the volume slightly too, this will help an SFX feel less repetitive.
One easy way to make a repeated sound effect less grating is to play it with a random speed every time (usually 95% to 105% of normal sounds passable, less for human voices and longer sounds), it's one of those tricks that takes almost no work to set up for how much mileage you get out of it.
I specifically appreciate you talking about this topic of polish and fun because I regard your games very highly both in writing and the "game feel". I would love to hear more, although I understand that there are basics that need to be covered. I'm returning to your video where you contemplate the "art vs science/craft" in game development. This is the kind of videos I'd love to see more of
Love this video. The one you made all those years ago, reviewing the Crosslink sounds people had sent in (with whiskey) basically sold me on the game, and hence all your games 😂
Love you talking about these details that go into every little element of a game. Wanna also belatedly apologize that back when I was a young teen who's first Hitman game was Absolution, sorry for complaining about your score of 66 in the comments. I have since learnt much more about games, refined my standards, care little about numbered scores. Liked Gunpoint and Heat Sig, already love the play-test of this game and am very looking forward to it's eventual release the more I hear about this stuff and being able to picture it just from your descriptions.
I love these insight videos! We get to see the thought process of a successful designer and all the things you learn along the way. For Christmas, you should treat yourself to one of those shirt clip-on microphones to up your sound quality!
Isn't it funny how this game is taking longer to develop than Heat Signature did and you said that was something you regret doing. It would be interesting to hear your thoughts on the scope creep you're dealing with for TBW.
Thanks a lot for the update - it's great to see Tactical Breach Wizards not being silksonged. So much looking forward to the game! If you'd need Russian localization, you can count on me - would do it for free with the great respect to the original text source.
I appreciate that your devlogs are not like every other guy on RU-vid make. Tho for a not native speaker, it was kinda hard to get into your videos because of your talking speed 😅
RE: skipping early cinematics. 100% agree. i dont remember the author who said it but unless you start off with a bang, i'm not interested. if you're going to inundate me with plot and story before i've touched the game mechanics, it better be as action packed as a john wick movie or i'm skipping.
Hello, Mr. Francis. Is there any way to reach out to you? Discord or email or Twitter DMs? I've checked the info through all of your links and there is no contact info available out there. I'd love to offer professional partnership. Where should I proceed with it?