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I don't feel like sound engines are a topic that comes up anywhere near as often as graphics. Does anybody have a story to tell about FMOD? It's time to update the audio for an old engine that dates back to Earth&Beyond and I'm currently choosing between FMOD (which has quite the CV, but might be overkill) and something called irrKlang. Both will handle 3D audio just fine, and irrKlang has a "Hello World" that is fewer lines than a usual C++ Hello World.
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# ? Mar 16, 2014 06:53 |
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# ? Jun 7, 2024 02:32 |
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Thanks for the input! I changed the scale of the car sprite in reference to the truck, so it is easier to parse. Still trying to get by without adding too much detail at this stage, and stay relatively simple. Tried adding a first draft of the UI w/ handdrawn pixel letters. The smaller the better. I guess it's starting to get obvious where I am heading with this.
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# ? Mar 16, 2014 12:06 |
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Work on Prisonscape continues, started working on a new area, the Miranda Unit: I guess most will know where the inspiration for this area was drawn from.
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# ? Mar 16, 2014 17:03 |
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MDickie's "Hard Time"? I dig the sprites but I'm a little confused by the tables- they seem to be using a different perspective than the walls. Floor reflections are a neat touch.
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# ? Mar 16, 2014 17:25 |
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Chronojam posted:I don't feel like sound engines are a topic that comes up anywhere near as often as graphics. Does anybody have a story to tell about FMOD? It's time to update the audio for an old engine that dates back to Earth&Beyond and I'm currently choosing between FMOD (which has quite the CV, but might be overkill) and something called irrKlang. FMod is very powerful, but it isn't too difficult to get started in it. It's even more tempting as FMod Studio is now free for indies. It has been a while since I've played with it though (other than in Unity, which uses it for its audio). Although I've heard of irrKlang via the irrlicht folks, I haven't heard much about how well it stacks up.
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# ? Mar 16, 2014 18:07 |
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I'm calling my 7drl project finished. Its pretty rough around the edges and not everythings implemented but i've learned a good bit on going about this kinda of thing. Features: Randomly generated terrain for youto get regularly stuck in! Randomised Items with effects n poo poo Injuries that affect your character Shooting stuff I was originally intending on working on it some more after the 7drl but now I'm at the end of its dev time I doubt it [url]https://drive.google.com/file/d/0Bx_Bqtm8c3z8dGVoaC0xVGdJVVE/edit?usp=sharing/url] new link A LOVELY LAD fucked around with this message at 20:21 on Mar 16, 2014 |
# ? Mar 16, 2014 18:34 |
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A LOVELY LAD posted:http://www.datafilehost.com/d/64bc4d8a (untick "Use our download manager" before you download it) You could have used literally any of the tens of other file hosting sites that don't try and push a super sketchy "Download manager". Dropbox, Google Drive, and Mega to name a few.
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# ? Mar 16, 2014 19:47 |
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So I've posted about mBreak a few times before. I originally coded it in Python, using Pygame which binds to SDL1.2. While a great learning experience, this turned out to be pretty unfortunate, as Pygame gives you basically zero use of the GPU. So, even though I only had one feature left to implement before the game would be considered complete, I decided to rewrite it in Java using libGDX. In the middle of porting everything over (got the basics down, paddles can be steered (key input on Desktop, and on Android they follow where you point) and balls move with collision) I decided that the graphics needed an overhaul. So, here is a background I threw together. What do you guys think? I haven't yet gotten to redrawing the edges / frame yet.
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# ? Mar 16, 2014 21:17 |
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I finished my 7DRL roguelike too! Rogue Pachinko: The Pachinko is a representation of the RNG, rather than your character- The inspiration of the design was a cross between Peggle and Progress Quest (if anyone still remembers that) https://www.dropbox.com/s/7oaldvyodbde9g4/RP.zip http://dddwares.itch.io/rogue-pachinko
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# ? Mar 16, 2014 21:28 |
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Internet Janitor posted:MDickie's "Hard Time"? Hard Time's combat has been a major inspiration Yeah, those tables need to be looked at for sure, they look a little weird now.
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# ? Mar 16, 2014 21:34 |
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Animations are ingame and working! I'll have a video or build to show this off better after a little more polish, but I'm pretty excited about this. It's looking like a real game now.
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# ? Mar 17, 2014 00:46 |
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That's really turned out to be a solid aesthetic.
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# ? Mar 17, 2014 08:58 |
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A bunch of goons and I made a game for the procedural death jam called GHOST SHIP. http://proceduraldeathjam.com/pdj-entry/ghost-ship It even got some press this morning! http://indiegames.com/2014/03/browser_pick_roguelike_treasur.html
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# ? Mar 17, 2014 14:26 |
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The UI design for the strategic portion of my iso tactics game
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# ? Mar 17, 2014 15:23 |
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poemdexter posted:
Got mentioned on BoingBoing too, which is a pretty big deal because they rarely write about games!
