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About dre38w

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  1. [quote name='IADaveMark' timestamp='1345492873' post='4971603'] Dude... listen to us a second... your question is impossible to answer. AI is exactly what you make of it -- if you write complex code, it is complex. If you write simple code it is simple. Your entire premise is based on something that is not even defined. Stop worrying about it. [/quote] Okay, fair enough. I actually just coded some simple thing to see what I'll be looking at. A little test. It feels like this is going to be relatively less complex than what the other guy wants anyway. haha Thanks guys. Sorry if I sounded like an idiot.
  2. I mean in coding it. I was having a debate with someone about what would be more complex to code. He figures smart turn based AI is more complex to code and get right than smart shooter/action game AI. I wanted to get other coders' opinions though. But there are quite a lot of shooters that have pretty straight forward AI. I mean, I've coded some basic AI, waypoints, attacking, jumping over things that are in front, losing sight of player, etc. But pathfinding I would have no idea where to start. haha But turn based, like Final Fantasy for example, probably has its own level of complexity when coding it. But at least there I'd have a pretty good idea where to start. You don't seem to have to take too much what the player is doing into consideration with turn based enemies. Team AI probably more so. But even then, with the team AI attacking enemies, it's almost the same concept as the enemy AI. I'm probably wrong though. haha
  3. That makes sense. But I've played some shooters with their share of dumb AI and it's quite noticable. Isn't it just some basic checks for turn based? "Enemy timer bar filled. Now allow enemy to attack." Maybe some "Okay an enemies health is low allow it to heal itself OR have another enemy heal." But I suppose a team AI is much more complex. And it would depend upon the actual tasks they're required to do. You would think it's the same concept though right? "Team's timer filled. Allow team member to attack. If a team member's health is low, heal them." Now I very well could be over simplifying it but thoughts?
  4. Which do you guys think has more complexity to it when coding it into a game? Real time battling, like action games, shooters and what have you, or turn based RPG battling?
  5. frob can you elaborate a bit more on what pay-per-deliverable is exactly?
  6. I've been giving this a bit more thought. I figure give pricing options. The hourly rate or the weekly rate. I also figure come to a mutual agreement on the actual payment. That way we both can be happy. Be flexible. But of course don't sell myself short. Lastly, I'm wondering if I offer to monitor my hours with a program or do I leave that up to the client? Andrew
  7. Hello, all. I have my first paid freelance programming gig making a, as far as I can tell, pretty simple game. I've done some research on the way people charge their clients, hourly, daily, weekly, flat sum, and I've decided to charge weekly. Of course I'll have to estimate some things, time and effort within the week, difficulty factor of the project and so forth. But I'm settling on weekly. I originally wanted to charge a 20 dollar hourly rate as that seems to be around the norm for new to the field freelancers. But I'm going to charge a weekly rate that'll be slightly cheaper than what my desired hourly rate would add up to. Possibly this method will leave the client feeling like they aren't paying so frequently thus feeling more willing to pay what I'd like to charge. Also, I plan on charging the first week upfront so I don't do a week's worth of work for nothing if they decide to bail or what have you. It let's me know they're serious. I'm also not going to give a price range but rather just a price. Given a range, they usually will pick the lowest rate. ha Now, that all being said, do we think I am on the right mindset here? And I'm assuming I charge for the job while keeping within a self standard range? Example: The job is massive, charge said amount. Or the job is small, charge less. Any advice or thoughts would be much appreciative. Thank you. Andrew
  8. OH! The GUIs! I don't know how this will work in other engines but in Unity I completely forgot how difficult it was to deal with the HUDs for my games. It was horrid. Agreed there. I apologize if I sounded like I was taking a shot at you. Didn't mean it that way. But anyway, I'm not going to use Unity anymore anyhow so it doesn't really matter to me what's said. Agreed that Unity has a long ways to go for improvement.
