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Member Since 29 Nov 2013
Offline Last Active Nov 30 2013 02:55 PM

Posts I've Made

In Topic: Unity Engine

29 November 2013 - 03:11 AM

For many years, my colleagues and I scoffed at the Unity engine in favor of Torque because Torque gave us source access.


The physics engine was giving us crap? Code dive, debug, fix it.


Oh, one of their undocumented API calls is failing/you don't know what it does? Just look at the source and figure it out.


Granted Unity has a lot more documentation and a great deal of support, you still don't GET the source unless you pay quite a hefty fee. And it's still bugs me to this very day (Even though we've since switched to Unity)

In Topic: Beginner in Programming for games help please

29 November 2013 - 03:07 AM

I'd try a good game engine, not because you need one, but because they tend to have AWESOME help for beginners to use their engines (Which will also teach you how to code!) We use Unity

In Topic: Hours per week

29 November 2013 - 03:05 AM

About 40 hours a week. Was in the industry for about 4-5 years, burned out. Went to an easier dev job outside the industry and now I get to do my own game dev in the evenings instead =)

In Topic: Help with Game engines.

29 November 2013 - 03:03 AM

Shadowrun Returns was done in Unity, check that game engine out. We use it too =)

In Topic: How to continue RPG?

29 November 2013 - 03:02 AM

This is a very good question that plenty of budding game developers hit. We actually recently wrote a teaching document that covers this issue here:




It's a bit long, but your problem is quite complex. Quite simply, you've created a nice little game engine with some features. Which don't get me wrong, is freaking awesome. So many people never get this far at all (Maybe 15-20%?). I commend your efforts.


The problem is you're not really experienced in making an entire game, you've definitely gotta learn this stuff but when professional developers make their games they don't code anything at first. They go through a long pre-production process where they design, playtest, and refine the game. Because every bug you fix BEFORE you have to code, is a whole hell of a lot less work.


I'd suggest you read the  thing  linked, it addresses the very beginning of a game project and how we went about it for our current little project. Specifically, you probably want to design out and solidify your vision for what you want your game to be, what you want it to accomplish, and let that lead into all the things you have to do to make that happen.


If you got a moment, check out our project on Kickstarter, it's specifically designed with folk like you in mind (We're trying to teach people game development!)