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Member Since 21 Mar 2011
Offline Last Active Today, 09:03 AM

Posts I've Made

In Topic: "Supply depots" for medieval game?

Today, 02:24 AM

how about farms producing the food needed to keep your units in fighting condition?


If you are a tad more cynic, make it more realistic, and have farms on the map ready to be raided. You cannot raid a farm too often (else the farmer will just pack his stuff and leave), or maybe you can only raid it once (because medieval soldiers weren't known to be nice to farmers they raided, they often killed/raped the inhabitants of the farm).



Other than that, you can have castles/outposts as supply depots... besides guarding an important road or pass, and sometimes giving shelter in case of an attack, that is actually what most of them were built for. To support an army passing through with food and other supplies.

In Topic: Best game engine?

Today, 02:02 AM

best engine for what exactly?



To give you an idea of the metrics:


- for games, archviz, or other interactive expieriences (Yes, game engines are nowadays used for all that)?

- If games, what genre (most game engines are quite genre agnostic, but there are speciality engines)?

- 2D or 3D graphics?

- what platform you want to be able to publish on?


Generally, for 3D games I'd say either Unity 5 or Unreal Engine 4. I personally think Unity 5 is easier to get into as a beginner, yet if you can master all the bells and wistles of Unreal Engine4, it gives you a tad more headroom at the highest of ends. UE4 has many high end things built in that you need to get access to in Unity over 3rd party assets (which often are not free), or develop yourself (which is again not free as it costs your time, and sometimes needs a lot of skill to pull off).

On the other hand, as said, I feel the Unity 5 editor is more accessible, and the documentation is better indexed, making your life easier when just starting with the engine.


The engines differ in licensing costs, these only kick in when you make some bucks with your end product though (quite a lot actually). So lets just say both are free(-ish).



In both cases, if you have never done game development before, you will face quite some learning curve. These are fully fledged 3D engines. You need some knowledge about 3D graphics, programming, and you need to get to know the engine editor before you will get anywhere. Tutorials will help, still, there are simpler and easier engines out there that might be enough for you depending on your requirements.

In Topic: Hiding Company Nationality

Today, 01:04 AM

I've noticed a few software companies purposefully avoid declaring their nationality on their websites, presumably to dodge prejudice and level the ground of competition. Some companies even set up offices in the united states and even hire Americans for user support and public relations, while the software itself is developed abroad or by people of another nationality. How do you feel about that? Do you think the nationality of the developer can affect the initial perceived quality of a piece of software?


Well, point in case: My main 3D Software is developed by a russian company (At least the main developer and founder is russian AFAIK), the games I play most are developed by a belorussian company, a lot of my most used Unity 3rd party assets are developed by people from eastern europe.


I couldn't be more happy by the software/Games, and the support from the devs.


Yet when I tell someone here in the west that what I use here has been developed in russia or <insert eastern european country here> (yes, or belorussia... I am NOT mixing you with the russians :) ), 50% of the times I get puzzled looks and sceptism ("aren't you afraid of viruses or getting hacked?"), 50% carefully optimistic amazament ("Oh, so the russians are actually developing such advanced software/games?")...


Yes, I am not talking about people really working in tech, or really up to date with modern times (using facebook 24/7 does not make you up to date)... in the tech world, there most probably is less such prejudice. But outside, it is still there. "The russian" is still seen as the hacker, the guy distributing viruses and all.



So I cannot blame anyone for trying to hide their nationality in the IT industry currently. I hope these prejudices die a horrible death in the future, because they are no longer rooted in reality, if they ever were. But right now it is still a burden having to admit that your company is based in one of the eastern european countries or one of the ex-soviet republics when trying to do business in the west.

In Topic: getting fired in software industry

Yesterday, 12:13 AM


 I was fired from the last position because I think



It doesn't really matter why you think you were fired, it matters why you were actually fired. Why was that? Were you told? How was your termination communicated to you?



Well, not saying Josh is wrong, I do think it is important to get to know how the company rationalizes firing someone.


But at least around here, companys will come up with all kind of bullshit reasons to fire people. Sometimes they sound like bullshit, but are actually true. Only people directly involved with the fired person, or the person being fired themselves do know.

But I know often higher ups just want to get rid of someone for reasons they do not want to make public (maybe their own job would be in danger), or for reasons that do not warrant firing someone by law.

They will come up with all kind of lies and accusations to fire someone. Often the hope is that the guy just sucks it up and looks for a different job as he no longer wants to work for the company anyway. Some do fight, and often win their case. Which then usually means the company has to pay them some money, as they most probably still do not want to work for the company anymore.


So being fired once means not much. You yourself should know if the reasons you are being fired for are bogus, or not. You yourself know if there is a weakness to work on, or not.

It could also be that you just stood on somebodys toes once too much, and that somebody happened to be quite ruthless.



In the end a job contract is a two way street. If a company fires you for the wrong reason, clearly you don't want to work for said company anymore. See what YOU did wrong in the whole thing. Ignore what you think is just lies and accusations for being able to fire you. Move on, and try to make a better impression in the next job, maybe think twice before stepping on peoples toes if that was what led to you being fired once.



Being fired twice in a year sucks, and yes, would also give me more to think about. But I don't think that the software industry is any different than any other industry in this regards.

There are black sheep among companys just as there are black sheep among employees. Being fired twice doesn't have to mean you are the latter, could mean you had the bad luck to be employed twice in a row by the former.


Learn something from it, move on and find a new job. Easy to say, but unless you really want to leave the software business for good, it might be the best thing you can do.

In Topic: Why I write games.

Yesterday, 12:00 AM

I think the only thing people argued about was if your age bracket was too narrow. Seeing how 12-14 implies a very narrow age band, and usually games are targetted at kids (3+, 6+,...), teens (12+), or adults (16+, 18+), which just implies a target group (meaning this group is more likely to pick it up than older groups), and a minimum age thei player should have to not get into legal hot waters.


I agree with servant on that I read answers to your thread more in a way of trying to understand WHY you would want to go with such an unusually narrow target group.