  9. Sorry but I agree with jyk. I'm no pro at Unity but I've worked with it for over eight months or so, strictly, and it is capable of a vast variety of game types. Like jyk said even EA is using it. I found that very impressive when I heard that news by the way. Anyway Unity can go far beyond simplicity. MY only problem I had with it is the shadowing and lighting. Other than that the engine is great. Lots of mobile games are being made but that's where the money is. Although I prefer to use GameSalad for apps and whatever the other similar program was called for Android. Isn't C# an object oriented programming language? Unity uses C# so how are they limiting that? Javascript seems to be lacking in some areas compared to C# BUT they still use C#.
  10. [quote name='mmakrzem' timestamp='1302039821' post='4794776'] Have you tried [url="http://leadwerks.com"]http://leadwerks.com[/url] It has a lot of great tools and the graphics are very nice! [/quote] Indeed I have. It was either Leadwerks or C4 Engine. I was definitely impressed with Leadwerks. I'm going to try out their engine once more to get a solid opinion with Leadwerks Engine. But they both allow for C++ so that's perfect.
  11. [quote name='diablos_blade' timestamp='1300636408' post='4788256'] You could also try looking at the [url="http://www.stonetrip.com/"]ShiVa Engine[/url]. (I seem to be saying that a lot recently...) [color=#1C2837][size=2]It's another WYSIWYG editor and uses C++ and Lua.[/size][/color] [/quote] Yeah I've looked that one up once before. Wasn't all too impressed by it to be honest. Well the tech demos didn't look impressive. I've installed the free edition of it and messed with the interface a bit then decided to head back to C4 Engine. But it using C++ it doesn't hurt to give it another shot.
  12. [quote name='Xest' timestamp='1301668626' post='4793081'] I'd certainly avoid Torque though, with GarageGames you never know when they're going to take your money and leave you with an incomplete product or pull features and then try and charge you more for them later on. [/quote] Yeah I'm staying back from them too. haha I'm thinking that learning C++ instead of a language that an engine has made specifically for them is a good idea. Torque has their own right? Unity has their own and if I'm not mistaken Vision has their own. C++ is so widely used that when I get good at that I'll be a huge asset to my team and whichever C++ based engine they decide to use. I think I'm wrong actually. Vision uses Lua and C++. It's just expensive. haha
  13. Yeah I've settled on the C4 Engine. Found out the Vision engine is WAY over priced. Should've guessed when Trinigy didn't list the price on their site. haha I'm going to learn C++ without a complaint. So many engines use that language and I hear it is a strong language to use for games and so forth. Two reasons I don't want to stick with Unity: The majority of the community is rude and unhelpful and their lighting and shadowing is blah. C4 Engine on the other hand has a great community and nice shadowing and lighting. Not to mention the great prices on such an amazing engine. C4 Pro is cheaper than Unity Pro and it blows Unity away. So anyway enough of my ranting on things. C4 Engine it is. Thank you all that decided to reply to this.
  14. haha Thank you, ApochPiQ. I continued searching after this post and ran into the Vision engine. That engine looks promising. I would honestly rather an engine using C# because I enjoy that language but again I have no problem learning other things. Still on my list is C4 Engine, Vision engine and sticking with Unity 3D.
  15. Hello, all! I’m searching for a game engine to stick with and I’ve triedout a few. I’ve tried Unity 3D (which I’veworked with extensively when I was in school), UDK, Visual 3D, C4 Engine and,briefly, a few others. I’m looking foran engine that dishes out quality games and has a nice user interface. I am a coder so the programming language doesn't exactly matter because I'll learn whatever I need to. I see most engines in C++ anyway so I figure that I'll end up learning C++ one way or the other. I really likedVisual 3D’s interface, camera controls and terrain editor. One of the best terrain editors I’ve usedthus far. I am leaning towards the C4Engine. But I am still “shopping around”. So, does anyone recommend an engine in particular? Thank you for any suggestions.