I work at this little company: www.illusionlabs.se We make games for iOS devices (mostly) Most of the time I write code, but I like game design too. Since we are a small company, I write whatever code is needed, OpenGL, AI, game code, UI, porting, you name it. I prefer C++ but know my way around Obj-C and Java too. I started my programming life with z80 and 68k assembler on TI calculators.
I don't think removing motion blur would be an improvement. Motion blur is not a purely cinematic effect, It is not just a result from limitations, or "eye candy" it is used to help your brain see motion better. In real life, the brain has a lot more input, from your inner ear and muscle feedback among other things, which is lacking when you just are presented with a series of still images on a screen in 30-60 frames per second.
If you add motion blur to those still images, the brain has an easier time "stiching it together", and can reduce motion sickness and makes it easier to see how objects move and make the motions feel more fluid.
If you have 3 languages in a game, say English, German and French. Do you upload 3 different versions of the game or do you need to have all languages in the same game? Also if you are supposed to have a single version of the game containing all the languages how do you detect what country they bought it from so it starts up in the right language?
You usually have all languages in the same.
For text strings, this is usually handled automatically, you never use literal strings in code, but a string ID.
You then have several string lists, one for every language, and the device makes sure to load the right one.
If you can get it to work with just changing all strings, that is all you have to do.
Things like numbers and currencies has to be run through a number formatter, that format it according to the region. (currency symbol before or after, using . or , as decimal divider, etc)
Sometimes though there is some minor code change needed for a particular language or region.
For that, all platforms have some API to ask what language the user wants, and you can then take any action necessary.
What are some good, general ways to make a weapon feel very powerful without changing its practical effect on the target?
This is the question you posed to the forum.
Several people have tried to answer it, and it's unfortunate you don't feel like any of the standard ways are good enough for your game.
Or I can, maybe, get a recording of the real thing with echo, ( movie style, but it fits since you would get echo realistically out there) and crank the volume until it becomes alarmingly loud.
The "problem" here is that sound has the same issue that graphics has on a computer.
It never is realistic. It will never be more then an approximation of the real thing.
It's not really practical to play a sound that should sound exactly like a gunshot, unless you make sure the player has an insane sound rig, and even then it would be very hard to get the sharpness of a real gunshot.
It will mostly just sound like a crackling mess.
So just as with graphics, you do it as best as you can, and do various "tricks" to compensate.
It's no longer strictly realistic, but it "feels" better, and can even feel more realistic then the alternative.
Gunshots do not sound metallic, they sound like bombs going off.
Just a tiny counter nitpick if we're going super realistic: Gunshots can sound pretty different for the shooter, then for anyone standing next to it in my limited experience...
I remember trying the m16 once, and all I could hear while shooting it was the spring in the stock... Made it sound like I was using a toy gun.
That combined with the plastic "toy" feel of it made me kind of loose my respect for it
But the same is true for anything I've fired (mostly military stuff), there is a lot of sounds from the mechanism mixed into the explosion sound.
Or just general rattle from every part of it, like for an ak47...
Though, I used ear protection of course... quite a different thing without it.
But in any case, with this level of realism, I assume you just want to use actual high quality samples of the actual guns firing or some gun close to it in model.
I don't think you should go for trying to give people problems with hearing or neighbours by mixing the sound level too "relistic" in volume. Better then to simulate it in-game with reduced volume on atmospheric sound, ringing, blurry vision etc.
In general, you do not get a programming job because you know any particular API, you get a programming job because you can show you have a solid understanding of the concepts of programming, and is a fast learner.
It's expected that you can pick up and run with any API thrown at you.
So just practice using whatever, and write lots of code.
I loved the explorer aspect of it, being dropped in an unknown and dangerous place, amd trying to survive. Caves can be scary places
I also loved building from gathered material to do impressive fortifications and traps for mobs and automating stuff (from doors to chicken breeding machines).
I only played survival. Just building, with instant access to any block, did not appeal to me, but I dont doubt it was a very important part of its success. It enabled people to share impressive screenshots.