I found that for each type of person you hire (sound person, director), the first time you train them you get a new theme opened up. Once I was a rich bitch, I hired anyone I hadn't had yet, trained them as much as I could then fobbed them off. One of my biggest selling games was a mini-skirt online RPG :lolEther_Snake said:Medieval or fantasy? I don't have Medieval. HOW DO I GET NEW GAME TYPES?? I only know how to get new genres (I think I have 12 pages of genre!).
iPod Touch?Ranger X said:oh damn, this game looks so awesome.
What are the alternative of owning an Iphone in order to play this?
If you can read or are studying japanese you could get the free pc version from the creator's website.Ranger X said:oh damn, this game looks so awesome.
What are the alternative of owning an Iphone in order to play this?
I haven't finished the game, so there might be some features I haven't gotten to yet, but from what I know:Nocebo said:If you can read or are studying japanese you could get the free pc version from the creator's website.
I haven't played the Iphone version, however I've played a bit of the pc one. Some questions:
- Does the Iphone version require you to manage stress levels of your coworkers by manually telling them to go to the break room?
Pretty sure you're forced to ship a game once all the bugs are fixed, but you can choose to ship earlier with bugs. Pricing is automatic.- It seems from the Iphone screenshots you get reports on how much your game has sold the first week etc? Do you have any control on the shipments of your game? In the pc version you have to determine when and how much at what price you sell your game for.
There's a bunch of different jobs that you can level up like Coder, Sound Engineer, Writer etc. The jobs at the beginning have an emphasis in one of the 4 stats (Writer has higher Scenario stat, Sound Engineer has higher Sound). You unlock more jobs by raising the worker's job level and switching them to another job.- I also see people talking about levels in jobs are there "Fun, music, graphics and originality?" In the pc version it seems the characters have a general level and just have competence stats in each skill. They don't seem to have a specific job (yet?). There does seem to be a training button to train someone in a technology, but I couldn't select any training there yet.
Don't think so. However, when you pick a genre and type combination for your games, there is a letter grade listed for that genre/type's popularity. Popular genres cost more to produce, but I imagine they might sell more due to a larger audience.- Can you determine the target audience for your games?
The workers gain stress while they work. You can manually move them to the breakroom or automatically when they reach a certain stress level (I found out recently).Hige said:Don't have to manage stress levels. Workers have energy bars that deplete when you use training to raise their stats (Programming, Scenario, Graphics, Sound).
You're not forced to ship and can determine the price per copy and volume of each shipment. For some reason I couldn't ship more than 50000 per week. I haven't figured out why yet. Maybe because my company is still very small? You see the items in stock transfer to items sold in real time in a graph and table. As time goes on the sales slow of course.Pretty sure you're forced to ship a game once all the bugs are fixed, but you can choose to ship earlier with bugs. Pricing is automatic.
I don't think there are specific jobs in the pc version but people do excel in different stats when hired. They gain experience during development and after they reach enough points you can press the level up button to have them gain stats randomly.There's a bunch of different jobs that you can level up like Coder, Sound Engineer, Writer etc. The jobs at the beginning have an emphasis in one of the 4 stats (Writer has higher Scenario stat, Sound Engineer has higher Sound). You unlock more jobs by raising the worker's job level and switching them to another job.
When developing a game you first have to choose a console and target audience. The target audience consists of (in order of highest to lowest development cost):Don't think so. However, when you pick a genre and type combination for your games, there is a letter grade listed for that genre/type's popularity. Popular genres cost more to produce, but I imagine they might sell more due to a larger audience.
Ah so the iphone version doesn't have a break room? In the pc version they have a couple of couches arranged around a table and a vending machine nearby where they sit around and smoke / drink and chat when they're stressed out. I saw a screenshot where they had bought an extra room with a billiards table.Shaneus said:Those breaks are automatic... after I've trained a bunch of people to within an inch of their life, they all leave the office by themselves and come back shortly after. Otherwise I just Dead Bull them and they become hyperactive little codemonkeys again.
Fong Ghoul said:WTF is a "Poncho" type game?
