xarnaudx

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About xarnaudx

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  1. Hi,   Do you remember the good old gamebooks?   Well, long time ago, I started a project of this kind. I wanted to make something in-between a classical gamebook and a wiki, where everyone could extend and add arcs to the story. However, due to the usual indie hurdles (nobody gives a shit, lack of time/motivation, ...) it quickly came to a halt. I stumbled over it on my hard drive recently. Before it gets scraped forever, I thought it was maybe worth showing/giving it, in case anyone would like to make something out of it.   I uploaded it here: http://www.istory.hol.es   ...sorry if it's a bit half-assed, but many things got broken during the "restoration" and I didn't want to spend too much time fixing it. Anyway, you get the picture. Who knows, perhaps you can even enjoy it a little bit. ;) I still think the concept is actually quite ok, to have some kind of nearly infinite book/game everyone can improve. However, I'm not really in a position right now to go on with it. ...and ideally, I think it would be great to add some "multiplayer" aspect to it, even if I have no idea at all what it actually would be. Feel free to post if you have some inspiring ideas.   If any person is interested in the idea/code/graphics, whatever, you can gladly have it all. ...or perhaps I should just put everything in a public repository, dunno.   Cheers!
  2.   Hi again,   It's hard to explain. ...I think most players, me included, are rather lazy and have high expectations. I think it is also better to state the raw truth than beautify if. I think the first thing that disturbed me is all the reading ...like most of the players, I skipped it. I think it'd be much better if you introduced additional stuff in small doses as the level progress. As for the gameplay, I found it a bit dull. That the ship can only move left or right is the first constraint, but ok, I can live with that. But at first, I'd expect the ship to fire better and have more diversity in aliens ...they all came down in the same fashion. As for the second question, it reminds me of the old days, where I enjoyed games like tyriant and raptor. Actually, I also made a shoot them up prototype a while ago: http://sss-demo.site11.com/ It's a shmup where everything is randomized: the terrain, the ennemy ships, the weapons you can buy... But after the demo, I dropped it due to a lack of interest, its reception was rather cold and not very promising.   Cheers
  3. Downloaded it, tried it, but quit after less than a minute. Sorry to say that, but I found it boring.
  4. Actually, there are many thousands of open source games, it's just that nobody cares about 99.9% of them. Everybody see the top-10 like Wesnoth, and the others are lost in the sea. ...same goes for released games, where it's probably even tougher to find an audience. At least, with open source, you'd have a little bit more exposure and the communitie's blessing.
  5. Hi, I know it's always hard to hear critique, but to be honest, that trailer doesn't hook me up. I'd even rather see a gameplay session. I can only speak for myself though, perhaps others like it. Cheers
  6. btw, just my 2 cents, but designing/filling these huge areas and making them interesting is already a monstruous task. Exploring them would also already deliver days of gameplay. So before wanting something "bigger", perhaps you should start with it. ;) I'm sure the player wouldn't mind a map loading after running several hours accross the map. ;)
  7. ...well, I was curious, so I googled a bit (btw, what the OP should have done!)   Here are some excerpt from forum posts I found:   CryEngine   The practical maximum map size for a Cryengine 3 game is 4096m x 4096m - technically you can make terrains bigger than that but you'll start experiencing memory issues at larger sizes. There is a way to work around this limitation by building the actual terrain of the map from externally modeled meshes instead of the built-in terrain tools (a user called cwright has managed to build a working flight sim game spanning hundreds of kilometers across) but you'll start to experience precision problems such as player camera vibration, fog flickering etc at large distances from the map origin.   UDK   At 1uu == 1cm the physical limits of actor movement, collision and physics are 27 square kilometers. The physics of a map max out at 524,288 uu, beyond that only PHYS_None will work. Additionally you can encounter visual artifacts due to float imprecision as you approach that boundary.     ...it's likely both engine have their limits about open worlds. Such maps are already huge. If you need to grow bigger, perhaps there are some workarounds, perhaps not.
