Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

1488 Excellent

1 Follower

About SillyCow

  • Rank

Personal Information

  • Role
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. SillyCow

    The Han Solo Movie and the Star Wars Franchise's Direction

    I really didn't like Episode 7 and Episode 8. I thought they have very poorly made characters, and poorly written scripts. After I came out of episode 7 disappointed, I saw "the Last Jedi" halfheartedly to see if it was a one time fluke. Since that movie's production seemed very lazy to me. Mainly: Lack of continuity in the script. I lost faith in the franchise. In the past when a new Star Wars movie came out I would think to myself: Oh cool! This is going to be a high quality sci-fi opera. But after the last 2 movies my brain says: Hmmm.. Another Star Wars movie... This is going to be another low quality money-grab. ( Sort of like the reason I didn't see the last Hobbit movie despite my previous respect for Peter Jackson's brand ) To me, the Star Wars prequels were about continuity. It was amazing to see how they took a light hearted space opera ("a new hope"), and carefully crafted a backstory around it. (I really liked the prequels). The recent movies lost me when they threw all that out the window. For example: What value was there in killing Snoke so quickly. Do you think it had a great plot/character reason? I just get the feeling that the writers didn't know what to do with the character, and said "meh... let's kill him for shock value". It wasn't artistic like Ned Stark because they never let us develop feelings (positive or negative) towards Snoke. I really like the way they started building Kylo-Ren as a Darth Vader wannabe teenager. Then in the 8th movie, it wasn't convenient. So he just changed without explanation. They didn't show the character grow (like with Anakin Skywalker). He just changed because it was convenient for the script. And the examples go on and on. It just seems like the writers of the lore got lazy. It's genuinely hard to take such an established universe and keep building it. It's the writing equivalent of playing "Jenga". But that was the appeal of Star Wars for me. So when Solo came out my expectations were like: Here's another cheap money-grab ins the spirit of "Transformers 12" movie or "Fast & Furious 25". I might see it some time as an in flight movie. But I'm not really curious about it (same way I wouldn't eat a Big Mac unless it's already there [free food tastes better 🙂 ] ).
  2. SillyCow

    Who am I looking for?

    If you describe what it is you are looking to do, maybe someone on this forum will give you a head start for free. Looking at this as a techinical question: "hooking up Unity to a Server side backend " could mean 10 different things. Each with 10 different solutions in different domains of expetrise. Before shelling out money to a contractor, I suggest you decouple the "confidential" part of project from your networking requirements. Unless the networking part of your project *is* the confidential stuff. Being able to freely tell people about your networking challenge, while isolating the NDA parts of your project from it would make it easier to find a person to work with you.
  3. SillyCow

    I Know Nothing and I want to change that

    You are going about this the wrong way. You should understand by doing. Get a self contained beginner's book that has alot of example code, and do all the exercises from the start. You will learn better, and faster than by asking individual questions on this forum. I would love to be able to recommend a book to you, but I read my beginners books 20 years ago, so I don't think they would be relevant at all. You will learn faster by choosing a project driven beginner's book. And I can't stress this enough: Don't just read it. Make sure you actually solve the exercise (which should include writing code! [They don't require writing code? Get a different book! ] ) I would also assume that in this day an age, someone can probably recommend a good self contained "learn how to program in X" tutorial instead of a book. Which might be quicker and cheaper than getting a book. If you get a good beginner's book, there is very little chance that you will have to ask questions on this forum to get unstuck with basic concepts: (How to write a loop? What is an integer? etc..). If you find yourself having to ask these types of questions: Get a different beginner's book!
  4. SillyCow

    Dozer Drive VR Game

    We have just launched our new VR game for Android: https://play.google.com/store/apps/details?id=com.eyalgames.dozerdriver Oculus: https://sites.google.com/view/dozerdriver/ Would love to hear what you think.
  5. SillyCow

    Game Creation Time

    If this is your first one, I really recommend doing the "in person" one. So that you can actually see how other people are working. I would only recommend the online ones once you already know how to work. Personally, I really like my local Global Game Jam. It's also cheap (15$) for the weekend. However the entry price is totally up to your local organiser. Some sites charge more, and some are totally free. The only downside is that it's usually organised in January, so you have a long time to wait.
  6. SillyCow

    Game Creation Time

    Depends on your training skill, and available time. If you want to experience making a game quickly, I can suggest you go participate in a game jam. It is a very good experience in how you can make a game over a weekend. (Mainly in how to aggressively cut out features so that you can deliver a finished "product" )
  7. SillyCow

