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ferrous

Member Since 19 Nov 2013
Offline Last Active Yesterday, 04:56 PM

#5307926 Does anyone have any advice for my unique situation?

Posted by on Yesterday, 04:44 PM

There two problems with that, ferrous.  One is that I have had a very, very serious life-long medical condition that I was born with.  So serious that less than 20% of people born with it survive childhood.  I made it through most of my life very well for someone who has this, but for the last 6 years or so it has kind of taken over.  I have had skin cancer 6 times in the last decade, for example, and can no longer go out into sunlight.  I live like a vampire, hiding from the sunlight.  Because of this, and many other problems associated with it,  I have been forced to work only part time (at night) for the last 6 years.  It's almost as though my life half-ended about 6 years ago.  So I don't make very much money anymore, in fact I barely get by with all the restrictions I have now.  So I can't afford to hire a programmer.

 

Even if I could, I don't see how a simple prototype of a basic empire building game (the game I have for that) that has none of my special magic in it is going to help,  It would be no different than games anyone else might make.  And I would spend a lot of money for the same exact reaction I always get.  Doing the Cold War game as that prototype, it could certainly show some things that have never been seen before... but getting even to that point would be, I am sure, significantly more work that a typical prototype.  So it would cost even more, when I haven't had spare money for 4 years now.

 

So I can't afford to do that, and if I could it would probably cost twice whatever it is you are imagining it would because I would have to get the Event Cards in my cold war game functioning.  That is the simplest demonstration of Rube that I can conceive.  And, besides that, the design document for the Cold War game already IS that prototype.  It's all in there already anyway.

 

Then it sounds like, at this point, you can't go it alone, you don't have the ability to get funding or pay anyone. It would seem your best options are to either find someone sympathetic enough to your cause to program for free, or realize that at your age and in your condition your best bet is to put your rules and ideas out there for free and hope for the best -- it's better to have a game that you don't profit from and is played to have something that is never discovered or played at all.  Maybe a patreon page and a blog to drum up enough support to get some funds?  You have stories to tell, and some of your posts on the web manage to hold back your dismissive tone and get information across.




#5307906 Does anyone have any advice for my unique situation?

Posted by on Yesterday, 03:20 PM

Make a prototype.  You don't need millions of dollars.  You seem to have some sort of deep seated block against doing it yourself, but you don't need anything but one programmer, so go hire one programmer under a contract. 




#5307209 Unity 5 - Beginner Programming: Worrying about lighting

Posted by on 22 August 2016 - 09:33 AM

The most important thing is to understand lighting's limitations.  How many lights you can have in a scene, what is expensive to have, etc.  For your given platform.  Don't want to put a bunch of lights down, have it look amazing in your editor, then watch the slideshow that ensues on your mobile phone.




#5306369 A sandbox RPG for tweens Part 1: basic gameplay and world outlines

Posted by on 17 August 2016 - 10:42 AM

Something to keep in mind with budgets, is that it's not just salary, but benefits and whatnot as well, the rule of thumb is to usually double the salary to take into account having to pay for healthcare, product licenses and whatnot.  At least if it's your own studio, outsourcing you don't have to do that.

 

And I disagree with only the dialog quality being important, the mechanics used drastically change how the dialog gets implemented and written.  The branching dialog for a game like Mass Effect with a custom party would be written very differently than a JRPG with no choices and a static party.

 

I agree with others that  the scope is too large.  Assets from the Unity Store only mildly help, you can't rely on it as you end up with inconsistent styles and poly counts, and even assets from the store will probably need tweaking to suit your needs.

 

The Dreamworld stuff is a nice idea, as you can re-use areas and art with minor tweaks to make it feel new.

 

And as someone else said, a large sandbox of sameness is not great, there is nothing wrong with making a small sandbox that is amazing and full of fun stuff to play in.  (Procedurally generated or otherwise)




#5305552 Augmented Reality Creation Tools

Posted by on 12 August 2016 - 03:58 PM

You can also try googling "Unity Augmented Reality" and you'll get lots of hits.




#5305342 Life as a Tools Engineer ( in game development )?

