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1076053 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:26:34 AM
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1701  Developer / Business / Re: Gabe’s Hypocrisy on: October 24, 2011, 05:33:57 AM
I don't agree, but I won't continue this discussion because it would be thread hijacking.
1702  Developer / Business / Re: Gabe’s Hypocrisy on: October 24, 2011, 05:28:43 AM
That sounds odd, since big game studois don't develop for Mac and Linux usually.
Also, I don't think any IDE is as convinient and as advanced as VS for C++, but maybe I am wrong.
1703  Developer / Business / Re: Gabe’s Hypocrisy on: October 24, 2011, 04:46:45 AM
Basically what they've done is that they've created a console on the PC.

I wish Sony, Nintendo and Microsoft would do this instead of having consoles.

It's an interesting idea, but
(i) Console users generally like an invisible OS, and don't want to contend with something like Windows.
(ii) Console users want a discreet little box that lives under the television in the lounge.
(iii) Consoles have a fixed architecture, which means that games work predictably. Developers can always push the hardware to the max, knowing that 100% of systems can handle it.
(iv) A lot of professional C++ programmers hate writing games for windows. OSX/linux & consoles are widely regarded to be 'nicer' operating systems to code for.
Where did you get the information about (iv)? In my opinion it's completely wrong. But maybe you have data I don't, or maybe you just tried to make a claim with no basis?
1704  Developer / Business / Re: Quitting game development on: October 24, 2011, 04:42:02 AM
Yea, you can keep developing games and have a "real" job.
You just need to make much smaller games, because you won't be working on them full time.
Another thing is(which was already mentioned), you can try to get work at CS labs in the academia, or some sort of project\contract.
This is good because it might be a part time job\project(more time for deving games) and also it would be more of a lone wolf developer project. You probably won't need to integrate with some large base code of a company and so on.
Also, working on image processing(especially with the GPU) can be as fun as working on games, and the experience will beuseful for gamedeving, once you decide to go back to game deving.
1705  Feedback / DevLogs / Re: Incomprehensible Grizzly Bear Mansion on: October 22, 2011, 03:03:56 PM
Huge project paid off for Notch. Grin

I think this game could be successful. Lots of people would like to make games, but most cannot because they underestimate what programming involves. The next best thing for these people is a game with a comprehensive editor. I think that's why Minecraft is successful -- it's essentially an editor for people to make their own game world. What it lacks is deep adventure, and that's what my game idea has tonnes of. So I think it could be successful.

Another example is warcraft 3 -- the comprehensive world-editor invited a modding community to grow and develop custom games, and that gave birth to dota.



I think the hardest thing with the programming is to maintain enough versatility that it's possible for users to design their own content. The hardest part of that is designing the classes and structs for everything so that they fit together harmoniously.

For example, an item could do a myriad different things: It could be consumable. It could be a weapon. It could be wearable. It could produce light.  It could produce particle effects, etc.

If items were hard coded, it would be easy to do all this, but when we make items editable, the item class has to be versatile enough to allow for all kinds of obscure permutations.

Once that has been done, the editor itself should not be too difficult, and I enjoy making editors. Once I have the game engine + editor, then I can use it to design the default dungeon without doing any more coding. (and I can debug the thing at the same time)

Once a modding community gets up and running, users will no doubt start creating addons, such as programs that produce procedurally generated dungeons, gauntlet runs, and things like that.

I get the feeling your RPG Maker like idea will take much longer to code than Minecraft. Also, take into consideration that Minecraft took at least several years to code(I think?).
And, you don't offer anything relatively new like Minecraft did. Even if you pass the first two or three years where you don't have something people would want to use for their own games, it's not really certain you can build a community
But, that's just my opinion, from my perspective. I am not sure I got it right.
However, presonally, I would much rather play a horror themed bear game in a couple of weeks, than wait 2 years for yet another generic RPG game maker. Smiley
My 2 cents.
1706  Feedback / Playtesting / Re: EYE on: October 22, 2011, 12:50:44 PM
Nice game. I guess the moving with ASWD are also left overs? Because it seemed to me I could move the circle thing with it. But it didn't really matter for the relative position of the enemies.
And yea, aiming without mouse click is kind of hard, for some kind of a reason. But it also makes for an interesting gameplay.
I like it. Smiley
1707  Feedback / DevLogs / Re: Incomprehensible Grizzly Bear Mansion on: October 22, 2011, 12:28:13 PM
Hmm, you need to take into consideration all aspects of small fun project vs huge project.
I won't advise you which one to take, because I don't know you much. But don't think that a big project is most worthwhile in the aspects of: Profit, Recognition, fun developing, and etc etc.
I am just saying, you should think about it really hard, unless you have already done so. Smiley
Anyway, good luck.
1708  Feedback / DevLogs / Re: Tetrinvaders (Working Title XNA Project) on: October 22, 2011, 09:16:33 AM
I am not sure how this game works, but it looks like a creative idea!
Good luck with your game!
1709  Feedback / Finished / Re: Fatal Wars 2 on: October 19, 2011, 09:09:20 AM
Thanks xoorath,

Well, the future of Fatal Wars 2 is uncertain, but it can go either way. I will talk about it later when I have more information.
I haven't been developing many new features lately, but I did work on an Android port.
I wrote about it in the IndieDB news, I think it might be interesting for you.
And of course a screenshot will come(Pics or it didn't happen?)