    Oculus Store (Keys Only)

    The problem for me is that Oculus is a closed platform. I don't expect people I don't know to download my EXE files. And then tick the *allow apps from third parties*. I wouldn't go through that trouble for other people... For example: In android I don't know if this 3rd party APK hasn't been modified by a fourth party, so I really stick to downloading from the official store. The funny thing is: Oculus went through the trouble of approving my app. They sort-of signed off on the fact that it isn't malware. And they allow people to download it straight from their store (as long as I give them a key). So they are both hosting my downloads, and vouching for it's integrity (By not calling it "third party"). If I provide my own link I get none of that. PS: For the volume of downloads I expect to get hosting is free. My best non-vr games had 50,000 downloads (less than 100 DLs a day) . My best VR game had hundreds: Not many people have VR, and of those only a small subset will try a hobby game. A publicly shared drop-box link would do the trick. (but I will still have "normal" oculus users blocking me because I am a third party) This is what really had me disappointed: As a hobbyist I know to stay away from Sony and Nintendo. They make it perfectly clear that I am not welcome on their platform by setting a really sharp gateway: Their SDKs (and dev hardware) are licensed at thousands of $$$, and they will only sell them to you if they believe in your studio. (I understand that Sony is loosening up on this policy). I am perfectly fine with that. Nothing on those platforms ever made me think that they wanted me there. However, since buying the DK1, I saw Oculus relying heavily on small indie demos and publishing them on their site (there was no store back then). Then I bought the CV1 and saw a lot of low-quality content still on the new store. I looked into their store, and Dev section, and saw that the SDK was completely free and public. (If I am not mistaken Nintendo and Sony make you sign an NDA just to make sure the SDK doesn't make it's way into the open ). The list of quality requirements seemed very similar to what you would find on Google Daydream, so I got the feeling I was welcome there. (I've published twice on Daydream before). That's why I was so disappointed. Somehow I got the wrong idea. I am perfectly fine with that. I've already paid these sort of fees to google and apple. I didn't choose oculus because it was free. I chose it because I have a Rift. Had I known that Oculus was so closed, I wouldn't have wasted a week of my time submitting to their store. I've put in months of hobby time into this so far. I would gladly pay 100$ to get 20 unbiased comments for my game. I guess what I am complaining about is that Oculus gave me the impression that it was more akin to Apple or Android than to Nintendo and Sony. That's why I chose their platform. Had I known that they weren't I would have stayed away.
  8. Not sure if this belongs here or on the VR forum. Since this is a rant about business practices I decided to post it in the lounge: Just finished approving my first Oculus Rift game, and I am very frustrated. I am a hobby developer, distributing free games of hobby quality. I have distributed games on other platforms before: Android, Facebook, IPhone, etc... My goal by publishing to an "app store" is to get people to play my game. Mostly it's intended for people like you (enthusiasts on various forums) to try it out and give me feedback. As such what I usually expect to get at the end of the process is a store page where people can download my app to their device. Since my apps are not AAA attempts, I never expect to get much exposure. I accept the fact that I will be #150 on any store search result. It is not fair to expect any of the app stores to promote my mediocre hobby effort. That said, I still expect the option to self promote. I still want to be able to post my store link on a dedicated Facebook page, or on the "your announcements" forums, and give enthusiasts access to my work. And this is where Oculus upset me: I submitted my game to Oculus, and they approved it as "keys only.". "keys only" means that I have to give out *one-off* keys to people so that they can download my app. It means that I cannot post URLs of said game and let people download it ( I need to provide each person with a unique key ). To add insult to injury, Oculus required me to drop Steam OpenVR support before reviewing my app, and also add their "entitlement" DRM to make sure it doesn't run without their permission. I spent a day after I had the game ported to oculus adding and testing all of this boring DRM stuff. I could have just uploaded a DRM-free Steam + Oculus executable without going through the trouble of uploading to the store. What more, there were no suggestions on what needs to be improved in order to lose the "keys only" status. I am really frustrated at this. To be honest, I didn't expect to be featured anywhere. I just wanted an easy way to distribute my hobby project to others by giving them a link, and reading their comments. I really find that rewarding with regards to my other hobby projects. Seems to me that Oculus are being unfriendly to the hobby developer. What happened to them? I remember that they always had a place for "uncurated experiences" in one form or another. PS: If anyone has an idea on how I can self-promote my game besides tweeting random keys at people, I would love to hear it.
  9. This really depends on the engine you are using. But you will need to : 1. Host the models somewhere 1a. Suggestion: Convert the models on the server to a single specific format. Sort of like what YouTube does for videos. This will save you alot of time supporting this on clients. 2. Download the models from the internet (HTTP should be ideal for this) 3.Display them in your engine 4. Most important: Design some concept of discoverability: Assuming you have 5000 models on your server: How will players decide which model to view? For example: Do they need to take off their helmet? Do they need a controler? Etc... 4a. I have a feeling that step 4 is the most difficult one. Hosting & Downloading http is a synch, however navigating menus in/out of VR is hard.
  10. SillyCow

