You're not going to add additional detail to the environments?
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# ? Jun 5, 2015 17:39 |
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# ? May 28, 2024 23:46 |
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Nition posted:I've made a trailer for my game release. Could I maybe get some critique on it? Looks great! The music works for me. It's a bit disappointing how the enemies disappear in a puff of smoke but the game looks like a lot of fun based on the video.
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# ? Jun 5, 2015 20:11 |
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Tann posted:Looks great! The music works for me. It's a bit disappointing how the enemies disappear in a puff of smoke but the game looks like a lot of fun based on the video. Yeah, the video is great, but the car deaths look very underwhelming. But it's also clear that it's early access so I didn't mind too much.
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# ? Jun 5, 2015 20:48 |
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Nition posted:I've made a trailer for my game release. Could I maybe get some critique on it? I think it's a great video - although I feel like it should open with a very quick shot of the build screen, showing that first car being assembled. The whole "build your own death machine!" is the primary mechanic of the game so it should really be the first thing people see. It's a minor point though and I think it still works as-is. I'd agree with the poster above that the actual action in the trailer feels a bit low-impact. It might help if remixed the volume of the game effect to be louder relative to the music, or you could just dub over the current in-game weapon sounds with something specifically for the trailer, to give more "boom" to the cannons and such. Yeah it's not an accurate reflection of the game, but it's EA so things are likely going to change a bunch between the trailer and release anyway, so barely anything in the trailer is really going to be "accurate" at that point. I also agree with the posts above that the car deaths are a bit underwhelming - you might have already considered this but it would be really cool if when a car was destroyed it would actually break off the components used to build the car and fling them away as physics objects. It would give them less of a "puffed out of existence" look and more of a "blown to pieces" look. And everybody loves physics debris. I think the demonstration of the gameplay itself is adequate - it looks like a multiplayer game so you don't really need to specifically point out that it is one.
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# ? Jun 6, 2015 01:07 |
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Am I correct that the standard way to structure an animation state machine for something super-contextual like brawling is to have a bunch of Any State>myState subtrees for flinching, blocking, ragdoll, and so forth, set the initial state with a bool for each possible action, then leave it to the subtree to figure out the player's exact situation and apply the desired effect?
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# ? Jun 6, 2015 02:00 |
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Who bothers to make games when you can make more tools I found its easier to build levels with just normal cubes and you can hop between rendering it as a marching cube mesh to check it and back to cubes. There's a little zfighting around some of the mesh chunks because of the wonky way I'm figuring out chunk islands when rendered as a mc mesh. I end up with some faces being rendered on two chunks because I need to give a little wiggle room for the crossing point for the empty space around voxels. Right now I've got some dumb brute force methods for resolving that but there's probably a smarter way to handle it. I didn't intend to make a runtime level editor but I couldn't get it to work right in the editor so runtime it goes.
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# ? Jun 6, 2015 03:04 |
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It's not midnight where I am yet so it's still not too late for a daily meghermahnz update!
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# ? Jun 6, 2015 04:57 |
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Do game dev programming jobs in general come anywhere close to typical market software developer/web applications developer style work in terms of salary and benefits these days? I know that traditionally hasn't really been the case. If not in general, are there any specific criteria which starts to land them closer to the normal industry salary range? I kind of want to hear numbers comparisons, but glassdoor's national average for software developers of around 85k is a good point of reference. Been doing the whole small business C# developer thing for about 5 years now and the pay is pretty great but the goals of the company are SUPER uninteresting. I'd rather try to swap to something I know would have interesting goals, like game dev, than to another generic industry job. Never easy to justify a substantial pay decrease, though.
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# ? Jun 6, 2015 05:22 |
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Those are actually some really good looking rope physics, Forer. I updated my Scraps trailer again, taking more of your suggestions into account. Now it has:
https://www.youtube.com/watch?v=xIxBaDRDk4Y And yeah, the maps are a bit bland and the vehicles just disappearing with an explosion when fully destroyed is a bit lame, but I've already been working on this game way to long - at some point I have to just release it! The actual gameplay is solid and it's plenty of fun.