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# ? Mar 17, 2014 15:56 |
Sethmaster posted:The UI design for the strategic portion of my iso tactics game All your buildings look very same-y to me, I would mix up the window sizes/partitions/tints a bit more.
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# ? Mar 17, 2014 16:00 |
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Sethmaster posted:The UI design for the strategic portion of my iso tactics game All your buildings look like candy to me. I like them.
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# ? Mar 17, 2014 16:24 |
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Heeeeey, so I picked up Unity a couple of weeks ago after not doing any sort of programming for years. And I've got a simple physics game that I think is getting pretty close to a releasable state. Here's an APK. I've only been able to test it on a few different devices, so it would be nice to know if anything weird crops up. The concept is pretty basic. The screen is always scrolling up and it gets faster. You swipe to create gusts of wind to blow a tumbleweed around. If it goes off the bottom of the screen, falls in a hole, or hits a fire, you lose. There are some other obstacles - rocks block you, cacti also block you plus you get stuck to them, geysers will launch you into the air (possibly over things, but also possibly into bad things so they're kind of strategic). The terrain is semi-random - I have almost 30 blocks that I built, and the engine picks them randomly. I want to add in a few more blocks of quasi-random terrain, I just need to code spawners that can become different objects rather than a fixed one. Also, you don't have to swipe on the tumbleweed itself. The wind force and direction is determined by the swipe, you can do it anywhere. The tutorial mentions it, but I've found that people who just pick it up will always swipe across the tumbleweed. There are two game modes (aside from the tutorial) - Distance mode is a "go as far as you can" thing. Gold Rush mode adds gold coins (as well as piles or sacks of coins) to collect, and you get a score based on that instead. In the limited testing I've done, it seems like people play a lot riskier in Gold Rush. I've got Google ads and Facebook score posting integrated. The score posting may or may not work while the Facebook side of the app is still in development mode. I know it works for people I added as testers. Right now, I've only got an Android build and a Web player build for testing purposes, the aspect ratio is a little out of whack on that due to trying to make it work with Facebook's canvas settings. I'm not sure if I'll keep the web version around once I get an app version out or not. This one won't do the Facebook integration stuff. It'll work inside FB, but again, it's in dev mode at the moment so unless I manually add testers it's not going to work for you. I plan on doing an iOS version too, but I currently don't have a Mac to build it with. I'm hoping that the ad revenue will eventually be enough to afford a cheap used Mac Mini or MacBook. And a Unity Pro license after that, but baby steps. There is one glitch that I'm running into that I'm hoping somebody will have some insight on. There's a very tiny visible seam between the ground tiles. It happens in game, but even in the editor. I've got no way to position them to hide the gap, I've tried the tiniest movements either way, and it's always visible. Anybody know of anything I can do to cover it up? I was almost thinking of just making a quad to toss over it and hide it, but I'm not even sure that would work right. It's not super urgent, I think I could live with it, but it's just a bit of polish I'd like to get on there.
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# ? Mar 17, 2014 23:06 |
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Unity 5 Revealedquote:Described as a "massive update," Unity 5 features a "completely overhauled audio system," physical shaders and enhanced real-time lighting. Additionally, the update delivers an ad-sharing network that should make it simpler for developers using Unity 5 to cross-promote mobile games. Unity Technologies also hopes to expand the engine's already massive reach with the addition of support for the WebGL graphics API. Sweet, I wonder how much of that will be available to free users.
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# ? Mar 17, 2014 23:47 |
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I've been taking a look at Unity myself, what is the most sensible way of doing a 2D Tile map, (edit: specifically the rendering individual tiles part) not using plugins or what not? Also the positive Y is up thing is really doing in my melon. Is that due to it being opengl or something? DeathBySpoon posted:Your game looks cool and I'd totally put together a few heavy synth rock tracks for it if you're looking for that style of music. Here's a recent example of my rock stuff: Thanks for your offer hopefully can talk to the others involved next week when they've finish crunching their own game, hopefully we'll work out what we're doing with the game as a whole too :P
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# ? Mar 18, 2014 02:43 |
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ZealousQuakeFan posted:I've been taking a look at Unity myself, what is the most sensible way of doing a 2D Tile map, (edit: specifically the rendering individual tiles part) not using plugins or what not? I was making my uncompleted 7DRL game in Unity, I used the method that the guy in this youtube series goes over. https://www.youtube.com/watch?v=bpB4BApnKhM Basically, the tilemap is a big custom scripted mesh plane because its way less intensive than keeping track of a thousand tile game objects. You can keep track of individual tile objects in script and if you need to, say, have a mouseclick interact with a certain tile just pull the location on the plane where it triggered and match it up with tile script object that correlates to that position.
