jonathanrhunter

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About jonathanrhunter

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  1. Non-Permanent Perma-Death

    Interesting thing about players getting punished with perma-loss/death is that general population of casual players whine so much that the devs end up undoing what ever harsh gameplay style they originally set. If 80% of your playerbase is unhappy or feels it's too harsh, the subscription rates go down the crapper. That's why most player-punishment scenarios get muted over time OR until everyone runs around with neon dye tubs and are flying around on purple unicorns...lol
  2. Non-Permanent Perma-Death

    [quote name='Alpha_ProgDes' timestamp='1335645359' post='4935668'] So is it still permadeath if your character dies and can manipulate things from the afterlife? Because technically that's having your cake and eating it too. [/quote]If you can manipulate things from the afterlife are you really dead? I remember that in Ultima Online that when your character died you turned into a ghost and about all you could do is talk (assuming the people listening had the "spirit speak" skill toggled so they could understand you) and go through portals.
  3. Realistic Water Volume

    Anyone have any recommendations about how to have a particle generator for water that actually has the water accumulate over time? I would like to have multiple sources of water particle generation that ultimately raise the level of the water based on their intensity, speed, etc. It seems like most games simply move a plane with a water material attribute, but most do not account for any type of water accumulation.
  4. A game with one life...

    Food for thought... Perhaps the decision to have children means that when you die you can take over one of their characters... and so on, and so on, until we all blow ourselves up. = )
  5. A game with one life...

    Best thing you can probably do is provide an example of all the different things a player would be doing in 30 mins. It's easy to say make it like life, but it all still has to be programmed.
  6. A game with one life...

    Is this like the "Game of Life" the board game? lol... get a job, get married, wait "The Sims" already did that. Generally it's a little known fact that players shouldn't be punished but rewarded. Having one life to live does sound challenging, but unless it's done right could pose a threat to having fun.
  7. Is it too late for me to lead the gaming revolution?

    [quote name='Tom Sloper' timestamp='1334071157' post='4929918'] So: have you read those FAQs yet? [/quote] I'm working on it!!!! Reading is my second language... = ) But yeah I was looking through the ones you suggested. I guess at this point I need to get more familiar with the business. Even if I were a superior game programmer it doesn't mean that I'd be any good at sound, art, etc. It seems like long gone are the days where one person can do it all.
  8. Opinion on World Chat?

    I'm convinced that some of the dumbest inventions are the result of yes men agreeing because some big-wig had a "great idea", only for it to utterly fail when it launches. Personally I think that conflict causes change. You should WANT people to disagree with you because it gives you a new perspective. If you have a great idea stand by it. But consider being realistic too. Emotions can cloud our judgement. Consider Win-Win scenarios. Can you take the advice of others without compromising your vision?
  9. Gaming Difficulty/AI/Realism

    First we had three lives and a game over screen...Then, there were power bars and health packs...and then invincibility stars... and then replenishing health... and then save check points... and then pick your own difficulty... and then save slots... and then enter your own cheat-codes here, etc... Which I presume this was mainly in part to the shift from coin-op to home consoles. Coin-ops needed to make money (pay for lives/health) and home consoles wanted to make customers feel happy (health packs, save points)... Has gaming difficulty really changed? I mean, every games difficulty progression is pretty much using the same variables; lower the players health, increase the enemies health and damage, increase the amount of enemies. But shouldn't difficulty be tied more closely to AI? I don't necessarily want 10 uber enemies heading towards me with super health and cranking out tons of damage, why can't we make smarter AI that challenges how we think and play, instead of challenging us with how much we can bob and weave enemy fire? I see games tend to favor the latter because it's easy. Also, there was a brief time when I thought location damage was going to get progressively better to the point where it changed the gameplay... Not simply torso shots and head shots. Take Call of Duty for example, how much different of a game would it be if the realism was cranked up? Frag grenades can cause blood loss over time, getting shot in the leg means your player moves slower, a shot in the arm means you can't bring your gun to eyes to line up the sights as fast, heck you don't even see guns jam any more. I guess all I'm saying is that combat in games should be a little more unpredictable then aim down sights, fire, repeat.
  10. Adding suspense in games.

    For me, very few things compared to the suspense and then the surprise of seeing that creepy ghost child in the game F.E.A.R. It was so unexpected and the suspense was horrifying. I've noticed games are pretty similar to movies with respect to suspense. Usually music is used to achieve suspense because it can build and build and the rapidly change, thus creating surprise of some sort that is in cue with some on scene action. I think the biggest factor of suspense, as mentioned, is when you know you shouldn't be doing something and you understand that their may be a chance of something awful likely happening. Perhaps, seeing the floor boards randomly shake with a hand coming out, and then on occasion it triggers a zombie to break the board and come out. The trick to keeping someone in suspense is
  11. What game aspects should be most innovative?

