Bear in mind that E3 isn't far off, that's when the games are likely to take a lead. 15 Xbox One exclusives in year 1 (with around half being new franchises) sounds good to me.
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In Topic: Microsoft and the Xbox One. Thoughts?
21 May 2013 - 03:27 PM
In Topic: Microsoft and the Xbox One. Thoughts?
21 May 2013 - 02:50 PM
I originally bought my PS3 because I thought it'd be a media hub, even though I owned a 360 already. I sold my PS3 because I preferred games on the 360 and found that I barely used the PS3 at all. Then Xbox added media apps, Xbox Video and Xbox Music. Now I watch most of my TV on it, I watch all my movies on it, stream music through it and still use it as a primary gaming device. So, for me, Xbox One is ideal and I'm looking forward to it.
In Topic: What happens when your "good idea" has been already made?
13 May 2013 - 12:56 AM
Well I announced my game Postmortem, where you play as death incarnate tasked to claim one life at a charity gala event, and literally the next day RPS had a big release article about Death Inc. which... also makes you play as death. The two games are very different, but the basic idea is so close it gave me that brief sinking "well there goes the spotlight" feeling
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But I continued on and am a release away from official Beta now, getting ready to set my final release date. Knowing my luck, tho, it will probably end up being... the day before Death Inc comes out hehe.
Well, the guys who were making Death Inc just had to close their Studio, unfortunately.
In Topic: What happens when your "good idea" has been already made?
13 May 2013 - 12:47 AM
I was a kid and spent months designing a top down army game where you clicked the tanks and troops to give them orders. I was so into it, it was my life - then Dune 2 was released. I too, was crushed.
But realistically, either keep going or make a few changes. Chances are if you liked the idea, and others are already making it, then it's still worth doing.
In Topic: Generic way of registering entity component with system
10 May 2013 - 01:54 AM
I see. My system is sort of similar. My model is based off Unity3d. I have an Entity class (GameObject) and a Component class. Components are created and added to the Entities, and the Component holds a reference back to the Entity it is attached to. This reference is set by the process of adding a component to the entity.
I don't have ComponentSystems, as Entities can have any types of Component added to them. If I we're to introduce Systems, I'd look at making them manage Entities, and then grab the required components off them. My GameObject class allows me to get a component by type, for example. I have constrained it by allowing only one component of a given type to be attached, but this was arbitrary.
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