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# ? Mar 18, 2014 03:10 |
If anyone is here in SF for GDC and wants to drink a lot with PM me.
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# ? Mar 18, 2014 04:19 |
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ZealousQuakeFan posted:Also the positive Y is up thing is really doing in my melon. Is that due to it being opengl or something? I guess you could start coordinates from the top-left corner if you wanted to, but it's been a long time since I saw a game that used that coordinate system. Practically everything starts from the bottom-left corner instead, or starts in the origin (arbitrarily-placed with respect to the screen) and uses both positive and negative coordinates. Even then though +Y is generally up.
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# ? Mar 18, 2014 04:41 |
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TooMuchAbstraction posted:I guess you could start coordinates from the top-left corner if you wanted to, but it's been a long time since I saw a game that used that coordinate system. Practically everything starts from the bottom-left corner instead, or starts in the origin (arbitrarily-placed with respect to the screen) and uses both positive and negative coordinates. Even then though +Y is generally up. When did this become "normal"? I always treat the screen as a 1D array of pixels and the top left pixel is the start of the array. I believe that's how it's stored in RAM? So finding a pixel for me is always screen[x + (y*width)]
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# ? Mar 18, 2014 09:09 |
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It tends to vary based on what UI toolkit or graphics API you're using. X11 even has a "gravity" option you can use to set any corner on the desktop as the origin on a per-application basis if you feel like it.
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# ? Mar 18, 2014 14:46 |
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Mug posted:When did this become "normal"? The true argument and cause of a million assumption-bugs is of course left-handed versus right-handed.
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# ? Mar 18, 2014 14:55 |
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ynohtna posted:
NGUI also lets you set this to whatever you like, as a matter of interest, by setting an anchor. It defaults to The One True Standard of 0 is upper-left, though.
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# ? Mar 18, 2014 15:16 |
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It's been about 20 years since I programmed a BBC Micro, and that's the last time I dealt with 0,0 being in the bottom left, but that still feels right in my head. Still occasionally get caught out by it.
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# ? Mar 18, 2014 15:30 |
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Shalinor posted:Yes, but that only makes sense for a centered coordinate system. The second you map your coordinate system to only be quadrant 1, putting 0 in the lower left instead of the top left abandons the whole origin of that convention (ie. that the memory buffer started at 0 in the upper left of the screen). Oh, I'm not disagreeing at all that 0,0 as top left makes more sense in 2D work, particularly with UI where one thinks of rows and columns and increased content extends downwards. Of course, that then conflicts with those 2D platformer coders who consider the one true standard to be Y as distance above the ground plane, and round and round it goes. Edit: flexible configuration of coordinate systems rule. ynohtna fucked around with this message at 16:12 on Mar 18, 2014 |
# ? Mar 18, 2014 16:09 |
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And Z-buffering should be Y-buffering, right?
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# ? Mar 18, 2014 17:51 |
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Oh boy it's ~this~ argument. It really depends on how you choose to view the grid mentally, are you looking at it from a front view, or a top view? Learn to adapt to both because nobody is ever going to agree.
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# ? Mar 18, 2014 18:01 |
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I call my axes R, F, and 12. I achor everything to Pi, 97, square root of 6. Don't make me change.
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# ? Mar 18, 2014 18:05 |
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How do ya'll come up with your game ideas? For me I'll think of it out of nowhere very rarely while I'm doing whatever. Unfortunately when I do think of an idea the scope is always too big for me to take on alone with my limited schedule. So I'm trying to get an understanding of other people's thought processes. To further stimulate discussion: - When/how do you come up with your best ideas? What are your best inspirational activities? - Do your ideas start off as an idea for a game mechanic or do you think of a story or plot first and build the game mechanics around that? Or does the whole picture come to you at once? - How do you think small in terms of scope? When you have an idea that's too big do you cut it down to size or put it aside for a future project?
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# ? Mar 18, 2014 19:27 |
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Missed Screenshot Saturday, but here ya go anyway. Updated UI, player health, fireball (FIREBALLS!), info on players death, textured items, and lights. Also a night time mode that makes the flora and fauna glow all weird like. And a new skybox to boot. A reminder that 3 weeks ago, it looked like this.