    In my humble opinion, gameplay should always be considered first. After all, how the player interacts with the game is kinda the point of a game. Yes, flashy graphics are nice with cool sound effects and music is alluring, but if the player can’t meaningfully interact with the game, it’s all a wash to me. After all, how many times have you seen a game that rubbed superior graphics in your face only to have you be annoyed by simplistic controls and an uneventful gaming experience? The game of real Chess doesn't need flashy ivory pieces, fighting sounds or combat music to be entertaining. It is quite literally, almost 100% gameplay.
  12. Opinion on World Chat?

    [quote name='glhf' timestamp='1332596063' post='4924877'] I think it's way better if players have to meet up with people to talk to them. For example at the town center / bank etc.. Wherever there usually are a lot of playes. Also forces players to have to go to the town center to yell out their wares. [/quote] I always appreciated Ultima Online for that. No world chat (that I can remember anyways) and in order to sell things, you had to go to the most populated cities and yell among everyone else yelling to peddle your wares. I loved how real it seemed. I remember people sitting around looking all poor and people would actually give them money because they were having a hard time selling their firewood they just cut down...hehehe
  13. Is it too late for me to lead the gaming revolution?

    ***sigh*** Sadly I was afraid of a read-the-FAQ response, however, I do inversely and genuinely appreciate you helping me to find the “appropriate” FAQ's, which will serve me well. Pardon my snarky mood, but it's really information overload on a lot of forums and this one is no different. So all in all, given my situation, it’s probably a timelier path to 1.) Have a light bulb 2.) Build a business plan 3.) Hire developers to realize said light bulb. Seeing as how that is the case, can anyone shed some light on a couple of reliable online hiring resources that I could further investigate for a low-budget game? ***Now serving FAQ number…*** just kidding... unless I'm served a FAQ...hehehe But seriously, thanks for the reply, you guys seem like a very valuable community.
  14. Hey everyone! This is my first post as I’m new to gamedev.net so please feel free to be ruthlessly heinous to me! I especially like hard criticisms so as long as they are tasteful and provide “some” level of usefulness! Lol… So long story short, I’m 30 and I have been doing IT for well over the last decade both professionally and as a hobby. Coincidently I have been a gamer for more than double that time. I pretty much grew up loving to play video games since the age of 3. Yes, you could say that video games were perhaps my gateway drug into the world of computers. Since entering IT, I have made it my focus in the last decade in securing a lucrative long term engagement will a very prominent computer company (one of IT’s founders), good money, secure job, etc. and to an end I am utterly successful at my job, yay for me… However, I have come to realize that I have the burning desire to be more technology creative, and I would someday really love to be a game “visionary”. In other words, I would rather be a director of sorts that manages a team towards achieving the release of a successful game title. It’s always been this lingering desire in the back of my mind. But seeing as how I do not have a “programming” background nor have I successfully made a game or any game, I hardly think anyone is going to take a leap of faith on an unknown investment with no technical backing in the game industry. Ergo, my thoughts were to keep my 9-5 job that pays the bills which keeps me entertained for what it is worth (hey it’s technical, I can’t complain)...and meanwhile go to like ITT Tech or another school and get a degree focusing on Game Development/Design. I actually started my IT profession in the military and took for granted ever getting a degree until recently. I now currently hold an Associates in General Studies and I am looking to go back soon for my BS, and then a Master’s in Business. I was thinking that I might as well spend my money for my BS in something pertaining to Game Design after all it is still a science degree. So lately I’ve played around with UDK3, Maya 2012, Poser, and ZBrush. I love sitting behind ZBrush and making models and I love using UDK and doing terrains, etc. However, I’m totally lost in the sauce so to speak. I have a vision of something but no true way to realize it without the right background, or is that truly the case? Can you simply be a visionary, someone that deals in theoretical gaming that leads teams to develop new game titles? Or am I dreaming? So here are some questions for any and all that can answer it: · Is it worth me pursuing a path as a game programmer, or should I try and invest some money in a game idea by hiring talented programmers (as I doubt I’ll catch up any time soon)? · What is the best way to approach a game company with a game idea/concept? I would assume that you would want them to sign an NDR, but how can you really take an idea and get it made into something, unless you have programming skills? · I’ve noticed that my GeForce 400 series card sucks some bad mama-jama at rendering, which I assume is due to the lack of floating-point operations. I was considering taking the plunge on a Quadro or Tesla card but can anyone suggest something sensible for me to replace it with to do Maya and other CUDA optimized software with on the fly rendering? · What is the best way to find and meet game developers? I have yet to meet one, they appear to be a very illusive crowd…lol