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shadowisadog

Member Since 16 Jun 2005
Online Last Active Today, 09:12 PM

Posts I've Made

In Topic: How do desginer design their game to be fun?

Today, 08:57 PM

This is a subjective topic and varies from person to person. I think that this is a skill that must be developed over time and some people are better at it than others... but largely I can tell you the following:

 

1. Remove the unfun parts of the game. A lot of times what makes a game not fun is if there are boring/frustrating/annoying aspects to the game that take away from the enjoyment. For example having to switch control schemes, overly complicated control schemes, buggy game mechanics, sloppy collision detection, annoying sound effects... Imagine if your platform game has a platform that requires you to jump "perfectly" to land on it... and it takes lots of attempts which makes the game very difficult for no reason... this would make the game less fun.

 

2. Get other people to play test the game. Often people are good at telling you what they don't like. You need to find people who are willing to be honest with you and let you know what they think. You don't want the play testers to feel like they can't let you know what they honestly think even if it is very negative.

 

3. Remove repetition and add detail. If your game has the same elements that repeat over and over then this will get boring. You also want to add variety to your levels. In a lot of games you want your levels to tell a story... you want each level to advance the plot/progression of the player and for the level itself to be unified. For example if you have a game set in a jungle then you would want the elements of the level to convey this setting. If you are fighting giant spiders in the jungle then you would want the spiders to emerge from a logical place in the level and you would want a way to avoid/hide from the spiders to be built into the level. If a giant invincible spider was to spawn from no where and kill you in one hit with you unable to avoid the spider, then that would be frustrating and not fun.

 

4. You need to playtest the game and balance the game elements. There are many parameters you need to tweak when developing a game. You need to adjust speeds, gravity, hit points, etc so that everything is well balanced.

 

Essentially your game will likely not start off fun. Fun emerges when you remove the boring/annoying/repetitive parts and add mechanics that balance well with each other.

 

I hope this didn't ramble too much :).


In Topic: HDRI Editor for blender

25 September 2016 - 08:09 PM

It looks pretty good. You might have better exposure if you put it on the blender marketplace: https://cgcookiemarkets.com/


In Topic: Where to start with C#

23 September 2016 - 06:52 PM

I think that:

 

https://mva.microsoft.com/en-US/training-courses/c-fundamentals-for-absolute-beginners-16169

 

is a fairly good resource.

 

You can also create Unity scripts in C#.

 

I agree with using Visual Studio 2015 Community edition.

 

I am not sure I recommend XNA since it is no longer supported. If you want XNA then look into Monogame: http://www.monogame.net/


In Topic: Why do most people recommend Python

19 September 2016 - 08:41 PM

Personally I love Python. I use it at work all of the time to develop scripts to make my life easier. One of the things I really like about it is that it is a batteries included language. If I need to do something there is a good chance that there are modules that make it simple to do it. For instance there are built in modules for parsing command line options, built in XML parsing, built in json parsing, built in sockets, built in regular expressions.. I can quickly put things together and accomplish results.

 

I have created Python scripts that parse monitor EDID information, scripts that handle tape drive swapping, scripts that work with data in spreadsheets, scripts that handle complex build tasks, scripts that help find patterns in log files, and tons more.

 

That being said use what you feel comfortable using. If Python is not your thing then learn something else. The key is to pick something and practice. You learn programming and get better at programming through writing lots and lots of programs. As you write programs you will run into situations where you ask yourself if there is a better way to do something and then you will learn new techniques.

 

I like trying to find the shortest and simplest ways to accomplish my goals as a programmer. The programming language I use does not matter to me. What matters to me is the task that I have in front of me to solve and for that I want the language that provides the most productivity per character.


In Topic: How long would it take to get good at game art?

05 September 2016 - 05:16 PM

I am not really an artist, but to get good at anything you must practice. I am a professional Software Engineer but when I first started programming (over 16 years ago) I was not very good at it. I have improved considerably in programming from when I started, but I still learn new things about programming on a regular basis!

 

Your current drawing abilities do not seem that bad as a starting point. If you put in the time and practice your drawing you will improve.

 

I really like the site http://cgcookie.com/ for learning about game art. They have courses on Blender, Unity, traditional drawing, etc.

 

Also modeling and animation are really different skills from drawing. Having the ability to draw helps, but there are a wide variety of skills involved with creating 3d graphics. Generally concept arts create artwork that is passed off to the modelers, and then the modelers create models that are passed on to the people doing the rigs/animations. Some people have multiple roles and sometimes they are broken up into specializations.


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