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Member Since 27 Oct 2009
Offline Last Active Yesterday, 07:48 PM

#5250393 Should fanfic games be legal?

Posted by walsh06 on 03 September 2015 - 03:07 AM


Well, than in order for something like my idea of a fan-fic legalisation to happen, information about the difference is key. I wasn't even putting that much focus on the actual developers - like, I quess that its true that not even all CoD players know that there are two studios alternatively producing the next game. What I meant with that is more on the lines that its developers actually officially endored/licenced (I'm missing the proper english word here, sorry, I hope you still get it) by the IP holder - versus fan-made games which are, well, made by individual fans.


So I quess we can agree on that if it is possible to make a clear differenciation between what is fan-made and what is officially made, this would not be a problem? Since from what you wrote it appears that confusing a fan game for an official game is the main problem, not the fan-game itself (except point B) maybe).


Proved his point nicely there as there are actually three studios developing CoD at the moment. (Also all the other studios that help out for each release but three main ones)

#5250239 Should fanfic games be legal?

Posted by walsh06 on 02 September 2015 - 03:01 AM


In my ideal version of copyright laws (not fully fleshed out), things like Let's Plays would be protected, because they create more value than they destroy, on average. Making freeware versions of existing games without permission (before the much shortened copyright terms expire), on average, destroys more value than it creates. "value" here is both economic (for creators) and long-term benefits for consumers.


In my ideal version of copyright laws, some money from Let's Play videos would be funneled back to the copyright holders automatically in a system similar to the music industry. I just don't like the idea of other people being allowed to just record video from playing a game and profit off the game developer in that way, with very little creativity added in. It might create value: advertising, maybe a little customer support / tutorial-style value, etc., but I think it should also more directly provide value to the developer. I should add that the current habit of people turning to videos for everything: video game information, news, learning how to program!!!, makes me feel like a cranky old man. Books still exist, right?


I would suggest you watch different youtubers then. Because the good ones add a lot to the game. For the top channels the personality is the draw and the game is just a tool used along with everything else. (I'm not going against the rest of your post, just the creativity statement).

#5243202 What skills is more important for a Junior programmer to master

Posted by walsh06 on 28 July 2015 - 10:40 AM

As a junior programmer about to get my first job, is it more important to show them I can learn one thing in depth or learn a few things on a broader scale?


For example: Should I learn Unity or Unreal to the point that I can create a Pong Game and a Retro Game and then learn one of them more in depth?  Or, should I learn Unity to the point where I can create any type of game such as a Shooting Game, and a Multiplayer Game and after I have mastered these, then learn the Unreal engine?

When you say about to get your first job do you mean start or apply?? As I feel like that would change the answer significantly. I'm just not sure from your wording of the first sentence. If you have the job and you are about to start, then you learn what will be useful on the job. No point in learning Unity if they are using Unreal etc... 


If it is in general then I would think about where you would like to work and learn the things that are relevant for those companies/positions. Learn as much as you can until you get the job, then learn on the job. 

#5243054 for each in: Pythonic?

Posted by walsh06 on 27 July 2015 - 02:35 PM

I honestly think that looks bad. It doesnt really relate to using foreach as a keyword and "each" looks strange as a variable inside the loop. Variable names should be clear as to what they represent. That is not clear.

#5242353 Learning Game Design... how?

Posted by walsh06 on 24 July 2015 - 03:46 AM

I have this book by Brenda Romero, Challenges Game Designers and I really like it as a way to practice game design. It gives some pointers and advice but really just presents you with different design challenges that you can do. Some are big, some are small so it can depend how much time you want to spend on each but its useful practice. I even did a few of them with her when she ran workshops at our college last year.

#5238213 What would you be willing to trade to get your ideal job in the gaming industry?

Posted by walsh06 on 03 July 2015 - 10:55 AM

One of the issues here seems to just be semantics. You consider putting time into college a sacrifice while I consider it giving it the time it deserves. Its not a sacrifice or a trade or me giving something up. Similar to moving. Thats just going where the job is. I'm not trading or sacrificing (in my opinion). Also the crazy examples at the start was what really triggered most of the responses. 

#5238174 Why platform games now focus on unlimited lives?

Posted by walsh06 on 03 July 2015 - 08:19 AM

Shovel Knight had an interesting mechanic for this. Whenever you got to a checkpoint you could break it to get extra treasure. But as a result you wouldnt be able to respawn there if you died. It added an interesting choice mechanic to platform respawns.

#5238158 What would you be willing to trade to get your ideal job in the gaming industry?