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# ? Jun 6, 2015 05:37 |
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Cholfo posted:Do game dev programming jobs in general come anywhere close to typical market software developer/web applications developer style work in terms of salary and benefits these days? I know that traditionally hasn't really been the case. If not in general, are there any specific criteria which starts to land them closer to the normal industry salary range? I kind of want to hear numbers comparisons, but glassdoor's national average for software developers of around 85k is a good point of reference. The short answer is going to be "no, as a programmer you can always make more money outside of games". The longer answer is here: http://www.gamasutra.com/view/news/221533/Game_Developer_Salary_Survey_2014_The_results_are_in.php Check the pdf. That's the closest thing we have to a regular record of wages and the state of employment in the industry. It's a fairly small sample size and it's skewed due to expensive cost of living hubs, but there you go.
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# ? Jun 6, 2015 08:23 |
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Nition posted:Those are actually some really good looking rope physics, Forer. Its looking great man. But as has already been said, the maps look a bit bland. Is it something you'll work on once in Early Access? Even some white stone oblesk looking obstacles would break it up a bit. In saying that. Very much looking forward to playing it!
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# ? Jun 6, 2015 09:46 |
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I guess I'm a little too much influenced by the sparse Interstate '76 map design: But that was 1997. Still, I don't want to add so much stuff that it gets in the way of driving around - It sucks to hit like a random cactus in the middle of the map or whatever when you're aiming behind you. But the maps could look way better and still have plenty of space to move around for sure. I was kind of planning to focus on adding more maps rather than improving existing ones, but I'm not against doing an improvement pass on the existing ones. They probably do need it. Just always a finite amount of time and plenty of different things to work on. Nition fucked around with this message at 11:20 on Jun 6, 2015 |
# ? Jun 6, 2015 10:50 |
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Nition posted:I guess I'm a little too much influenced by the sparse Interstate '76 map design: With stuff like random foliage, you could still include it and just make it something that gets smashed if a player drives through it - it would still add to the visual variety without the frustration of suddenly coming to a dead stop because you hit an obstacle. There's also ground level details you could add, like ruins of a road snaking through the map or something along those lines. With map details it's not just a visual variety thing; it can also help players to orient themselves and get a better feeling for their positioning in the map. Even if you've got a minimap or some other UI cue that helps them do that, having stuff in the environment makes it more of an unconscious thing and allows them to figure out where they are without taking their attention away from the main action.
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# ? Jun 6, 2015 12:38 |
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Nition posted:I guess I'm a little too much influenced by the sparse Interstate '76 map design: I've noticed the i79 influence since your first video. It's awesome as that was one of my favorite games back then. But yeah, in 1997 is was more due to technical limitations rather then anything else. Even things as suggested above, bushes thay break when hit or things can help massively. Even a platforms to fight over would help a whole lot.
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# ? Jun 6, 2015 13:40 |
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mutata posted:The short answer is going to be "no, as a programmer you can always make more money outside of games". The longer answer is here: This is exactly what I was looking for. Thank you.
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# ? Jun 6, 2015 14:48 |
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Nition posted:Those are actually some really good looking rope physics, Forer. Dude, ship it. The trailer's great now, and that final gag clip was fantastic. Are there things you could improve? Absolutely, and I hope you do get a chance to jazz up the terrain a bit. But sometimes you just have to push that big red button before you're 100% ready!
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# ? Jun 6, 2015 16:06 |
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Nition posted:Those are actually some really good looking rope physics, Forer. You could take a page from Mad Max and let people add some cosmetic elements to their cars to make them look cooler. Like flags, spikes, skulls, guitarists with flamethrowers.... Weapon sounds/effects also feel a little anemic, maybe you could do something to enhance their feel? Fangz fucked around with this message at 16:15 on Jun 6, 2015 |
# ? Jun 6, 2015 16:13 |
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Nition: How does Scraps handle the edge of the terrain? I'm always curious how best to do this. (Sorry for the boring question, trailer looks excellent btw.)
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# ? Jun 6, 2015 16:19 |
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The Cheshire Cat posted:With stuff like random foliage, you could still include it and just make it something that gets smashed if a player drives through it - it would still add to the visual variety without the frustration of suddenly coming to a dead stop because you hit an obstacle. ... and if you want to make a proper nod to I-76, in the options menu, add an "I-76" mode that just disables foliage and breakables entirely, since they don't affect gameplay anyways.