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# ? Mar 18, 2014 19:59 |
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StickFigs posted:How do ya'll come up with your game ideas? For me I'll think of it out of nowhere very rarely while I'm doing whatever. Unfortunately when I do think of an idea the scope is always too big for me to take on alone with my limited schedule. So I'm trying to get an understanding of other people's thought processes. I have most success coming up with ideas while I'm doing something else. It's the Shower Effect. I think there have been studies about this kind of thing where your brain is allowed to operate unhindered in the background while you are performing a menial task of some sort. My biggest hauls of ideas have actually come in the later stages of a 10-hour drive that I've had to make several times lately. At some point I'll just switch on some music and just drive. Eventually, an idea will materialize and then gradually congeal into something more resembling a design at which point I turn down the music and launch the audio recording app on my phone and just dictate the idea as it came to me. Often times the idea will continue to develop as I'm dictating. It's no real surprise that a decent percentage of my ideas end up involving things I see on the road: transmission towers, rest stops, freight shipping, etc. I have ideas that start out more as a setting and then grow mechanics to fit, or sometimes I consciously force my mind to shift gears and start with a simple mechanic and build a context around that mechanic. I find I can mentally control scope better when I force myself to start with a mechanic first and then create a context based on that ("Ok, throwing and catching is a mechanic everyone understands, how can I make that appealing and interesting?"). Scope ends up wider when I start with the setting and then apply interesting mechanics to it ("Oh man, Las Vegas is so weird. Those dead-zone neighborhoods immediately surrounding the strip are interesting, I wonder if there's a game idea there...").
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# ? Mar 18, 2014 20:17 |
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Shalinor posted:NGUI also lets you set this to whatever you like, as a matter of interest, by setting an anchor. It defaults to The One True Standard of 0 is upper-left, though. Does that mean any plugins or other code you use need to cope with both models? Is that something that actually happens?
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# ? Mar 18, 2014 20:22 |
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Jon93 posted:Learn to adapt to both because nobody is ever going to agree. StickFigs posted:How do ya'll come up with your game ideas? For me I'll think of it out of nowhere very rarely while I'm doing whatever. Unfortunately when I do think of an idea the scope is always too big for me to take on alone with my limited schedule. So I'm trying to get an understanding of other people's thought processes. Ideas are spontaneous and unreliable. You can force yourself to write about trash to keep your chops in check, but you can't force yourself to come up with good ideas. The best you can hope for is to follow Roald Dahl's advice and write down any good ones you catch. You can work with them when you have time or when you think you've got a clever way to spin 'em. For the gameplay, I just know what I wanna make the same way I know "the princess wants a unique pet and she gets a sloth and it turns out to be the shittiest pet ever" is a better fit for the 3-7 age range and "an ancient librarian defends his public facility from a company that wants to bulldoze it to make a megamall" is probably more on the young reader or middle grade level. We all grew up playing games and we know more or less every core gameplay structure out there; it's just a matter of matching the story you came up with to the genre best suited to it. Dragon Game is, at its core, an exploration game, and I think that's the best match to the story. Minor platforming, combat, and RPG elements are just there to complete the illusion. Making a game--to me, at least--is basically sleight-of-hand except on computers. my approach to code is more or less the opposite. i realized, though, i don't mind much being the groverhaus-esque laughingstock of sa gamedev as long as i can finish this In terms of scope, you end up with what you end up with. It's kind of hard to measure how long or short the end product will be when you're looking at it from the starting point. I'm not sure there's such a thing as a project that's too big, though. You're eating a fuckin' elephant, of course it looks too goddamn big. Fur20 fucked around with this message at 20:31 on Mar 18, 2014 |
# ? Mar 18, 2014 20:27 |
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That's a dangerous point of view to have on scope. Scope MUST be measured and controlled, especially if you are interested in finishing a project or achieving some level of success (like if you were making games for profit). There's something to be said for allowing yourself to iterate and explore an idea, but there MUST be a limit to that and purposeful scoping is incredibly necessary. Also, genres may be familiar to us, but we're FAR FAR from knowing every possible combination of mechanics and control schemes and that exploration is a big part of why the indie scene is as exciting as it is nowadays.
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# ? Mar 18, 2014 20:36 |
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My title screen design a.k.a. now I start working more on the backend StickFigs posted:
When I play video game? StickFigs posted:
My ideas come to me by features I would like to see implement. Which I jot down if it can realistically be done (As in can be done by an one-man-army). Then, I try to see if they fit together or not and do the necessary actions. Story is pretty much the same way. StickFigs posted:
Depend on the situation and what I am expecting to make. If I am unable to continue a project due to lack of skill or motivation (usually the latter, though I bullshit myself sometime that its the former), I archive the entire project and its asset online in a private repository.
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# ? Mar 18, 2014 20:41 |
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# ? Jun 7, 2024 02:32 |
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mutata posted:That's a dangerous point of view to have on scope. Scope MUST be measured and controlled, especially if you are interested in finishing a project or achieving some level of success (like if you were making games for profit). quote:Also, genres may be familiar to us, but we're FAR FAR from knowing every possible combination of mechanics and control schemes and that exploration is a big part of why the indie scene is as exciting as it is nowadays. Fur20 fucked around with this message at 20:51 on Mar 18, 2014 |
# ? Mar 18, 2014 20:48 |