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342
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Developer / Collaborations / Re: The MONOCLE ENGINE
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on: March 17, 2009, 02:09:51 AM
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Rendering is sexy and all, but as a gameplay programmer I'm more interested in dull crap like memory management, garbage collection, object versioning and serialization, data inheritence, and automagic property editing. Engines tend to ignore a lot of this stuff, and that makes my life a lot harder. Are there plans to do this stuff earlier? Possibly first?
EDIT: Heh, GC got a mention while I was posting this.
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345
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Community / Jams & Events / Re: Business Cards
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on: March 13, 2009, 08:47:26 PM
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I went through < 50 last year, but then I wasn't manning an IGF booth or anything. I still think it was worth having them though.
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349
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Feedback / Finished / Re: Fez
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on: March 11, 2009, 02:59:44 PM
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CD32. Who wouldn't want their game on this luminous platform? 
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350
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Player / General / Re: a very indie birthday
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on: March 10, 2009, 06:42:25 PM
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Happy birthday Edmund!
For the next month and a half we'll have to share being 29 (and probably the oldest people here).
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352
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Feedback / DevLogs / Re: Heroes and Villains - iPhone
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on: March 04, 2009, 11:55:38 PM
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Looks good dude. I'll have to make an iPhone owner buy it so I can try it out  I wouldn't mind having a title that describes the game better, but I haven't been able to come up with one yet.  iHeroez? <--- NEVER. I think you should play up the management / superhero collision some more, especially in the name. The player should feel empowered by this hero leadership opportunity. Unfortunately most corporate-speak is quite cumbersome, so it's difficult to come up with something snappy. My favourite so far is "Synergy Squad".
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353
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Feedback / DevLogs / Re: explorer
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on: March 04, 2009, 04:28:49 PM
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Looks nice.
For some reason my brain reads the foreground as the background in screenie #4 (dark brown ground in grey land). I think it might be the even-darker-brown bits on the top of the brown tiles.
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354
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Player / General / Re: Tales from the Games Industry
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on: March 02, 2009, 07:19:54 PM
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Working in "The Industry" can be a really good way to meet and learn from talented people. Also there's no better way to learn gamedev than to do it 40 hours a week, which is difficult when it's not your source of income. I don't think building a waaahll between indie and mainstream helps anybody. Yes, some companies are cocks. That's no reason to avoid all of them.
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356
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Developer / Design / Re: Permanency in games
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on: February 26, 2009, 01:42:44 AM
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I don't mean to be glib, am just in a hurry. Have you played A Tale in the Desert? You should really check it out.
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358
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Feedback / DevLogs / Re: Helicopter Wrecking Ball Xtreme [Flash Prototype]
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on: February 22, 2009, 11:04:26 PM
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I like it. I think the big challenge now is coming up with satisfying higher level goals for the player (smash x stuff in y seconds etc). Add an absurd story and I'm sold.
Oh, and I think it's possible to perform flips indefinitely, thereby building up an insane multiplier. I think you might find a balance issue there.
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360
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Developer / Art / Re: The Fish Dump
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on: February 22, 2009, 09:32:12 PM
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Is this for the Polytron splash screen?
I'd love to see this machine blink on, then have the camera pan up close to fill my screen with Polytron Logo Love.
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