njaramillo

better late than never

chileno 🇨🇱 / latino
gamedev / programmer / writer
director @ Ibis Interactive
esp / eng



Hello everyone! After a well deserved break, myself and the rest of the Ibis Interactive team have resumed work on You're Next in order to implement some missing features, as well as doing corrections based on the feedback we've received from players.

Therefore, we're happy to announce that we will making one final content update: the Final Cut. Some of the changes include:

  • Spanish localization
  • Missing sound effects
  • Revamped object outline system
  • New UI / interaction prompts
  • Options (volume, text speed, etc)
  • Better distributed dialogue (more interactions in total, but less / shorter mandatory dialogue sections and better pacing)
  • Revamped camera angles
  • New hand-drawn scenes
  • Various bug fixes

We plan to release this version on early / mid February, so if you've been holding off on playing You're Next then I suggest you wait a bit longer.
And again, thanks to everyone that has played and left feedback!



pervocracy
@pervocracy

unless you are working on an actual natural disaster and frankly sometimes even then,

don't take pride in doing quality work under terrible conditions. don't show off to your boss or your clients how you're such a spunky little scrapper that you can work with half-broken equipment, you can work all night to meet any deadline, you can maintain professionalism in the midst of chaos.

the lesson they will take away from this is that you never need functional equipment, sleep, or organizational support. (and that your coworkers/colleagues don't either. so if you can't summon up enough respect for yourself, do it for them.)

you have to let things fail sometimes. give me an impossible deadline, I'm missing it. schedule twice as many appointments as I can handle, I'm canceling half of them. put me in a work situation where the only way for me to win is to kick in my own time or money, then guess what, buddy, I'm losing and that means we're losing together.

understand, the flip side of this is that with adequate supplies and time I will put them to good use. this isn't spite, it isn't a threat to sabotage businesses. it's merely saying that if someone sabotages their own business, their employees are not obligated to save them from themself.

no more super worker. this is the decade of getting exactly as much worker as you paid for.


skellingtor
@skellingtor
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hthrflwrs
@hthrflwrs

remember the game developer's most useful tool: when in doubt, lie to the player



MrMandolino
@MrMandolino

let's make this a thread I'll start


MrMandolino
@MrMandolino
This post has content warnings for: spoilers for Amnesia: the Dark Descent.

MrMandolino
@MrMandolino
This post has content warnings for: spoilers for Hellblade: Senua's Sacrifice.

outrider
@outrider

Destiny 2's "low health" visual feedback (red vignette, flashing health bar, sound changes etc) kicks in when the health bar is down to about 25%.

Except that's about 50% of your actual hitpoints; Bungie just realised the game feels more exciting if you get the feeling that you narrowly scraped out of a tough fight.

People got VERY mad about this when one of the designers revealed this on Twitter lmao


MrMandolino
@MrMandolino

oooh this one's a classic. be it the Guts system in Guilty Gear or fudging probabilities, almost every game that has a visual "you're about to die" indicator will make it last way longer than you think it should by seeing how it's applied

because it works! it does make games feel way more exciting (and less punishing)