    What technology for a game-server

    One of the biggest advantages of offloading HTTPS to a gateway is that you are free to build micro services via domain specific languages. For example: I built a leaderboard using PHP because it's dead simple to handle databases when you don't care about performance. I used Java to do high performance real time multiplayer stuff. I can then use the same Certificate for both services by putting it in a separate gateway. They don't need to run on the same application server framework. At work this becomes even more important, because sometimes we have microservices written on the same server in five different languages. HTTPS really has nothing to do with your application layer, it's more of a protocol, and as such you can (sort of) view it as a separate step in your network stack.
  11. SillyCow

    What technology for a game-server

    Most of the big hosters have this feature. It's usually called ssl or tls "termination". Sometimes it's just mentioned as https. Also, usually any cloud hoster that supports load balancing will have this option in the load balancer offering. And even if they don't, you can go the NginX route. You can install nginx on the same node you install your server, you don't need an additional host. But the real "headache" is getting a certificate for your domain, so if you can avoid this by buying one from your hoster, you can really save yourself some time.
  12. SillyCow

    What technology for a game-server

    HTTPs is hard and limiting with regards to what frameworks support it well. To simplify your choices, and make it easier for you I can only suggest developing a separate http server, and then adding an https gateway on top of it. Heck, if you are going host on the cloud, most cloud providers will provide this right along with https certificate that you buy from them. If not, then just use NGINX/APACHE as proxies in front of your server to enocode it in HTTPS, that way you can choose any technology that you like without caring whether or not it supports HTTPS. Then you are free to use any kind of exotic rest framework that your heart desires.
  13. This is not really a problem for me. This is related to an "ancient" recurring debate which I experienced as a kid through flight games: Do you want a realistic flight sim (with real delayed steering inertia, and lot's of stalling)? Or do you want a arcade flight sim with controls that are just complex enough to allow you to fly in complex ways. I personally enjoy the "arcady" types much more than then the real ones. But neither genres are laughably !@#$ because of their control schemes. I would argue the same for is true for VR: As long as your control is good for what it's trying to achieve, then it is a good control.
  14. SillyCow

    Need feedback for game introduction video

    Also, just using the default fonts is not enough. A font with an outline will do wonders for readability as it always contrasts with the background, regardless the colour scheme. As your graphics very colourful and highly saturated (containing all RGB values), I highly recommend against the use of a solid colour font (even if it isn't blended).
  15. SillyCow

    The games called "masterpieces"

    For me materpieces were games that made me want to learn new coding techniques. They were not necessarily fun games or good games, but I appreciate the programming craftsmanship that went into them: * Comanche - Very detailed terrain. Amazing voxel graphics in a game* * Another world - First time I saw good polygon graphics with animations * StarControl2 - Amazing music from my PC speaker. Very open ended game, but still has a great story. A shining gem of game design. (First game I played with both an open, a "cinematic quality" story, and lot's of variance in ship design) * Second Reality - A demoscene demo (not a game), but was amazing to see what my 486 could do in real time. Got me to learn assembly language to see what I could hack my computer into doing. * Betrayal at Krondor- First time I felt I was playing in a "living breathing" 3d world. * Wolfenstein3D - The first time I experienced arcade play with 3D graphics. I never got why Doom is considered such a milestone. It is the better game, but I didn't get that "Oh Wow! I can't believe this is possible" moment that I got with Wolfenstein3D. * Under a killing moon: High resolution 3D environments with "photo-realistic" textures. * Warcraft 3 - Highest production value I experienced in a game. Amazing story, and very immersive. Might be funny to claim this, but I see this as the predecessor of "Modern Warfare" * GTA 3 - This is the game that set the tone for all open-world 3D games to follow. Assasins Creed, Oblivion, etc... * Crysis - First massive use of elaborate Shaders in a game.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!