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deltaKshatriya

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About deltaKshatriya

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  1. deltaKshatriya

    Too many ideas, too many projects

    As someone who also gets far too many ideas and not much chance to work on all of them, I have found this helpful. I don't even really start much work on these ideas: maybe a bit of design, but that's it. I just write down all of my ideas into an idea log, then continue working on whatever I currently have going. I will say that for longer running projects, I too have problems staying committed.
  2. deltaKshatriya

    Poll: How often do you buy the latest gaming PC?

    I bought my PC about 2 years ago, primarily for my 3D art and rendering. I play games sometimes, but not much. I won’t be upgrading for another 3 years probably. Seems like a good schedule to be in from what I’ve read.
  3. deltaKshatriya

    Storing full games on paper?

    Paper degrades pretty badly over time...paper would be a horrible means of long term storage. I'd say that there are a ton of modern storage systems that would be far better than paper if survivability is the goal.
  4. deltaKshatriya

    C# Has C# replaced C++?

    Huh, so there we are. A non C++ game engine. I'm sure more exist like it. I personally would love to see a game engine written in Shakespeare.
  5. deltaKshatriya

    C# Has C# replaced C++?

    This is fairly true. I'd say that you and @Lucrecious are both sorta right here: C++ is still a fairly in demand language/skill because it still remains the best performance-wise. That said, there are many cases where old codebases are written entirely in C++ and it's much more cost effective/easier just to maintain those bases than to port it all over to some other language. There's still a decent demand for Objective C programmers, which is surprising, given that Swift is essentially a replacement for Objective C (though I do believe there are some reasons to use Objective C, but don't quote me on this, since I'm not a mobile dev) I'd definitely love to read/discuss this topic more, but I think it's fairly off topic here, so I'll refrain from adding more. As for the actual thread topic, C++ and C# are both used to make games. Unity uses a variant of C#, many game engines make use of C++. I don't believe that game engines use languages other than C++, though there are probably some out there that do? Anyhow regardless, both are very useful languages.
  6. deltaKshatriya

    Some ideas about a non-violence based game

    This. So much this. Think of your game this way: it's warfare of ideas. So a lot of concepts of warfare, like shoring up defenses, defending, attacking, armies clashing etc, have analogues here to, like defending is propaganda, attacking is spreading your ideas aggressively, armies clashing could be something like civil disobedience etc. This is possible inspiration as well.
  7. deltaKshatriya

    Some ideas about a non-violence based game

    This game sounds like it would take mechanics of spreading ideology/religion/whatever that is sometimes found in many 4x or Civs style games. Civilizations 5 and others actually had a mechanic for spreading religion. That is a great starting point I think for getting inspiration. I could see this being similar to Stellaris or other Paradox games, minus the combat. There are mechanics in those games that would be worth looking into. It's a bit more in depth than that. Gandhi's central tenet was Satyagrah, which literally translates to churning of truth. It's true he didn't believe in violence and had peaceful protests but much of it also centered around the concept of civil disobedience. Look up Dandi March (Salt March) to get an idea. The Quit India movement was similar. There were also many many elements at play in India. Religion, caste were big issues. There were also very violent figures as well that did not agree with Gandhi, including, but not limited to, Bhagat Singh, Subhash Chandra Bose, etc. Then there was the British response of violence, such as the Jalian Wala Bag in Amritsar, where the British massacred peaceful protestors. The focus of your game is non violence but there are many elements to consider for inspiration. Random events could be interesting in this vein. I could definitely see something like a 4x game built around this concept though, which is my initial sort of thought.
  8. deltaKshatriya

    Need some advise on main character

    Many a times I've had a vision for a model and many times it doesn't at all mirror what the final result is. And what I've learned is that that's completely ok. But I will also add that if it's definitely something that you don't want, you should never be afraid to start over. Best of luck!
  9. Full disclaimer: I am not a game developer. I am a software developer. I personally hate how many older programming languages have a ton of what feels like boilerplate. Love it or hate it, but one of the nicer things about Python is how much simpler it is to do basic operations. What would take 5 lines in Java is one line in Python. Now of course, Python has other issues...but this is something I liked about it. Golang seems like a happy medium between some of the newer features we see without sacrificing everything that older languages have.
  10. deltaKshatriya

