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43
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Player / General / How long have you been making games?
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on: July 22, 2015, 09:42:54 AM
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So inspired by a Rami Ismail tweet and the replies he got, I was wondering - How long have you been making games for?
- How long before you sold a game you made?
- Did it make any money? (as in did it cost less to make than you got back)
any other comments you'd like to share about your time making games? Guess I'll go first How long have you been making games for? I've been making games for about 18 years now, made my first game in a program called Klick n Play. How long before you sold a game you made? I had been making games for about 16 years before I sold a game. It only sold about 150 copies though. Did it make any money? (as in did it cost less to make than you got back) Nope, not a penny. Released it on XBLIGs where you only get payed if you sell over a certain threshold, which I didn't. It struck me that I've been doing this a long time now and making money from it has never been a goal of mine, although it felt pretty cool to know somone was willing to spend money they had earned on a game I made. I was wondering what others thoughts on the matter are.
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44
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Player / Games / Pixel Ripped 1989 - Interesting vr game
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on: July 19, 2015, 03:25:06 AM
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Pixel Ripped 1989  So I first came across this game at VR conference at the end of 2014 and I saw it again recently at a Develop conference. Wondering if anyone else has seen it before? and what their thoughts about it are? There is also currently a kickstarter running for it (I backed it) Kickstarter LinkAlso I have nothing to do with its development, just think its a cool vr game and think others might too.
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45
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Community / DevLogs / Re: Before The Devil Knows You're Dead
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on: July 18, 2015, 05:26:11 AM
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Wow you can really tell you used to be an environment artist that screen looks awesome (specially like the skull under the floorboard, nice touch).
Are you seeing it play more like a point and click adventure narrative base game?
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46
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Community / Competitions / Re: Ludum Dare 32 (begins April 17th)
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on: May 21, 2015, 07:39:01 AM
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Although I can understand your disappointment with your score, you should think about the people who didn't event got the 20 votes required to be ranked - I've tried to rate some of these games following "please save these games" posts on the last voting day, and some of them were actually quite good or interesting.
I don't know how games end in this state (I guess it's due to low coolness), but to me the most sad outcome for a game is no one playing it, isn't it?
Suppose its best to focus on positives. Some people actually took the time to play my game and comment (mostly positive), which is a complement in itself. Feel kinda sad about games that diddn't get played though  makes me think of puppies being left out in the snow.
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47
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Community / Competitions / Re: Ludum Dare 32 (begins April 17th)
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on: May 17, 2015, 11:12:41 PM
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I'm a little disappointed with my score but it was my first LD so shouldn't be too hard on myself I suppose. Pooper the Pig!#191 Humor 3.46 #305 Theme 3.65 #498 Fun 3.12 #506 Audio 2.78 #558 Graphics 3.04 #670 Innovation 2.92 #739 Overall 2.96 #746 Mood 2.70 #1497 Coolness 45% LD was was fun and has really helped to motivate myself, so that is a plus.
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56
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Developer / Technical / Re: Looking for generic advice for creating a game engine
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on: October 14, 2014, 03:39:54 AM
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A great book I particularly like is Game Engine Architecture ( http://www.gameenginebook.com/) by Jason Gregory. Some advice that is always given is to abstract your hardware layer systems (i.e. Input, Audio, Graphics). SDL2 provides an abstraction for a lot of these systems but I would write a wrapper around SDL. Makes porting your engine to different hardware a whole less painful. I think memory management system should be one of the first, if not the first, system you write. Mainly because it is a lot of work to retro fit an engine with a new memory management system. I have no idea how to handle how SDL allocates memory though. Some advice I've been given in the past was not to worry about optimisations at first. Get the systems in and go back and optimise them as when needed.
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58
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Developer / Design / Gender in character customisation?
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on: August 10, 2014, 02:06:23 PM
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So I'm currently making a game where the player can customise their character, this includes clothing. My original thought was to allow the user to pick their gender too but after starting some art I come to realise I'm may have to double the art work to support both a female and a male body shape. Added to this resource space is limited as the game is targeted at mobile.
As I see it my options are:
- Includes both, but make the body shape the same. In this case, is there any point in allowing a gender? Would the generic shape just be seen as defacto male anyway? - include both, each with gender specific shapes and half the items available. Less items will mean less scope to the game. Will the gendered shapes still be seen as "tropes"? - Only allow a single gender i.e. you can only be one gender. Less artwork is needed, but could alienate players of the opposite gender. How would I decide which gender to go with? - No explicit genders. Make a generic body shape. Less artwork needed. May detract from character. Will the gender just be assumed to be male anyway?
I was wondering what others have done in this situation? And any thoughts people may have on this issue?
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Community / DevLogs / Re: Wayward Terran Frontier [kickstarting]
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on: January 23, 2014, 03:10:06 AM
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This looks awesome, starting making a game similar to it myself but was too big a project for me to finish. Havn't played the sample yet but I will. Can you actually build your own ships? is it just the interior that can be built or can you build the hull too. Hope you get it kickstarted so I can play it 
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