Posted by walsh06 on 03 July 2015 - 05:35 AM

I agree that this is a dangerous attitude to take towards a job. I set myself goals about 5/6 years ago while I was still in secondary/high school. They have adapted and changed as my life progressed but I still have done well in achieving them. But I never sacrificed anything major for them. Obviously I had to move but this is Ireland and most people end up in Dublin anyway. I have a great job with a major middleware company in the games industry and I'm there because I earned the spot. I got this while I was still in college because I worked hard and set my mind to things. I consider myself very lucky to be where I am now and where I worked previously. They were/are great places but I can't imagine sacrificing my free time, my money, friends, family for the jobs. The job is just another part of my life and they all have to live in balance. 


I'd be interested to know what is your current background that you are asking this question from. Are you young and looking at the industry, currently working, indie developer or something else?

#5237730 How do I make this game I'm thinking about?

Posted by walsh06 on 30 June 2015 - 02:20 PM



That wasn't what I meant, I meant how do I play a game within the same game, like recursion.

A game within a game? Be careful of going too deep. If time flies by when having fun with just 1 game, it flies by twice as fast in a game within a game. You’ll need a kick to get you out.
Non... rien de rien... smile.png
Do you mean "Je ne regrette rien" ??

but to stay on topic, I don't see the complication. You make the game as normal but just make the input for the game be another button in the game. This can be pushed/pulled/moved etc with the real world controls. All you are doing is adding an intermediary step of playing the game.

#5236441 Internship in final year of undergrad: Autodesk vs Ubisoft?

Posted by walsh06 on 23 June 2015 - 03:40 PM

If you get into both, you are going to have gone through multiple phases of interviews. And remember you are interviewing them as well. So get your questions ready. Find out the work, find out the tools and ask everything. That will really help you in finding out the best fit for yourself.

#5232833 Founding a game studio

Posted by walsh06 on 04 June 2015 - 02:57 PM

I'm interested in two things.

1) how you plan on pitching a zombie game to kickstarter. What new spin could you have that would drum up enough money to fund it. It's such an over saturated theme.

2) how you plan on pitching a game on kickstarter. It's not clear but you don't seem to have much to actually show people. You'll need something good to try rise above other games on a crowd funding platform. If you are able to do it all that's great. You'll be able to drum up some stuff by yourself.

It might help if you clarify what skills you have and intend to bring to the project. And certainly think about project before thinking about company.

#5231139 Game Programming Future ?

Posted by walsh06 on 26 May 2015 - 03:26 PM

Veterans in what way? 


You claim that these "veterans" make higher quality games, by knowing where to "cut costs".


I say nay.


The golden age of games was 1990-2000. How could developers of classic games be "veterans" at all? They were simply pioneers. Nothing of that ilk had been done before.


We see what you "veterans" have to offer, the same repetitive, watered-down, rehashes of rehashes, FIFA 15, COD 19, Halo 12. You're right about one thing, veterans do "cut costs". And we see that reflected in EA Games Battlefield series. All the levels are sloppy hasty sandbox with random preset building placement. A 3 year old could generate the qualitiy of levels seen in these EA Games.


There are no more John Carmacks. And even the John Carmacks go loopy after a while, and make dai-katana games. The gaming industry has gone downhill since 2000. Banjo Kazooie 3? The graphics are supposedly "HD" yet are a cacophony of mismatched colors and random polygon soup.

Similar enough response to Oberon but handpicking a few games that fit your argument is not the best way to present yourself. There are tonnes of games in the last year or two that have been amazing games. Also it helps to not look at old games through rose tinted glasses.

#5226112 Steam's compensated modding policy

Posted by walsh06 on 28 April 2015 - 11:52 AM

very naive to thinks its the end

#5225951 Why Does Everyone Tell Newbies To Make Games?

Posted by walsh06 on 27 April 2015 - 04:41 PM

A little but not really. I moved between them and I barely noticed. And certainly for the programming parts. I remember there were some content pipeline stuff that caused issues but they may be fixed now.

#5225725 Steam's compensated modding policy

Posted by walsh06 on 26 April 2015 - 05:32 PM

Well my response to that is quite simple. This is the first time (unless I missed it before) that you mentioned viruses and scams. I was under the impression that we were discussing a faulty product. A mod that didn't work correctly for example. That is completely different to a mod that is dangerous or malicious in some way. Of course you'll now say those are the same thing which I totally get, but in the context of the conversation I feel they have different impacts.


Also your aggression is really unnecessary. There really is no need to get worked up over this here. It's not going to do anything about it. Be proactive with your feelings.