I know that grechzoo just recently released Sprinter, but do we have any other game developers here? Maybe also with Steam experience?
Vurt did some texturing and vegetation stuff for Kenshi .. And shole seems to work on VR games.
I don't care if you use mspaint or photoshop, as long as it looks good, I'll be happy with it. BTW I'm not looking to start a studio, just wanted to hear of experiences and how it went for them
I don't care if you use mspaint or photoshop, as long as it looks good, I'll be happy with it. BTW I'm not looking to start a studio, just wanted to hear of experiences and how it went for them
(BTW My avatar is also a product of mspaint )
That is some grade A paintjob (). You should lead with that when showing off your portfolio.
I wouldn't go so far to call myself game developer, but I once created a browser game called Peloton, a (free) cycling management game, which is still running (pretty poorly, I'll add )
I'm trying to get something new going, but these last years it's hard to find the time (and motivation) to do everything by myself.
I ran a game studio that worked for a US game developer, we released a bunch of titles, mostly smaller stuff for mobiles.
A lot of stuff got canceled, like a bunch of Yahoo board games (poker, pool, etc.). One or our larger projects was patterns which I was probably the most involved in:
something like a Minecraft clone, was funded by Linden Lab (creators of Second Life) but eventually that got canned also.
I know that grechzoo just recently released Sprinter, but do we have any other game developers here? Maybe also with Steam experience?
I'm a programmer working for a game developer. I have some experience with DX9 / DX11 and Steam API. Now learning Vulkan API.
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Commisssioner Pravin Lal
"U.N. Declaration of Rights"
For my final project in college I made a really bad Final Fantasy style battler using JS/PHP/MySQL. Man it was bad, but I graduated. Sadly the database I had for it is seriously defunct and non-functional, the code is bad and I don't feel like reading through what I did to repair it...
Also on the old AOL chat clients, when we were able to stick some HTML/PHP in the profile box, I made an interactive story adventure/RPG in there as a joke because someone said my profile "was boring". It was funny I even had auto account creation for people that hadn't yet viewed my profile, and a 4 digit PIN for the password, since you couldn't type anything into the box, you had to click your PIN from a list of numbers. And some webdings font to allow selecting an account icon!
The sad part about the AOL profile thing was there was some sort of hard coded refresh timer for that box, so after some time (like 5-10 minutes or something I think) it would always force a refresh and interrupt what you were doing.
Other than I've always wanted to be in game dev, but never had the time and to be honest, couldn't quite grasp the skill level needed. So I don't think I count as game dev.
I'm really into real time multiplayer type stuff and JS/Canvas, I would love to figure out websockets/node.js to expand my idea of the Final Fantasy battler, but it's a little over my head for the amount of time I've been able to put into it (meaning not much at all).
Oh I always want to, not enough time in the day... My job keeps me crazy busy, then the home life (the lady, new house, new son).
Someday hopefully. For now I pride myself for not being the guy that says "HEY I HAVE A GOOD IDEA FOR A GAME ANYONE KNOW HOW TO PROGRAM?"
Honestly though it should be simple and fun in the right hands. Think of the old side-view battle SNES Final Fantasy titles.
Each player picks one dude from a list of classes, some basic mission selection, some basic matchmaking or join game UI. Hop into a 4 player co-op FF style battle against increasing waves of monster arrangements ending with a stage boss. Experience would be gained in real time per action accomplished. Attack -> get exp, heal an ally -> get exp. You could level up mid battle and make some basic class growth choices, right in the middle of combat, keep it fast, keep it exciting, web based no download, run anywhere... blah blah.. someday, maybe I'll finish before Cuppah Joe's
Cool, what have you worked on or what is your specialty?
I worked on Starpoint Gemini 2 and now I'm working on its expansion Starpoint Gemini Warlords. Don't have any speciality yet, but I'm learning.
sTo0z wrote:
Other than I've always wanted to be in game dev, but never had the time and to be honest, couldn't quite grasp the skill level needed. So I don't think I count as game dev.
The skill level is not really that high, but it takes a lot of time. Especially if you want to learn how to build a game engine from scratch.
High skill level is needed for making an optimised, flexible, scalable and easily expandable game engine.
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
Last edited by Veki on Thu, 10th Mar 2016 16:07; edited 1 time in total
I take this is the recruitment room for the Project Codenamed Duck Joe's 2.0?
(My experience with programming lasted ~6 months..had so many big plans, I approached the subject seriously, full of hopes, only to realize that I had nowhere the patience and mental focus required to follow that road. With the wisdom of hindsight, going for the classic industrial engineering instead definitely wasn't a smart choice either )
Won't make my own thread or anything, but a friend of mine made a memory game on android a while back and i'd like to get a few opinions on it. Have a look if you're interested.
I really want to learn a game engine, just not sure which one. Unity seems good to develop on, but on the other hand people seem to be generally very disappointed in the performance with games developed with it..
Got 100% free time (pension and no kids or GF). It's too bad i'm lazy Though when i do get started (this is the hard part) i work like a maniac instead.
Why not Unreal Engine? You get full source level access at a very low price, and if you still have an .edu mail address, you can get it for free for one or two years at least, using GitHub Education.
Unity is miles ahead as far as ease of use goes. However it becomes somewhat limiting for mid-sized games, and pretty much not feasible for large ones.
Unreal on the other hand is much more robust, but it's a lot more convoluted and will be harder to learn. Documentation isn't as good, interface isn't as good, a lot of interrelated settings and switches to learn in order to use it well. But once you do learn to use it, it can be quite powerful. Also it offers good graphics out of the box, while in Unity you have to set up various effects manually (probably the only thing Unreal is easier to use at than Unity).
In short, if you're going with small to mid-sized projects, go with Unity. You won't waste time learning Unreal, and your game can still run and look good. If you're going with something larger or don't want to risk eventually getting bottlenecked by Unity's performance or lack of source code access go with Unreal.
CryEngine I wouldn't suggest just yet. I haven't played with it much but it's at best on par with Unreal, only Unreal has quite a catalogue of games that use it, while CryEngine doesn't. Plus I have my doubts that Crytek will be able to keep supporting it as much as Epic does Unreal. They're in financial trouble, have lost a lot of good people, and unless by some miracle they get back on their feet I'm guessing the CryEngine will soon fall behind Unreal.
Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter. For a more detailed explanation of how that works, including custom terms, see the EULA and our product release page.
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