    Need some advise on main character

    I actually think you're being too harsh on yourself. This is a great model! The changes are making it look a bit more like metal and less like plastic. The glow effect is somewhat improved but still remains as one of my main criticisms. I do think that you should at least post a couple of renders without the emissive, so that we can see what it looks like. Otherwise it's a good model. It may not be what you expected exactly, but it is a good render.
  11. deltaKshatriya

    Need some advise on main character

    There isn't a need necessarily for a brighter outfit per se, just more color variety. Even in real life, rarely are things fully monochromatic. This isn't to say that your piece is monochromatic, but some strategic use of different colors can make different parts of your model stand out, and enhance the overall look. And as you said, this is very much art at the end of the day, so you don't need to replicate everything in real life. Of course, I don't mean you should just get clashing colors together for the sake of color variety. But try out some things, maybe a different color palette altogether. Also try out different materials too. I don't mean just colors here. I also mean that maybe some areas should use something other than plastic etc. My overall point is that just try and experiment a little with the textures. Your geometry looks fine, overall, but I suspect what's contributing to the 'toy' look is primarily that the geometry doesn't align with the texturing very well. Try some things out, and see what you get. Have you added an emissive channel in Substance Painter? Once you do that, you can either use the fill or paint emissive on to the surface by enabling emissive in the settings for the actual painting. I can't help you with Marmoset unfortunately. I would also suggest setting this up in Unreal and seeing what you get, since you are ultimately making a game character right?
  12. deltaKshatriya

    Need some advise on main character

    Ok, I'm familiar with all of that except Marmoset. I usually use Arnold to render, but then my aims are pretty different. So the Doomguy reference helps a lot. Whenever I look at his armor, it always reads as plastic to me, at least portions of it. You're right, it should be a cleaner look, but at the same time, I do urge you to look a bit closely even at Doomguy: his armor reads fairly clean but it's not 'perfect'. Adding minute imperfections will really make your model 'pop' a bit more. Substance Painter has some great masks you can experiment with to add some subtle changes. I think part of the issue though is also partially lighting: your model is a bit too dark and unevenly lit. Try to make some more 'natural' lighting., Give a different pose a try as well. I would also note that there is some inconsistency in how you've textured the model. Some parts that honestly shouldn't read as plastic read as plastic and vice versa. You may be a bit too focused on Doomguy as your reference. Your model is pretty different aesthetically from Doomguy. This isn't a bad thing: in fact, it's a great thing! It means you've got originality. Experiment with different texture and color palettes. Right now the whole model is very dark. Drop some contrast in the colors! Even Doomguy goes from white to black! Try making some pieces not plastic but instead more cloth based or even some other material. I would play around with it a bit. I would also recommend dropping the emissive. I don't think they add much to the model, and contribute too much to the cartoony look. Post some new shots once you give that all a shot!
  13. deltaKshatriya