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# ? Jun 6, 2015 16:31 |
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Shalinor posted:... and if you want to make a proper nod to I-76, in the options menu, add an "I-76" mode that just disables foliage and breakables entirely, since they don't affect gameplay anyways. Down for this if it also replaces terrain textures with lower-res versions
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# ? Jun 6, 2015 16:43 |
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KRILLIN IN THE NAME posted:Down for this if it also replaces terrain textures with lower-res versions God yes. And every car has an afro.
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# ? Jun 6, 2015 17:24 |
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Yeah definitely spruce up the terrain a bit with some foliage/cacti/cactuses/tumbleweed that insta-explodes on contact, and some of those ruined highways peeking through the sand (where neither can obstruct cars), but what I really wanted to say was: your poo poo is rad
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# ? Jun 6, 2015 17:40 |
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Screenshot saturday weeee! We've been working on multiplayer recently, its coming along quite well!
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# ? Jun 6, 2015 19:24 |
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I have no idea whether that's deliberate or not, I honestly cannot tell, but if your goal was to have it look like people poo poo each other to death in your game, congrats.
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# ? Jun 6, 2015 19:28 |
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wayfinder posted:I have no idea whether that's deliberate or not, I honestly cannot tell, but if your goal was to have it look like people poo poo each other to death in your game, congrats. The poop doesn't do any damage, but it does give you a stinky debuff.
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# ? Jun 6, 2015 19:31 |
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I tried making a game, but just reached the limit of something in the free version of Construct 2. Is there a similar software one of you can recommend? Stencyl is to slow because of all the drag-and-drop. I tried Unity, but I only have little knowledge about coding and "everything" has to be a script so that was slowing even simple things down. But I loved Construct 2 because of all the keyboard shortcuts. Anything else out there? Or should I just go for Unity and learn to figure it out? Although it feels like "overkill" for what i want to do. I just need 2D things path finding stuff and interact with other 2D things!
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# ? Jun 6, 2015 21:48 |
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RabbitWizard posted:I tried making a game, but just reached the limit of something in the free version of Construct 2. Is there a similar software one of you can recommend? Gamemaker?
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# ? Jun 6, 2015 21:50 |
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Thanks for all the (positive and negative) input about Scraps. And OK OK, I will make the maps look better - after release. Good point about visual cues. Hidden Asbestos posted:Nition: How does Scraps handle the edge of the terrain? I'm always curious how best to do this. (Sorry for the boring question, trailer looks excellent btw.) I have a section of a huge wall with colliders, and a script that automatically places it a bunch of times to match the terrain around the map. Then I combine all the sections into one big mesh (actually I should make that an automatic part of the script...). Behind the wall is another collider that goes higher - six colliders form a box around the map that goes 5km up. So you can't actually get past the walls, which is a little boring. Edit: The walls are a little bit in from the very edge of the map. I try to put hills and things around the edge so you can't normally see it. Nition fucked around with this message at 22:02 on Jun 6, 2015 |
# ? Jun 6, 2015 21:57 |
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Fangz posted:Gamemaker? Thanks, trying it out right now. Seems promising. I'll report back.
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# ? Jun 6, 2015 22:37 |
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RabbitWizard posted:I tried making a game, but just reached the limit of something in the free version of Construct 2. Is there a similar software one of you can recommend? Unity with Playmaker is very similar to Construct 2, but it's hard to "give it a try" since Playmaker's usually in the $90 range unless it's on sale. I really wanted to keep using Construct 2, but Google is just dropping the loving ball on HTML5 support, and it no longer seemed viable to keep plugging away with it.
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# ? Jun 6, 2015 23:22 |
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I'm starting to work on environment design, and I'm planning on restricting the game to a pretty small area (essentially 3-4 city blocks)- what are some games that accomplished small, high-detail areas well? I know the MG5 tech demo did, but most sandbox games seem to rely on wide-open spaces with limited content instead of tiny, densely detailed worlds.
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# ? Jun 7, 2015 00:40 |
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Nition posted:Thanks for all the (positive and negative) input about Scraps. Even putting some objects, pillars, platforms and ramps in the same style of your map borders would make a massive change and still keep with the style if you're not to keen to do something dramatic. Also, just curious, are you going for any game modes? A King of the Hill mode looks like it would be an absolute blast in Scraps.
