Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 20 Sep 2012
Offline Last Active Today, 06:22 AM

#5206457 Best Computer Type for Game Dev?

Posted by Unduli on 24 January 2015 - 03:00 PM


I'd second a laptop. You can attach additional monitors to any decent laptop and all but the cheapest laptops these days are quite comparable to your average desktop. It's easier to get a better screen on a laptop than on a desktop monitor, too. The portability is very handy when it comes to working with other people, showing off demos at conferences or networking events, and moving when you feel you need a change of scenery to keep your motivation up.

I can recommend from experience a Samsung Series 8 or 9 (the Samsung laptops I've used are the best I've ever had), Lenovo Y Series (there's a sale on that right now and Lenovos are generally very well made), or a Dell XPS 13 or 15 (if I had need a new laptop myself, I'd go for a higher end XPS 13). Avoid ASUS; they heavily market so-called gaming laptops but they're... just dont'.

To support this advice, I would add up that checking up also Toshiba Satellite series is a must for consideration.



Never liked Toshibas which gives a "comforting" feel that you also pay Toshiba tax.


And no mobile CPU is match for desktop one, I'd rather go with a desktop and a cheap Win 8 tablet for presentation purposes ( Asus T200 perhaps )

#5206251 Do you think this game can't be played on mobile devices ?

Posted by Unduli on 23 January 2015 - 02:27 PM

Eagerly waiting for monetization ideas that "I have no idea" :) , apparently they are beyond ad-free gaming (not valid for Android though) and special items.

#5206151 Lone Poor developer protected from Mega companies

Posted by Unduli on 23 January 2015 - 02:04 AM

As Ravyne mentioned it is futile to try beating them in their own game where they represent millions of dollars and years of experience.


It was (and is) why I believe indies should look for uncharted or giant-free sections of gaming ( http://www.gamedev.net/topic/650538-whats-wrong-with-game-dev-guys-or-me/ )


Even if you are interested in a game similar to of a giant's, redefine game (even genre) so differentiate in content. Nowadays people are perfectly ok with the fact that indies aren't expected to serve AAA assets (as long as it is not shabby and have a consistency, even some games like Call of Juarez Gunslinger steps down on assets) , low specs of mobile devices also convinces people.

#5205903 Do you think this game can't be played on mobile devices ?

Posted by Unduli on 21 January 2015 - 08:04 PM

If you believe it can't be played because of finger size not allowing precision, there may be room to tailor game according to. But if it is because of hand covering active area (which I didn't think at first as a left-handed, it was natural to have action at right side of screen) , you can change side of action (assuming you use virtual stick) depending on hand orientation.


I think mobile is the sole platform you can publish this game into , rather than Unity Web Player or Phaser porting, tailoring game for mobile needs is less painful imo. But I wonder how you intend to get profit from this theme no matter which platform it is.

#5205153 4X combat - the need for combined arms

Posted by Unduli on 18 January 2015 - 05:04 PM

As you mentioned by "200 small escort ships" , a rock-paper-scissors mechanism might help by creating need for other ships, you can also integrate logistics into fleet (needing fuel/food etc supply from nearby planets/system which can also affect range and cost of going to remote systems) which will need logistic related ships (transport ships?) that will also need escort ships to convoy :)

#5203578 Getting number of nodes of a grid

Posted by Unduli on 11 January 2015 - 06:18 PM

I preferred to use General programming as using Math&Physics would be insulting other questions there smile.png


I am was looking for an elegant way of getting number of nodes in a grid




 I verified an ugly equation of


#nodes = [ 4 + ( ( #cols - 1) * 2 ) ] + [ ( #rows - 1 ) * ( #cols + 1 ) ]


but wondering if there's an elegant way.


well, seems this equation leads to


#nodes = ( #cols + 1) * ( #rows +1 )


so problem solved smile.png


apologies for unnecessary topic :/

#5203551 4X Game - Making sure players 'can't have it all'

Posted by Unduli on 11 January 2015 - 03:52 PM

Doubt there is room for more than current setup, it's already practically limited by slot and energy constraints. Maybe one other layer could be limiting weapons they can fit into a ship (like a small vessel can't have Death Star Cannon)

#5202809 Help needed to name a game

Posted by Unduli on 08 January 2015 - 06:08 AM


Well, its hard to find a name if you're picky (as my signature might suggest smile.png )


But assuming it is like Apogee's "Death Rally" , my quick ravings are "Bleed for Speed" , "Crash and Trash" and "Grand Death Prix" smile.png


Thank you, "Bleed of Speed" is pretty interesting! 



