Buster2000

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About Buster2000

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  1. Space Colonization and the Future

    Here's the thing we probably won't colonize space.  It costs a lot of money to get people into space and keep them alive the only so unless there is a financial benefit such as gathering resources its not going to happen.  However the gathering of those resources is most likely to be fully automated with robots and machinery that it is operated remotely.  There are only two scenarios I can see where we are going to colonise space with actual humans.  Survival because the planet has become screwed or as a leisure activity because somebody has discovered a way to get people into space and keep them alive for cheap.  
  2. MMO Database

      There are several MMOS that have been developed by one man teams recently:     Agar.io Slither.io Sherwood Dungeon   Love   Minecraft      Some of the developers probably have more experience than others (Notch obviously).  Others though whilst having experience in software development in general, do seem to beginners at games development.   Besides the OP never indicated weather he was developing by himself or with others.
  3. MMO Database

        Not really relevant for the OP here.  He isn't talking about the traditional kind of MMO such as GW that is mentioned in the article but a Mobile MMO which is less of an MMO game and more of just a multi user database with a pretty GUI.  Turn based, very limited amount of content. No need for a massive development team.  Fairly small amount of assets, No real user customization,  Networking is usually just a REST API over HTTP.   There are literally hundreds of these being released on iOS and Android every week. Sure 100,000 users is a bit ambitious but, with modern tools and cloud infrastructure its fairly easy to optimise and scale up when needed.  OP could probably pull of a MVP just using Firebase or Parse Server.
  4. Game Pitch Ideas

    What do you mean by 16  bit? If you mean pixel art then just say pixel art.  Saying you are doing a 16 bit game doesn't really have any meaning unless you are developing a game for a 16 bit platform.
  5. So how many of you are would be one man studios?

    Depends what yo mean by studio? If you mean is it my main source of income?  then the answer is No.     I just do it as a hobby and then release something every now and again.  I used to be one of the guys that said "I can't do graphics" or "I don't understand music" and I used to go looking around the internet for cheap or free resources or somebody to do the assets.  The problem is that non of the assets available suit exactly the game I wanted to make and that most of the people offering their services have their own lives and work to their own schedule and not mine.     Then I decided to actually teach myself and found out actually making animated 3D models in Blender or 2D Vector art in Inkscape is actually surprisingly easier than I thought.  I still cannot draw a stickman on paper but, I can box model, rig and animate a 3D character or produce an animated sprite using Inkscape and Spine (I still cannot do pixel art though but, thats more due to a lack of patience than anything).   The only thing I get externally now is Music.
  6. Use an engine that works in the way that you want and that you are familiar with.  Some people work better with higher level engines like Unity or Unreal or Gamemaker and some people prefer working at a lower level and coding from almost scratch.  I prefer somewhere in the middle such as XNA, Gameplay3D or SceneKit.       You may have your own engine / framework that you have written yourself.  If this is the case make sure you focus on creating your game and not refactoring / improving your engine.   Work on a game that isn't restricted by your talents (If you can't draw then work on a game that uses abstract graphics or just cubes or squares).     Start with a simple idea and get it working then add the creative stuff later.  This way your game should always be in a playable state.     Don't strive for perfectionism.  If you are trying to write a quick game then your code doesn't need to be perfect.  
  7.   Your requirements don't actually seem to be "Engine Requirements".  These are not normally things that a generic games engine would or should have built in.  They require mainly assets and code that use the engine in a way that is specific for your game.   However you may find that other people have already done this work for you.  You could for example go with Unity and find various bits of code that people have made available on the Asset Store to accomplish what you want.  It is still going to be tricky.
  8.     Why are you so focused on Xbone or PS4? Do you have a licence to develop for those platforms. If you are just after an idea of what ps4 / bone games have already been created then this page allows you to filter by platform:   https://unity3d.com/showcase/gallery/?platform=ps4&genre=&gametype=t-all#gamesstart Also what is your definition of a "small game"? A simple basic version of Tetris, Breakout, Space Invaders or Flappy Bird could be accomplished in Unity in a few hours to a weekend depending on your abilities.  The games on Unitys page will have taken much longer than this because of all the creative Juice that went into making them. If you want to add all the bits of "Juice" to make it a game that people might actually want to play then it will increase to maybe weeks or months depending on how many ideas you have and how many assets you need to create.
  9. What should I expect from game industry?

      Well they aren't going to pay off your degree but, you may find that they have a company Safari books online account or a budget for office books.   If you are lucky they might pay for you to attend a conference. Pretty much everybody who programs has messed around and made their own games engine at some point, even the web devs I sometimes work with.  Rather than concentrating on a single Graphics API focus on actually making a game.
  10. CD-Quality GoldenEye 007 Music

    Tina Turner isn't dead.  Also L Spiro is referring to the N64 video game of Goldeneye and not the 1995 movie whose soundtrack was indeed performed by Tina Turner:   https://www.youtube.com/watch?v=qGPBFvDz_HM
  11. You can just use the standard iOS localisable.strings files.   The standard API defaults to using the files bundled with your app but, it does have extended functionality to specify different .strings files using a file URL. Here is an example: http://iosapplove.com/archive/2013/01/localizable-strings-how-to-load-translations-dynamically-and-use-it-inside-your-iphone-app/
  12. Windows Phone :Sinking Ship or Submarine!

          Times have changed.  I don't really see myself as being locked in to anything now.  Everything is in the cloud and I don't need to plug my device into anything.  iCloud, Googledrive, Dropbox, Amazon Storage and Azure are accessible across iPhone, Windows and Android so it doesn't matter what device I have as I can access my files from everywhere. Spotify, Tidle and others have replaced buying music with streaming so my music is accessible everywhere, Netflix, Amazon Prime have replaced buying movies so I can watch my Films anywhere.   The only thing that is locked in are the apps (at least on iPhone) so if you have an Android phone and an iPad and you want the same app on both you would need to buy it twice.  Even this isn't as bad as it sounds as the majority of the apps I use are free with subscriptions (Netflix, Spotify, Amazon Prime etc..).   As for Sinking Ship or Submarine.  The answer is neither.  It never really left the docks. Microsoft hasn't invested anywhere near the amount of resources into this as they need to.  They are focusing on Azure and cloud computing and going after IBM and Ciscos business and spending less money on their consumer operations such as XBOX and Phone.
  13. Do you have an active LinkedIn profile with a network of contacts.  The Majority of freelance work I get is through people finding me on linked in or through recruiters sharing my information from LinkedIn on their internal jobs boards.
  14. You could give this a try: https://www.codingame.com/start
  15. Game Programming (before DOOM...game engines)

      I have worked on big financial and banking systems and have come across: Business Rules Engine. Charting Engine Pricing Engine  Statistical Analysis Engine. Secure Messaging Engine So yes business code is still referred to as an engine.   One distinction I have noticed though is that third-party code is usually referred to a library and internal code that is reused is referred to as The <insert name of what thing does> Engine.   It doesn't really make sense to call these things libraries though because on a large business system these components can be written in a dozen languages, running on several different devices and include both client and server and be much larger than most games software yet still be only a tiny cog that needs to be integrated into the main project.