Posted by on 11 August 2016 - 10:47 AM

I was a tools engineer for years.  You often have a greater up front set of hours, because folks are relying on you getting the pipeline up and running so that the game can be made.  It's usually not as insane as game play engineering crunch though.  The hours after the main toolset are already up and running are usually fairly steady without crunch.  You still get to collaborate with artists and designers, though not quite in the same way.  The projects vary, depending on what it is, and the way the company works.  It could be writing plugins for various toolsets (Maya, Unity, 3dsMax), or it could be writing custom tools like Dialog Editors, global map editors, etc.  Managed languages and C++ interop are common.   You might even still run into MFC -- I can't confirm but I recall Diablo III's tools were MFC), but XAML and WinForms and Qt are more likely.

 

Why am I no longer a tools engineer?  Well, you're already not working on games, might as well go one step further and work non-games, and get better pay, benefits, and stability.  




#5304956 What Would You Do If...

Posted by on 09 August 2016 - 01:59 PM

Why exactly is it you can't make this game yourself?  Grab a game engine, go to town.  Civ-like games don't need great graphics, so you don't need $10 million to get started.  Maybe if you can show your amazing matrix god game actually being played in a prototype state, people might care enough to fund it.  Or pitch in enough to help finish it.  There are plenty of examples of games out there without much in the way of graphics, who have managed success.  Dwarf Fortress is in ASCII, Rule the Waves looks like it was written in MFC, both are successful games, the latter was only released in 2015.




#5304766 What Would You Do If...

Posted by on 08 August 2016 - 05:03 PM

So... I think throwing the term "Matrix" around is misleading.  After skimming your blog entries.  (What can I say, I'm down to one machine, and I needed to run a test pass on it)  It looks like you basically have a ruleset for some sort of Civ-like game.  That's great.  Having a ruleset is about 1/10th of a game.  You might even have a great set of rules, but you really are terrible at selling it.  Your original post makes you sound like one of those guys trying to sell a perpetual motion machine.  And your blog is incredibly condescending, just as I'm sure you're annoyed at your experiences being dismissed, you've gone and done the same to everyone else.




#5303539 Only 12 Enemies, And My Fps Drops To 30, Why Is That?

Posted by on 01 August 2016 - 01:48 PM

First way: Pass the deltaTime to each function in the Enemy class. The problem with this method is that if I have 100 movement functions, I need to pass deltaTime 100 times every frame.

Passing a single float, even 100 times, is very cheap, if not free. You're pre-optimizing and obfuscating code without any real gain.




#5302850 Stackoverflow And Money

Posted by on 27 July 2016 - 09:38 PM

This is a solid pay, but you can make 2-3 times of this in the US as programmer (base salary, bonus and stocks). 

Oh good point, I was only comparing salary, not anything else, like bonus, benefits and stock.




#5302821 Stackoverflow And Money

Posted by on 27 July 2016 - 04:13 PM

I remember reading that in some eastern European country, Bulgaria or Romania, I cannot remember, that wages for software developers were shockingly low, even compared to the wages of other professions in the country, so a lot of developers would move to other countries.

 

EDIT:  And that tool roughly matches my current salary at my experience level.  (with whatever the default skill level was)




#5300913 Using Military Designs

Posted by on 15 July 2016 - 11:59 AM

Permission from who?  The Roman Empire?  I think you're pretty safe there.




#5300549 c++: replace word in char array?

Posted by on 13 July 2016 - 09:18 AM

Are you guaranteed to have the same length of array both before and after?  Otherwise, I'm not exactly sure how you want this to work, you're likely to overflow the array.  (Also, I really suggest just using String type so you don't have to deal with this stuff)

 

There is probably a way to do this inline, but the easiest way would be to copy a second array, walk along and replace the word, but keep a pointer to the original untouched version  at the end of the replaced word and copy that in over the first array at the point of the end of the inserted word.  




#5300405 Should I leave Unity?

Posted by on 12 July 2016 - 11:27 AM

Nits:  Too many public methods and accessors.  You don't need to make a field public, use [serializefield] if you want to use it in the editor.

 

Also, is there any time where you are not building all the different sides of the cube?  It seems like those should all be arrays, since that data is all known ahead of time.

 

Lastly, what is ResizeableArray<>?  And how is it different than a Vector<>?




#5300243 Spatial Partitioning in a Hyper Light Drifter Kind of Game (Question)

Posted by on 11 July 2016 - 02:38 PM

It probably depends on the size of the open world.  I've not played either of your examples, but they do seem to break up the world by having transitions.  In which case a grid of grids would probably be okay.  I'd go with the simplest method, abstract it out so nothing has to know what method you're using, and then swap to a more complex method when you need to.






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