Hoping EA won't sue though :)

#5202801 Help needed to name a game

Posted by Unduli on 08 January 2015 - 05:38 AM

Well, its hard to find a name if you're picky (as my signature might suggest :) )


But assuming it is like Apogee's "Death Rally" , my quick ravings are "Bleed for Speed" , "Crash and Trash" and "Grand Death Prix" :)

#5202402 Copyrights to guns, vehicles etc

Posted by Unduli on 06 January 2015 - 04:44 PM

Seems there is room for differentiation, as Euro Truck 2 have "Majestic" brand trucks everybody knows it is actually "Mercedes"




So , instead of insisting on Apaches being present in game , I'd go for "NativeAmerican" helicopters that are noticeably different from being ripoff. But for this likeness issue, not sure how much you can "inspire"

#5202208 Freemium and Whaling

Posted by Unduli on 06 January 2015 - 06:33 AM

Lets say, you have a game where you fight cowboys as an Indian. it is free to play, and you get a no-name Indian. Good looking, but rather bland chap, with his single feather, and rather dull looking equipment. Does to job fine.

Or you could buy an alternative character to play as, Crazy horse. It is a historical figure many know about, and many might want to play as rather than average joe Indian warrior. Then you get this amazing 3D model, with the Feather crown, sparkling looking clothing and amazing weaponry. A true chief amongst Indians. Perfect to show off in front of these free loaders.

Make him play a little different (we know Crazy Horse went a little mental in battle, but seemed to be a very talented warrior, so he could be a better warrior, but somehow harder to "control"), but balanced against average joe indian, and some people might just pick him up for that, even though average joe does the job just fine.


This Indian analogy conforms with "focusing on selling experience rather than (solely utility of) item" imo and it's a very good example. It also creates diversity in monetization, my intention for such case in my game is using personal (Elvis entered the building style) and squad uniforms , may even consider special edition of common weapons (slightly better Special Colt or excessively more expensive golden plated one making no difference)

#5200643 Wargame combat mechanics - this works?

Posted by Unduli on 29 December 2014 - 03:13 PM

What I hate most at RTS games is you can't micromanage all unlike AI opponent, AI can give five command at five different sides of map while I can respond only one. So a game ( Lords of The Realm III ) that doesn't pause when I am in battle would really annoy me, especially if I see that my heroic victory makes zero sense as AI was busy with taking my base during that fight.


So I'd better pause time during battle if player is involved.

#5200594 Isometric visibility problem

Posted by Unduli on 29 December 2014 - 12:21 PM

I am with both Acharis and Thaumaturge as well. Though that your reason to use isometrics were device constraints

#5200413 Isometric visibility problem

Posted by Unduli on 28 December 2014 - 08:43 AM

I am interested in an isometric shooter as well, so this is something I wonder too.


Atm, I am between making player B visible (something like contour instead of making wall transparent if he is in Player A's eyesight or adding a primitive camera like Chicago 90 did.



#5200331 Success Story, need advice from here

Posted by Unduli on 27 December 2014 - 04:26 PM

If I am not mistaken I had read some people complaining about they had to play Mafia Wars or so to level up at FarmVille (yes, it sounds very Zynga)


Other than that, I am with giving an item and/or badge or early access.




What I would do is offering a small amount of in-game currency and some in game item that have a reference to my other game if people download the other game.

Strictly against the rules under both iOS and Android if your game uses the official stores, although Apple seems the only one fully enforcing the policy.

All virtual goods and currencies for products obtained through their store need to use the system's store to coordinate it.



Sorry if not proper place, but does this also mean that you can't use another payment option beside theirs? Or there is room like "you can use Paypal if buy from non-mobile version, can't otherwise" ?