  8. I'll add a couple of smaller old ones.   First, a very very old one, back in 2000! http://www.gamespot.com/stars-supernova-genesis/images/ It was from a very small studio. This was intended to be a bigger sequel from a small but very good game they did before. However, at some point the budget was cut from above and it never saw the light.   Then, a more recent one: http://wtactics.org/ It started in 2010 and looked great. An open source TCG/CCG with quality art and a small community. Time went by, but it failed to materialize and after 4 years without results I think it can now be considered dead. They had a lot of top notch art, good ideas, many people, but in the end nothing came out of it.   I think it also makes a good lesson for open source projects. Basically, the owner/leader/initiator thought: let's make the project driven by the community. If everyone helps, even a bit, something cool should come out of it. Well, nope, sorry, that's not how it works. In order to make a game, you don't need a crowd, you need a few dedicated individuals. On one hand, it was great for the sense of community, there is no doubt about that. On the other, all these little helping hands didn't bring the project very far.   The game rules were still going in several directions and implementations too, from plugins, to desktop, to web. Everyone made tiny contributions in their own direction. In the end, there was barely something playable at all. The "community driven" creation process failed miserably. Actually, I was part of it too once. In a month or so, I made them a basic but working online prototype. I showed them, they were happy. Then I said "I can also foresee that it'll be a long journey to move from this small prototype to a full-fledged game. It's too much to carry all on my shoulders, but I know how it should be done and could lead the way. In other words, a couple of other programmers should jump in, or at least one partner". Well, the message went in the void, the response was kind of: "it's an open source democracy, let's see if someone comes by and seems interested to give a glance at the code". Other programmers continued doing their things, didn't bother. I knew I could not do it alone, I left. I still think that if they took it the other way round, they could show a decent game by now. Instead, three years have passed and they're not one inch further.
  9. Interesting, I thought it was the opposite. I thought that UDK was better for very large worlds and crytek better for "normal" worlds because the engine looses precision when the player is very far away from the origin. I may be wrong though, I read it quite some time ago and it should be verified. That said, I think crytek engine has tools to build island terrain and such.
  10. Your question is very broad and very vague. Actually, you ask two questions.   1) Is there a way  to make an AI system that learns from your actions?   To the first one, the answer is obviously "yes". Let's figure out a hangman game: the AI could figure out what letters you tend to pick frequently and choose words that have few of these letters, just to annoy you. In other words, it learns from you.   This is of course a pretty simple example but still a very valid one. It is actually the simplest model, making counts/statistics about the player's behavior and then applying a counter-action accordingly.   Then, there are all kind of more advanced models, machine learning techniques, neural networks, etc.   2) Is there a way to make a program that writes it own code according to your actions as a player?   Actually, there is no need to write code to adapt to a player's actions. Most of the time, everything in the game boils down to a set of choices and numbers. You can represent the player's location, it's direction, speed, playing cards, whatever, using numbers. So basically, it's just some data crunching which will throw out a number to tell what the AI opponent should do.   Rewriting code at runtime is rarely used, and surely unnecessary for most AI tasks. However, there are some programming languages which can rewrite their own code at run-time, most notably Scheme/Lisp. Others too, even javascript could do it to some extend with "eval", however, it is considered "very" bad practice to do that. Scheme/Lisp on the other hand have very powerful mechanisms to manipulate their own code. I believe in the seventies or eighties there was also research about AI manipulating their own code, but as far as I know, nothing very fancy came out of it.
  11. I second jbadams:   7.  Purchase suitable "stock" assets   Since you do it in unity, you can obviously take advantage of the unity asset store: https://www.assetstore.unity3d.com/ Can't you find something suitable there? It'd save you lots of time and money.   Otherwise, there are many sites out there selling further 3D models, from big protals to small one man web stores. I'd first check them out to see if you find what you need, or something close enough.
  12. I think everything relates to the same: first, you have to learn, then you can apply it. It probably seems unproductive because there isn't any visible progress. However, figuring out how to do things is the first step required to actually do something.   This is also true for other areas of game development: graphics, music, team management, marketing...   That being said, I also think that they are all quite different. I think that programming is a bit special because of the sheer breath of things you must know/practice and the continuously evolving technologies and APIs. On another hand, I think marketing for example gets boosted by contacts and social skills. For art, you need practice above anything, and inspiration too... but all of these have one thing in common: at the beginning you're a noob and suck at it. It takes time to learn the ropes.
  13. I'll add a few exotic ones to the mix ;)   Haskell   No state, no variable assignment, purely functional (almost). But somehow it feels like in an ivory tower. You can do some very complex stuff with a few lines, but on the other hand, some rather simple io tasks quickly become rather contrived. For computational stuff it's heaven, for IO stuff, it's hell.   Scheme   Lego blocks! You can do everything you want with it and combine it in all possible ways. Like chess, the basics are simple, mastering it can take a lifetime. It's funny, interesting, deep. The code could do anything, including rewriting itself, which is somehow frightening too!   HaXe   In my humble opinion, the best I've seen! Actually, it's the only language I've experienced so far that I'm totally satisfied with. It's simple, flexible, intuitive  and basically has what you need. The only downside is that the community, tools and libs are rather limited.
  14. Hi,   Sorry about the rough experience you've been through. This kind of things is always hard. I think there are all kind of teams and leaders, from the very friendly ones to the assholes. ...well, I think nobody is an asshole on purpose. But this "don't care about anonymous others" attitude over the internet can be a jerk. On the other side of the fence, it's never easy to politely say "your art is not good enough" without hurting feelings.   I also think your art is not lost. On the contrary. I urge you to share it on the internet, on places like opengameart.org . Perhaps it would make someone happy and find a useful ending. :)   Cheers, Arnaud