"I haven't been adding many new features lately, but I have done this cool thing. A port of Fatal Wars 2 to Android. The port will use the same C++ with(with JNI) from the Windows version for the logic part of the game. The thing that is different are the framework modules.
This is possible because the game logic only use the framework modules' interface and don't call anything API specific.
I am very pleased with the results.
I don't have an Android device yet, so an image from the emulator will have to do for now."

1710  Player / Games / Re: Sega Genesis Nostalgia ( COLUMNS 1990 ) on: October 18, 2011, 07:36:44 AM
Most companies already can't invest the time and money required to exploit current hardware. So they either use engines or develop simpler engines.
It becomes less and less cost effective to develop your own engine.
I think that increase in processing power could make content creation the focus rather than engine creation. I think it already exist today. Valve seem to be more focused on content rather than uber graphics engine.

Edit: Also, are those two angels playing with an iPad? O_O
1711  Player / General / Re: IGF Thread 2012 on: October 16, 2011, 03:54:25 AM
Well, when people pay $1000 for a tablet, I don't expect much from consumerism, to be honest.
Overall the IGF is nice, it gives a nice exposure for a $100(having your game in the list of games).
And yea, the winners gets the whole jackpot and those who don't, don't get much attention.
But I sitll think the IGF is better than nothing, and you can always improve it or start a competing competition.
1712  Player / Games / Re: Children's games. on: October 16, 2011, 12:29:29 AM
Funny, I somehow remember that when I was a kid I was actually BETTER at action games than I am today.
1713  Player / Games / Re: Jforce is Unstoppable on: October 14, 2011, 01:50:04 AM
"The best indie game EVER. *After super meat boy :D"
From the video, was kind of funny. heh.
1714  Developer / Design / Re: Games as art on: October 14, 2011, 01:35:15 AM
From my little understanding of art, what makes a game more artsy is the story of the developer\creator and what drove him to make the game.
For instance, you go to a Miro's exhibition and you see a big white canvas with a single line in it. It makes you think what is so special about it, but what is suppose to be special about it is what drove Miro to create this and how long he has been thinking about it. Regardless of the end result.
In my opinion anything you create should have also an appealing end result, but basically art is also about the road rather than the end result.
For instance I created my game "I'm an idiot" after a small realization I had about myself(heh). I am not sure about the end result, but that was really different from other games I created just to make a cool game.
Well, that is what I "know" about art, which is not that much. Tongue
1715  Developer / Business / Re: Gabe’s Hypocrisy on: October 13, 2011, 04:09:02 PM
I would be worried if steam would get on other platforms, because then the PC will completely dissappear as a gaming platform and all other platforms will have their own "over lords".
Maybe this steam guy just want a piece of the (apple) pie and don't really care about open platforms. He is acting like a busniess so why would he care about healthy competition?
1716  Developer / Business / Re: Can I get sued for copying gameplay and rules from a game? on: October 13, 2011, 02:33:36 PM
Well, actually this topic can be closed, I have found my resolution. Will talk about it later maybe, if it works. Smiley
Thanks for the advice!
1717  Feedback / Finished / Re: Fatal Wars 2 on: October 13, 2011, 02:01:19 PM
Yea, I like it too. XD
1718  Developer / Business / Can I get sued for copying gameplay and rules from a game? on: October 13, 2011, 01:56:23 PM
Well, the answer is yes.
I was told I can get sued for practically any reason, and I will have to pay a lot of money to defend myself whether the law suit is justified or not.
The game I am working on is Fatal Wars 2.
It's very like Archon in the sense it has the similar rules and similar board. The art work and many small details like stats are different, but still it's pretty similar.
A) If I get sued, what does that mean for me? In financial terms and in legal terms.
B) How much similar\different a game can be?
C) What would you do?
D) Do you think it's possible for me to license the Archon franchise? Heh

You can view my game at:
http://www.indiedb.com/games/fatal-wars-2
1719  Feedback / Finished / Re: Fatal Wars 2 on: October 13, 2011, 12:16:02 PM
Yea, the site is pretty plain looking, but for now it's good enough.
Also, there are those annoying google links that google sites put in the footer.
I am not sure if it is possible to remove them, but if anyone knows, please tell me how.
kamac, I would appreaciate if you could help me testing the game. Can you PM me your skype? If you have any?
And about the bloom... lol. I don't think there is going to be bloom, I thought of implementing it as a joke actually. I might do it eventually.
1720  Feedback / Finished / Re: Fatal Wars 2 on: October 13, 2011, 11:48:17 AM
Progress has slowed down a bit, especially from lack of available testers.
I am working on a website and I could actually start selling the alpha once Desura guys set it up(it takes a while).
http://www.fatalwars.com/

Also a video of me play testing against my lovely tester. She is not so good, so it doesn't look exciting, but it shows the progress of the game.

http://www.youtube.com/watch?v=mSDygKSVrrA&feature=channel_video_title

Once the Desura alpha is set up I will send keys to the winners of the drawing competition.
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