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Member Since 27 Oct 2009
Offline Last Active Today, 10:59 AM

#5315358 Should I buy a console if teaching this stuff?

Posted by on 15 October 2016 - 02:20 PM

Of course (as I just wrote) I appreciate games as an art form (to the degree that some have good art. Most have bad art, just like in the art world proper). But playing games cannot be compared to the value of reading books (in general). That's absurd.


Im interested in the two parts of this statement. The first thing is you refer to games as an art form but then in brackets only refer to the "art". Are you referring to only art in this case or are you using the word art to refer to everything within a game? Your sentence sounds like the former but it would be quite bizarre if it was.


The second part then what value are you referring to. As entertainment, art form, learning, experience? There are a lot of arguments that could be made on both sides but it really depends what you mean.

#5265860 How to make a sports management game like Football manager?

Posted by on 11 December 2015 - 06:29 AM

Everything you are talking about is definitely possible. You would simulate the match and present the stats of the teams/players and update them as events occur in the match. Simulating the events is the most important thing you will have to deal with in a game like this. It has to be accurate but at the same time have enough randomness that its not always the same thing happening. The other two things you mention are very straight forward to implement.


In terms of going forward with this you have few things you need to do. One side is the research, analysis and mathematical side of things. This is for developing the way events are simulated in the game. This can be done on paper or in something like excel as said earlier because its just a lot of numbers. The other side is to actually start learning to program.

#5265198 How to make a sports management game like Football manager?

Posted by on 06 December 2015 - 05:18 PM

Made a basketball management game as my FYP in college earlier this year. I used C++ for development but also python for tools and analysis stuff, but I think any language would suit. It was all based on working with probabilities. Wasnt the best work but I did well in the few months I worked on it. Most calculations used a players ability, external factors (defenders, distance for pass/shot etc..) and some random noise so its not always the same. It simulated each decision of the players (both the ball handler and others) by looking at their possible options and calculating a value for each option. These would act as weights in a probability check. So any option could be chosen but the bigger weights are more likely to be chosen. Id advise looking up probabilities, simulations and sports analysis to get some more help. Not sure how useful any of that will be useful but it might help get you started.


Also out of curiousity whats the sport?

#5250393 Should fanfic games be legal?

Posted by 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 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 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 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 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 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 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 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 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 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 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 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.