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361
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Player / Games / Re: DotA 2 Thread
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on: June 21, 2013, 02:41:21 AM
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Anyone know what's up with the star next to your name in the player list?
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363
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Feedback / Playtesting / Re: Dungeon Fling: Dungeon mini-golf
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on: June 18, 2013, 08:14:52 PM
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Stricter minigolf games don't necessarily include the possibility for a hole-in-one on every hole. Alternatively if you're not feeling like a good design sadist, you can position some sort of extreme skillshot that is only achievable from the start position that functions as a teleporter (in real life minigolf, this is often a hard-to-hit chute).
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364
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Feedback / Playtesting / Re: Dungeon Fling: Dungeon mini-golf
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on: June 16, 2013, 02:22:35 PM
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The tutorial does not advance on mouse-click. Further, the tutorials encouragement to use the mouse confused me for a bit when this is in fact a keyboard game. Either let me do everything with the mouse (click and drag for the power/aim of the player disc would be ideal) or ignore it, please.  The first tutorial level does not let you die even if you drop below 0 health. I finished it with -4, I think. Maybe -2. - something. I feel like I shouldn't roll directly over the hole (entire match of disc/hole) even if I'm travelling at moderate velocity. I'd like to be recognized and rewarded for a hole-in-one, even if that would necessitate a change in the design of level 2. It felt really great to get a hole-in-one, on a minigolf game, but then I was just, "Oh, I missed the chance to pick up a bunch of shit. That was dumb." Very inventive take, I quite like the game.
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365
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Player / General / Re: E3 2013
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on: June 15, 2013, 08:20:18 PM
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I didn't play it because fuck the Xbox One
Fair enough. Supposed to be coming out for PC too, though. Probably Win8 only, I would speculate. :/
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366
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Player / General / Re: E3 2013
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on: June 15, 2013, 07:17:13 PM
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Back from E3
Stuff to pay attention to (but not necessarily buy):
(not project spark)
Stuff that I don't detest with my entire being:
(not project spark) Not a great E3, but not terrible either.
Ask me questions.
Of all the stuff I've seen media about, Project Spark was the only one that caught my attention for more than seven seconds. What did you think of it, Maw?
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367
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Player / General / Re: What should I learn ?
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on: June 15, 2013, 05:44:11 AM
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Just focus on the basics like general knowledge, reading more books, increasing your knowledge of culture, things that will make you more creative rather than technically proficient.
This is good advice. Otherwise, you could end up like Eres. when i was 15 i taught myself programming using a basic qbasic manual and c manual, completely without tutorials, and taught myself enough to make some fairly complicated games... Eres mastered two computer languages by the age of 15, and spent so much time with his head in a bucket of transistors that he failed to learn basic human language syntax. 
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368
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Player / General / Re: What should I learn ?
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on: June 14, 2013, 05:36:09 PM
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If someone is determined to work in computers and likely game design and waffling between learning art or programming, I would suggest 3d modelling and texturing having the best rate of return for your time. As time goes on, 3D modelling and animation is needing more and more employees, both for film and games.
On the other hand, given your approach, you quite frankly don't have the passion(yet?) to make it, like Sandoval referenced.
Take everyone else's advice and don't decide your career yet.
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369
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Player / General / Re: E3 2013
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on: June 13, 2013, 07:06:49 AM
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Man, I can't believe I already bought a Wii U when plainly the XBone is the next gen console winnar.
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372
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Developer / Business / Re: How much can an unknown who makes a decent game expect to realistically make?
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on: June 11, 2013, 09:54:11 AM
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It's not a surefire thing though. Gunpoint and The Swapper both came out at the same time, at similar price points, both got similar levels of critical acclaim, but Gunpoint topped the Steam sale charts while The Swapper was nowhere to be seen. That doesn't mean it wasn't / won't be a success though. Gunpoint also built way more awareness ahead of its release, which is something the developer can control at least to a certain extent.
Gunpoint was made by a former gaming journalist. I don't think it's a stretch to think that he'd know exactly where to push his game. Similar to Fez. PFish put an astonishing amount of work into marketing. I would almost argue that the success of Fez has nothing to do with how good a game it is.
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375
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Feedback / DevLogs / Re: A Kitty Story
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on: June 09, 2013, 11:12:04 PM
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I wish your stompy falling blocks didn't look exactly like Mario's, only brown. C'mon.
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377
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Player / General / Re: Designer-programmer vs Designer-artist and Pure coding vs Intuitive game-makers
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on: June 09, 2013, 12:15:45 AM
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i think a programming education can hurt in some places, though, in that it can make you prone to "academic" programming, where you pre-optimize bs that doesn't need it, wasting a ton of time. you sorta have to unlearn some of that, sometimes.
Premature optimization is universally recognized as bad practice, why would anyone teach it? Not wasting time like that is exactly what a good teacher would teach you as 'academic' programming. a) who says all programming teachers are good? most of them aren't b) i'm an engineering major, so a lot of the stuff i've done has been on microcontrollers or embedded stuff, where there's more of a focus on learning optimization stuff that wouldn't matter for other things c) you can just generally end up wasting a lot of time thinking about the "proper" way to do stuff, when you could've spent the time just getting shit to work. for example, learning about data structures might make you think it's a good idea to spend a lot of time making the "proper" one for x data in a game, when in reality it's unnecessary, etc. it's not something you're taught explicitly, it's just what naturally happens sometimes when you learn all of that shit. The best profs at my university were the ones who acknowledged that "best practices" programming was both unlikely and unrealistic to expect to have when on a job. Yet they remain something to aspire to...
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378
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Player / General / Re: Developer Ragequit
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on: June 08, 2013, 07:35:44 PM
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If I don't delete my work whenever I try to make something similar, I end up trying to improve the previous work instead of making something new.
This may sound like good iterative design. "Oh, starsrift, you should do that!" But what happens is polishing a turd.
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379
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Player / Games / Re: DotA 2 Thread
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on: June 07, 2013, 04:09:34 PM
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I'm working on a build for Lion in the mid lane. I want to capitalize on the Scepter upgrade by getting a high level mana drain which would let him maintain a high enough mana pool to cast it whenever available.
It's very difficult to choose a pair of boots for this guy, I feel like he needs all the things that boots give. He has low MS so the speed from Phase Boots is really nice. On the other hand he also needs the HP that Treads give to make him less squishy. Phase and drums? Drums are pretty cheap. If you're still having HP problems after getting aghanim's +10 to all and drums +9 to all, treads isn't gonna help you. I always kind of dismissed blink on lion but I saw it being used really well recently to prove me wrong.
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380
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Player / Games / Re: DotA 2 Thread
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on: June 06, 2013, 12:07:09 AM
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 I get that he was a terribad hero for pro play before, but... wow. I guess AC is gonna be a real popular item on him now... like he needed more attack speed. Or even Shiva's.
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