Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

353 Neutral

About RPTD

  • Rank
    Advanced Member

Personal Information


  • Twitter

Recent Profile Visitors

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

  1. Currently I'm quite busy but when this news post is out of the door I might do it.
  2. So far I used this modifier to get quick trees. The modifier produces the trunk and branches while a particle system produces the leaves. That sounds though like an interesting other use for this modifier. It's a pity some magic in Blender is hard to find online. This application is very powerful.
  3. RPTD

    Ideal rendering engine?

    Thumbs up for somebody not wanting the broken metalness concept (meaning, going against the original idea of using PBR).
  4. When I started my engine I wanted to especially tackle this "cross-platform" stuff without the annoying "recompile for each platform" part which frankly fails to work properly for all engines I've seen so far. The core concept is the problem so I went ahead and changed the core concept to get a game engine what I need to deal with current and future projects. So I disagree. Pursue a game engine is very well viable even if you don't want to sell it (L-GPL as I mentioned). Selling engines nowadays is anyway something I would not recommend. As somebody in our company once said correctly: Don't sell a product... sell a platform.
  5. I know this Unity stuff fighting against you instead of helping your for anything worthwhile and for me UE had been just bloated beyond being useful for fas developing. For that reason I created my engine from scratch back then (LGPL and no royalties... I hate royalties) to put up something which is geared for working fast and efficient but without sacrificing power and versatility as certain other engines do. So I would say just continue with it. You seem to be at a usable point so I would not drop-and-switch engine unless you have to. Unity is a pain. I would not switch there if it can be helped.
  6. I've to disagree there. When I look at games I can mostly immediately tell it's UE4 (all looks like "metal" or "metal covered" (metal hallway syndrome)) or Unity. People have PBR... but only few (including engines) know how to use it as the inventor intends (I look at you UE4 and your "incorrect" PBR (metalness... *shudder*)). By choosing an engine the vast majority of titles get stuck in a specific style. The art-style varies but the final render appearance is vastly the same.
  7. I've yet to see an RPG which is not a grind-festival. Many started out with the vision to not make a grind-festival and in the end we get YAGF (Yet Another Grind Festival). If you stay true to RPG (stats-festival) then you are doomed... it will become a grind-festival. And if you just add RPG elements, then it's not an RPG anymore. But the later can give you a game which is not a boring grind-festival. So you have to answer first for yourself if you really want to go for a true RPG or not. The rest depends on it.
  8. Compared to other projects it's not bad at all. I would not worry about the graphics in your case. That said I'm from the other side. I feel it's bad if people shrug off all negative critics and think people are just "nay sayers" or "idiots" although their project "really" does suck or is mediocre. Too many people nowadays think they can do games and the result is indeed bad but they play deaf to any kind of negative critics. This fosters this "kindergarten" syndrome. Nothing wrong with people doing things for learning. But if they think they do a great title and it's definitely not things get annoying. That said if it's really good it's not always considered good. So the truth is in the middle. What goes for me I'm always interested only in negative critics. This is because positive critics never help you get better. Only negative critics can do this.
  9. RPTD

    WHO recognising 'gaming disorder'

    I prefer a different much simpler definition not used by the WTO: If you get withdrawal syndrome when you can not access the games for a couple of days (and it's not profession usage), then it's addiction and a problem. Just saying "when it starts to derail your life" you are already past the critical limit. I think anything generating a withdrawal syndrome is an illness (looking at handy-zombies everywhere).
  10. RPTD

    Minimum Sustainable Success

    Such a good article... should be featured or pinned (and should be slapped into the face of certain people ;))
  11. RPTD

    Designing interesting Quests

    I personally never liked this concept of "you are the hero we waited for ages". It results in NPCs loitering around (or just standing around) waiting for the player to blow them in the face to tell him he's the one and only they waited for. It's the main reason such game worlds feel artificial and not credible at all (Bethesda suffers a lot from this). Unfortunately it's not so easy to get away from this concept without getting a DM involved. One of the main problems I see is (as you mentioned in the beginning) the types of quests. Kill/Fetch quests all around the place are hardly helping in this situation. Coming up with quests which require more creative way of using your abilities would help. For example think of what could you do with your weapon else than just smacking goblins. Can you craft a situation where your ability helps solve a problem that does not first and foremost require killing something? This produces unexpected moments breaking the monotony.
  12. RPTD

    C++ thread problem

    You're not stating which line gives the error but a quick guess would say: try wrapping the arguments with std::ref like this. thread thread_a(thread_func, std::ref(stop), std::ref(vs), std::ref(m));
  13. RPTD

    Designing interesting Quests

    I always felt Bethesda quests to be very boring and repetitive though especially since they pulled a random dungeon from a list (no matter if visited or not) and plunged the "go kill this to get me that item because I'm too lazy to do it myself" in it. In the end this all felt out of place in the sense of "why is this thing 'there' in the first place? makes no sense". I think what you mentioned with the actors reacting to changes in the environment instead of generate unrelated quests is the better approach. In the end this is the approach I'm actually venturing to. And you are right, it needs a more elaborate AI system to do. But where would be the challenge in boring simple systems, right?
  14. RPTD

    Designing interesting Quests

    That's interesting. Why you call it "academic"? I'm seen different games where I'm convinced they do it this way. I'm also venturing down the same road where the story comes first and the locations required for it to play out are put in place as needed.
  15. RPTD


    Media for Epsylon Game Project
  • Advertisement

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!