    Need some advise on main character

    So let me ask you something here: what sort of artistic style are you aiming for? Are you trying to be photorealistic? Are you trying to aim for a comic book style? That will inform you and us towards what we should critique. The next question I have is a bit more technical. What tools are you using in your workflow? I saw you mentioned MakeHuman, but I'm curious what you are modeling this in, what are you texturing it with, and what you are rendering this in. Anything else you used would be very helpful as well. Without those answered I can still provide some critique. Honestly, don't beat yourself up too much here. I have no idea what your skill level/experience is, but I think you have solid geometry for this character. The forms are clean and it's pretty evident what they are meant to represent. So that is a great start. So it looks like you aren't a fan of the texturing and it I'm going to infer that you are aiming for a more photorealistic look (please do let me know what you're aiming for though). I absolutely agree with @Pepsidog: the problem is with the textures you've used for the model. Right now, the textures aren't coming off as very painted, but rather as plastic looking. The first reason for this is the glossy look of it. Without knowing what texturing tool you're using, it's tough to say which settings you'd need to adjust. You are trying to achieve the look of painted metal. Can you post some pictures as to what you are trying to achieve? Good reference pictures will help you and us with our critique. Painted metal is very much of a layered texture. You have a metallic base, and on top of that, you have the actual paint, which is itself another texture. What texturing tool are you using? My other critique is of your emissive textures: they aren't coming off as very real. It looks very cartoony, contributing to the whole "toy" look. This may partially be because your rendering engine doesn't support good emissive textures. I know Unity isn't easy to get the emissive to look right. It's not casting any light on anything else on the mesh so my guess is that your engine isn't superb at this. I am not very experience with using a game engine to achieve emissive effects, so maybe someone else here can help you. Another thing is that if you want them to 'glow', then you need to ensure that the center is brighter than the edges, to make it look like there's a source that is 'glowing'. Finally, a more generic critique is that the textures are too 'clean'. There's no dust, wear, anything on this model. Even the most finely and newly factory built goods will have some sort of variation in specular roughness, dust, etc. This is also contributing to the toy look. You need more wear and variation on it, since nothing in real life is this clean. Is this glossy paint? If not, then I'd also add that if you're doing a 'painted' texture, then this advice applies doubly so: paint is usually never applied this cleanly nor uniformly to the sort of parts you are applying them to. Paint always is very 'rough', with all sorts of surface irregularities that are never uniform. Even in the case of 'glossy' paint, you still need some wear and what not. This highly depends on what you are aiming for though, and this is where a picture would really help. In general though, I'm curious what the specific pieces are supposed to look like. What materials are they made of? If you can answer those questions, it'll help us critique. If you can answer my questions though, I can give you some more specific advice as well.
  14. deltaKshatriya

    Your Ideas on a current Game Project

    The first thing that jumps out at me is the MMO part. How many players are you envisioning? Does each player take a turn or does everyone move at once in one turn? If it's the latter, then you'll need a robust means of resolving the interactions that will arise from players moving at once. The basic concept itself makes sense. It sounds like it could work. Is the main goal just fighting aliens? Will there be global events/missions? Are there enemy bases or fortresses that need to be concurred? I'm curious as to how the main goal of the game will be structured though. Also, to the mods, this post would make more sense in Game Design, no?
  15. deltaKshatriya

    "I know my audience!!" -- Nintendo's path to failure.

    Ok, let's look at specifically what you pointed out then. I think your approach to how games are (or should) be designed is very different from my view on how games are and should be designed. I envision this process more being as people getting together and designing a fun game, based off of ideas they had. I don't really see it as a process of "what audience do we need?" or "what novelties should we add?" or "what sort of guy will play this?". You still talk a lot about audience expectations, and I just don't see this figuring into most game design philosophies. Now you talk about different ways to define the way different games are made, like in terms of style and what not, but ultimately you are coming back to he point of player expectation and audiences as it relates to terminology and how to explain different concepts in game design. Again, your view of how much this matters is what I'm getting at: it's really not that big in the process of designing a game as you make it out to be. Most of the time, the questions asked relating to audiences are "is this fun?". Will players enjoy this? Sure audience does matter a little in the sense that the question typically asked is what makes my game my game? Like God of War, for example, went back to the core of what made God of War unique and what they could do to evolve that experience in a way that stayed true to its core identity. This is less about hey will my audience love this and more about is this what my game is about. Usually after asking what is my game about does the question follow who will play this? At this point, yes, understanding audiences is important in the sense that you are asking who will play the game. But this isn't what drives the vision of the game. The vision of the game is driven primarily by that core identity question I mentioned earlier. This is why I feel this thread is getting a bit repetitive: I just don't think that the question/theory/problem you are posing is a huge driving factor in game design. You clearly think it's a big driving factor. I'm sure some game designers very much do look at player expectation much of the time (Call of Duty is a huge example of this imo), but I'd be willing to bet a good amount don't (Nintendo is well known for experimenting). There are questions for audiences surrounding understanding them is understanding why some folks play games, and there was a great talk at this year's GDC about precisely that. On the note about @DavinCreed trolling you and not really reading your statements and only focusing on your anti Nintendo bashing that you claim you aren't doing, I'd say he's not doing that. You are focusing on very specific examples that you say are examples of failure for very specific reasons, which he (and I by extension) don't really agree with. He's tried engaging you on it and is pointing out how a title called "Nintendo's Path to Failure' has a very specific connotation.
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