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# ? Jun 7, 2015 01:29 |
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Omi no Kami posted:I'm starting to work on environment design, and I'm planning on restricting the game to a pretty small area (essentially 3-4 city blocks)- what are some games that accomplished small, high-detail areas well? I know the MG5 tech demo did, but most sandbox games seem to rely on wide-open spaces with limited content instead of tiny, densely detailed worlds. Persona? Well, the real world parts of it.
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# ? Jun 7, 2015 01:40 |
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Fangz posted:Persona? Well, the real world parts of it. I've actually been playing through Persona 4 lately- it informs a lot of things in my design (it convinced me to shift from a literal 24-hour clock to a vague circular "Here's where the day/night cycle is at"), and it hits the exact balance of time management I want (thought without pressure), but I'm actually finding that the real world is an example of how not to do it- once I know its layout, navigating the town isn't fun- I make liberal use of the fast travel system, because in most cases my thinking isn't "Let's go to the flood plain and see what's happening," it's "Okay, I need to visit the velvet room, the armor store, and the school roof before evening, how do I do all three with the fewest loading screens and travel time possible?"
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# ? Jun 7, 2015 01:52 |
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RabbitWizard posted:Thanks, trying it out right now. Seems promising. I'll report back. I'm almost done working through Tom Francis' (Gunpoint, Heat Signature) GameMaker tutorial series and he's pretty good at it. That's what I recommend you check out. There are also other GameMaker tutorials on Youtube that have been recommended to me but I haven't tried any of them yet, so if you search for them, you'll know as much about them as me.
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# ? Jun 7, 2015 07:37 |
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Omi no Kami posted:I've actually been playing through Persona 4 lately- it informs a lot of things in my design (it convinced me to shift from a literal 24-hour clock to a vague circular "Here's where the day/night cycle is at"), and it hits the exact balance of time management I want (thought without pressure), but I'm actually finding that the real world is an example of how not to do it- once I know its layout, navigating the town isn't fun- I make liberal use of the fast travel system, because in most cases my thinking isn't "Let's go to the flood plain and see what's happening," it's "Okay, I need to visit the velvet room, the armor store, and the school roof before evening, how do I do all three with the fewest loading screens and travel time possible?" I just beat Sherlock Holmes Crimes & Punishments a couple of weeks ago and although the environments were nice, I found myself thinking I would have preferred that the game used the Phoenix Wright screens instead, for speed.
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# ? Jun 7, 2015 07:39 |
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Megazver posted:I just beat Sherlock Holmes Crimes & Punishments a couple of weeks ago and although the environments were nice, I found myself thinking I would have preferred that the game used the Phoenix Wright screens instead, for speed. I just finished playing the same, and I agree- for me the most fun part of the sherlock holmes cases was the brain/neuron screen (I forget the name) in the last 25% of a case, when you had *most* of the clues, and could start forming opinions about who was right, but you didn't have enough information to jump to the final conclusion. It's making me wonder if for mine, the investigation shouldn't be more gameplay-focused ("We know the culprit is taller than 5'9" and has red hair, let's see if we can find anyone suspicious"), and use the investigations as a hassle-free way of informing that gameplay.
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# ? Jun 7, 2015 08:58 |
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Nition posted:I guess I'm a little too much influenced by the sparse Interstate '76 map design: Here are a couple ideas:
I would recommend going in the direction of a Demolition Derby Arena thing, like the Arena mode in Mechwarrior 4 Mercenaries. Play a buzzer when someone is killed or removed from the fight. Have a Voice Actor act as the commentator for the match giving the play-by-play, et cetera. Relevant Youtube Link for context Love Stole the Day fucked around with this message at 09:43 on Jun 7, 2015 |
# ? Jun 7, 2015 09:39 |
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So, i tried GameMaker for a while and it's way to heavy on code. And the interface is terrible. I made my Background, room, player and set up a script for the camera, everything was fine. Then I tried to recreate the pathfinding I had in Construct and now I'm done. All in all I think i spend 3-4 hours in it. It's either buttons which don't do enough or code which does everything but I have to fiddle with it for a long time. And if I have to deal with that, I'd rather go back to Unity I think. Stupid Construct guys with their stupid licensing
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# ? Jun 7, 2015 18:55 |
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# ? May 28, 2024 23:46 |
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Construct 2 tends to go on sale for 30-50% off a couple of times a year. The Steam Summer Sale starts in a few days, maybe they'll take part again?
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# ? Jun 7, 2015 19:11 |