Also, my new robot RPG franchise, Epic Mechy, is going to be HUGE
Fong Ghoul said:WTF is a "Poncho" type game?
Also, my new robot RPG franchise, Epic Mechy, is going to be HUGE
Yep agreed. The base is strong but a full-featured game rather than a novelty would be amazing.swoon said:I do hope they put out a full featured game as those first couple of years are really charming and good, but I hope they put some meat.
Shaneus said:I found that for each type of person you hire (sound person, director), the first time you train them you get a new theme opened up. Once I was a rich bitch, I hired anyone I hadn't had yet, trained them as much as I could then fobbed them off. One of my biggest selling games was a mini-skirt online RPG :lol
Hela said:Is having only hackers with high 300s in all skills on your team a good idea or a really bad one?
Not too sure... all I can remember doing is hiring some P.O.S. sound guy and every single thing I trained him in opened up a new theme. I now have about 5-6 pages of different themes I can choose from.Ether_Snake said:I got the mini-skirt genre too. But I don't think it works like that, it seems to simply be that everyone of a category must train in everything. It also matches, for example "long trip" will result in F1-racing, while anime will result in robot genre, etc. I think anyway.
Otherwise there would be WAY too many possibilities I think.
Gamecocks625 said:You guys are making me scared of getting this :lol How will my iPod battery survive this
Shaneus said:Not too sure... all I can remember doing is hiring some P.O.S. sound guy and every single thing I trained him in opened up a new theme. I now have about 5-6 pages of different themes I can choose from.
As for the h/w engineer, you need to level up a single person to 5. Do this by levelling up then using the change career item from that travelling salesman. Do that through each occupation until you find one get to the hardware engineer.
So if you go to change the career of that one particular person by using that card, you can't see Hardware? You can scroll down in that list, you know After Hardware there's also Hacker, but if they change over to that, they'll no longer be able to make hardware.Ether_Snake said:They are all at level 5 and it won't work:|
And I have 12 pages, maybe 13, of genres!
Shaneus said:So if you go to change the career of that one particular person by using that card, you can't see Hardware? You can scroll down in that list, you know After Hardware there's also Hacker, but if they change over to that, they'll no longer be able to make hardware.
Ether_Snake said:Yep, it never is there. There are only coder, writer, designer, producer, sound engineer, and director.
And they're all Level 5? Fuck, that's bizarre... no idea thenEther_Snake said:Yep, it never is there. There are only coder, writer, designer, producer, sound engineer, and director.
Doesn't beat my Steven Jobson. I trained and leveled the hell out of him, made him Hardware Engineer and some of his stats were crazy. I had him make a game proposal and got 100+ on Fun and around 80 on creativity. The game development went pretty smooth and the final stats were all over 200 except for Visuals, but right before the debugging was done, I had an issue that rolled all the stats back to around 180 or so, so the game (iGame III) ended up getting 38 points and selling 39m copiesdonkey show said:My god, why is Walt Sidney so beast? He dropped 94 on fun when writing a game proposal. :lol
Nice! My Jobson is pretty beast as well, but still not a h/w engineer. Can't get it him to career change into it even though he's level 5. =(Mik2121 said:Doesn't beat my Steven Jobson. I trained and leveled the hell out of him, made him Hardware Engineer and some of his stats were crazy. I had him make a game proposal and got 100+ on Fun and around 80 on creativity. The game development went pretty smooth and the final stats were all over 200 except for Visuals, but right before the debugging was done, I had an issue that rolled all the stats back to around 180 or so, so the game (iGame III) ended up getting 38 points and selling 39m copies
donkey show said:My god, why is Walt Sidney so beast? He dropped 94 on fun when writing a game proposal. :lol
Dynamite Ringo Matsuri said:Just nabbed this earlier. Is my life officially over GAF? :lol
It might affect sales negatively.bsjezz said:why would an online pirate sim be 'bad enough that it might affect sales'?!?!
THIS GAME IS AWFUL, I'M GOING TO PLAY AN ONLINE PIRATE SIM