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About gimbal_

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  1. gimbal_

    Starfarer: Celestial Spheres

    wonderful palette of colors used there. Its an art in itself to create a good color composition for a game!
  2. gimbal_

    The Wheels Start Turning

    "Now I just got too actually code this stuff which shouldn't take too long at all!" Well done, you didn't instantly fall into the code generation trap that these kind of UML tools dangle in front of your nose. You gotta hate all these tools pretending they can do the work for you, and the programmers who believe that.
  3. looks awesome. Love how the soldier looks like he has been risen from the dead; I can imagine that soldiers would look like that during a war
  4. gimbal_

    Ocean Rendering

    My jaw is in the floor. Luckily you don't need your mouth to type. Amazing!!!
  5. gimbal_

    Faking It: Platform Game Ai

    Nice post. Its always nice to read about a more programmatic game approach to AI than an attempt to model the brain. Its a far more fun and understandable view on intelligence. Seeing how you define your rules and inputs, I immediately start to think about a rule engine (such as JBoss Drools) as a basis for simplified and specific artificial intelligence. Would be cool if you could tell the rule engine the state and let it decide what has to happen based on the state and a set of (configurable) rules. Hmm...
  6. gimbal_

    Editor V0.3

    I wish you luck with this project! I've been hacking away on a level editor myself for about three years now and after four iterations (read: start from scratch) ending up in something with code that has grown out of control and a user interface that is simply not user friendly I had enough. I am my own customer and when I started to use it and was always frustrated with how cumbersome certain common tasks would be. The last interation looked INCREDIBLY slick, had all the improvements needed to the previous three iterations and it was very flexible and versatile... but it just wasn't quick enough to use and the generic nature of it simply caused me to do things in a workaround type of fashion, in stead of doing it the way the game wants to have it. I couldn't just give it to someone else and say "here, take a look" without having to give a manual where to fill in what type of information to get the game to accept it. The fifth iteration is currently underway and I've simply adopted a new strategy. I'm not creating a level editor; I'm creating a game editor specifically for the game I'm developing. And for the next game I'm going to copy/paste the code, change some names and modify it to the needs of the new game. Away with generic abstraction, hurray copy/paste/edit! All of a sudden I don't have to answer such fun questions as "What if the user removes graphic 102345 when that graphic is used once in only level 1337"?
  7. gimbal_


    when it comes to games, I prefer simple to complex. In that respect I find the way that the UI in Guild Wars is implemented the best. Some elements are dynamic in size, others are static. But through an ingame configuration option you can still toggle, resize and position most if not all of the static elements to your taste, which you will usually do just once. It has that "don't nag me unless I want you to nag me!" kind of deal going on, and that is exactly what I like in an UI; it doesn't get in my way and still provides me the bells and whistles I need.
  8. gimbal_

    A cautionary tale...

    Yep, I'll certainly take lesson out of that story. Ah memories... I remember one weekend where me and a bunch of guys would get together and we'd code a demo (not 64k, we were not THAT bold) within 48 hours. We were with four guys, it was going to be easy! In the end we spent 48 hours to get a 3DS model of a church to display with textures. I don't think we made another attempt after that.
  9. gimbal_

    Dredmor Beta and The Interaction Problem

    Putting on my game playing cap now, not the game developing one. I have far more experience with that cap on :) the best way (IMO) to get people to learn how to do things: make sure they HAVE to do it, without it being abundantly apparent that it is done as a learning tool. As the previous poster suggested, a tutorial level where you have to go through the steps to learn how to do the things would be best; the only help you give is to (optionally) say "you have to do this and that, good luck". For example: how to break pots? Put a line of pots blocking a hallway, give the player an axe to pickup and if they want to continue they'll just have to smash those suckers. No guidance needed, if you cannot work this out you are not fit to play games. for added gameplay value, make the axe a reward to be found in a chest or something. How to combine? Well give the player two items to combine and make sure they need the end result to be able to continue. You give them the two items, you give them a hint "you need to combine these to be able to progress...". That way the tutorial is part of the game itself and it becomes "fun" because you have to work it out in stead of the information being fed to you - working out problems is fun, being held by the hand is not.
  10. gimbal_

    How to kill your product

    Well be sure to every few years burn that dvd again, because they do deteriorate over time. Wouldn't be fun that after 9 years you need to install it again, only to figure out your cd/dvd has rotted away in the box :)
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