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341
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Feedback / DevLogs / Re: Kingdoms Rise [Greenlit]
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on: October 06, 2013, 02:58:40 AM
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We don't ever code things to a fixed frame rate, frame rates are never reliable and code should always be based on the time a frame actually took to render or tick (deltatime) . This is especially true in a multiplayer game like ours where all the players need to be kepy in sync and getting consistent messages Not sure about multiplayer but aside from that you cannot have perfectly relyable mechanics in a variable step, except you want randomness of slight inconsistencies on purpose. I have to imagine a solid competitive combat game would require frame perfect timing dependencies, at least that is the quality I would shoot for. If the game doesn't manage to run at a certain frame-rate one option can be to lower the visuals instead of violating the intended game-mechanics.
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345
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Developer / Business / Re: Desura - any sales success stories?
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on: October 04, 2013, 09:59:08 AM
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- Marketing: How consistent have you been on marketing? At first blush, your Desura page looks sort of fire-and-forget. There's one news release since May 2013, so it may appear inactive to visitors.
I don't know how to go about marketing this one. I have recently started to contact some players on youtube. I will see how this goes. I suspected it can be perceived that fire and forget way. But fact of the matter is that I ship a complete and finished game by release. Talking to some other devs they tell me they have never seen a game that doesn't require a patch so I am on the exceptional side. But the new game is on the horizon. Hopefully it will help establishing myself over time.[/list]
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346
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Developer / Business / Re: Desura - any sales success stories?
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on: October 04, 2013, 09:15:51 AM
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I also wanted to replace the old installer with a newer one, but the support member simply didn't understand it. But I am about to complete my next game using the new installer and see how it goes after it is up.
From the statistics half of the people who played the demo also bought the game, but there are only 13 of them at this point.
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347
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Developer / Business / Re: Desura - any sales success stories?
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on: October 04, 2013, 08:50:21 AM
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http://www.desura.com/games/trapthemAny idea why it has more watchers than sales still to this day? Even after reusing Greenlight as an advertising platform 5 days ago and having 800 upvotes and an explicit link to the desura page, it didn't result in one single sale increase. I can imagine the installation process on Desura can be painfull but I haven't found the rate of installation abortion in the statistics.
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348
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Player / Games / Re: Steam OS
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on: October 04, 2013, 04:06:44 AM
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Sounds good, makes me even more confident that the back buttons idea can work. Hopefully Valve will add good back buttons too.
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349
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 07:02:49 PM
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They had a 3D fetish beyond sanity and common sense for sure, haha.
I have played Vortex. The game was so bad, you could clearly see when a game isn't designed by Nintendo.
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350
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 03:13:13 PM
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I see, it tried to cramp a simulation on machines which weren't ready for it. I love technical feats though. I guess procedural generation was all over the place.
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351
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 02:18:39 PM
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In a place much worse than that...
I heard about it earlier but haven't taken an elaborate look at it, so I don't know why it is special compared to various other ideas out there.
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352
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 01:18:23 PM
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You are the second one who mentions it. Haven't taken a look at it yet.
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354
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 07:55:41 AM
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Add: It can also be kickstarters in work about StarFox derivatives. If you have seen one by chance don't forget to drop it here.
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356
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 06:01:15 AM
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If you know any derivatives/rethoughts/expansions of StarFox, no matter how modern, I would joyfully love to see them.
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357
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Player / Games / Re: Retro 3D Games
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on: October 03, 2013, 03:33:23 AM
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What a load of shit already accumulated here. Keep it coming:) Starfox was actually a "spiritual successor" to a game called Starglider 2 (made by the same devs before they joined Nintendo) which was free roaming. Btw I replayed Starfox 1 a few weeks ago and I think its still the best in the series (in terms of level design, pacing) and has aged incredibly well given the tech. It even still LOOKS pretty good. Cool, thanks for the info. Yeah, I think keeping the same style but adding more resolution and it will still look appealing today.
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358
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Player / Games / Re: Retro 3D Games
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on: October 02, 2013, 05:40:13 PM
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Yeah, alpha waves was already worth it:)
Gourad shaded primitives like in Starfox or even textures does count, if the game is simple enough. If you are on the fence then just post it, it can never hurt.
Btw I developed a strangely intense link to Starfox back then. It did something special to me and I loved it. It wasn't quite up to my dreams but it was the first sign that a free roaming space shooter in 3D can exist because I was bored of 2D shmups.
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359
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Player / Games / Retro 3D Games
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on: October 02, 2013, 02:47:31 PM
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Post all the 3D games you can remember up to the late 80's. They can also be newer but have to be designed to run on pre-90's hardware. I am interested to see some ideas people played with. I think most of them were unnoticed so feel free to contribute. Here is a start with Star Wars on Amiga: http://www.youtube.com/watch?v=KZhffVuoXRk
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360
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Feedback / DevLogs / Re: Kingdoms Rise [Greenlit]
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on: October 02, 2013, 10:43:12 AM
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Sorry for temporal offtopic, I just want to know why you prefer UDK to Unity for this game.
I would also like to know whether you use a fixed frame-rate for game-mechanics.
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