- Joined
- Jan 28, 2011
- Messages
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Anthony Davis convinced Tim to go to Obsidian's New IP meetings. Tim pitched one that started as fantasy but becomes science fiction. He gave up on these meetings because every single one got shot down by the owners, who privately revealed to Tim that they were expecting someone to pitch an idea that aligned with something they already had in mind. Just wasting everyone's time.
Anthony Davis convinced Tim to go to Obsidian's New IP meetings. Tim pitched one that started as fantasy but becomes science fiction. He gave up on these meetings because every single one got shot down by the owners, who privately revealed to Tim that they were expecting someone to pitch an idea that aligned with something they already had in mind. Just wasting everyone's time.
I talk about my most fulfilling game development experience, which led to the hardest lesson I had to learn about game dev.
He's probably lyingThe lesson Tim has to keep learning over and over again: People lie.![]()
I talk about the tendency for players to hoard items and skills until they are "really needed" but then they go unused, and how game design can encourage players to use their items and skills instead of hoard them.
I'm in the minority here since I didn't think Outer Worlds was THAT bad but I would recommend turning up difficulty, if it's even possible mid-game. It doesn't really get hard but at least you'll use more of those resources the game spams at you. Always worth remembering that for any modern console game, "normal" = braindead.I started The Otter Worlds recently and the amount of loot just out there for you to pick up is nuts. Thinking of just selling most of these consumables because I haven't needed anything other than basic healing items during 20 hours of play on normal difficulty.
Tim did the first pass on ciphers, monks, crafting, and strongholds.
The stronghold was originally less abstract and included procedurally generated dungeons (here we go again) your companions would run through to complete quests.
He also wanted to include player-generated companions you could level up through procedurally generated dungeons. Starting to get the idea that he's obsessed with putting procedurally generated content in RPGs.
He wanted to add a bunch of annoying Watcher-oriented animations to skills (like a ghost springing a ghost trap, a ghost opening a secret door instead of those things just popping up as colors when detected). Like Fallout but worse. Felt so strongly about this that he advocated for it once more after it was rejected the first time.
They moved him to Tyranny immediately after Pillars shipped. Lotta work to be done.
[U]impossible[/U]
to do due to the engine (Unity).https://gamedevacademy.org/complete-guide-to-procedural-level-generation-in-unity-part-1/Tim did the first pass on ciphers, monks, crafting, and strongholds.
The stronghold was originally less abstract and included procedurally generated dungeons (here we go again) your companions would run through to complete quests.
He also wanted to include player-generated companions you could level up through procedurally generated dungeons. Starting to get the idea that he's obsessed with putting procedurally generated content in RPGs.
He wanted to add a bunch of annoying Watcher-oriented animations to skills (like a ghost springing a ghost trap, a ghost opening a secret door instead of those things just popping up as colors when detected). Like Fallout but worse. Felt so strongly about this that he advocated for it once more after it was rejected the first time.
They moved him to Tyranny immediately after Pillars shipped. Lotta work to be done.
Tim must like a challenge; Josh Sawyer said in his recent CP2077 stream that random generated content in Pillars is[U]impossible[/U]
to do due to the engine (Unity).
Not sure if it cant be done in any Unity game, or if its just the way Pillars was programmed.
https://gamedevacademy.org/complete-guide-to-procedural-level-generation-in-unity-part-1/Tim did the first pass on ciphers, monks, crafting, and strongholds.
The stronghold was originally less abstract and included procedurally generated dungeons (here we go again) your companions would run through to complete quests.
He also wanted to include player-generated companions you could level up through procedurally generated dungeons. Starting to get the idea that he's obsessed with putting procedurally generated content in RPGs.
He wanted to add a bunch of annoying Watcher-oriented animations to skills (like a ghost springing a ghost trap, a ghost opening a secret door instead of those things just popping up as colors when detected). Like Fallout but worse. Felt so strongly about this that he advocated for it once more after it was rejected the first time.
They moved him to Tyranny immediately after Pillars shipped. Lotta work to be done.
Tim must like a challenge; Josh Sawyer said in his recent CP2077 stream that random generated content in Pillars is[U]impossible[/U]
to do due to the engine (Unity).
Not sure if it cant be done in any Unity game, or if its just the way Pillars was programmed.
Certainly seems possible, but I'm not sure why Tim thought it could be done with Pillars and its prerendered backgrounds, unless he was thinking of just reusing the same maps and only replacing enemies/treasure.
That's just one room copypasted multiple times with entrances and exits randomly assigned.Planescape Torment did this shit in 1999. Clearly it's impossible in the current year.
https://torment.fandom.com/wiki/Modron_Maze
I talk about my most fulfilling game development experience, which led to the hardest lesson I had to learn about game dev.
Items going unused is a problem of gaming difficult and balance.