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Everything posted by fafase

  1. fafase

    Why Games Don't Have to be Good Anymore

    When looking at the game industry here in Finland, you quite understand why there are no more good games => You can make millions with no creativity.   Rovio is just putting birds and piggies in all classics, Supercell makes million a day with three iterations of the same game, that same concept used by Next games just using far west style. Then Seriously comes up with a Candy Crush mechanic including battle like it has been done already. At a lower level, Boomlagoon gets 3.5M for a downhill cart game (did you say Bad Piggies? No, I said they are former Rovio employees) then they come up with an endless runner, so much for originality. Not sure they're making the big buck though.   Even Remedy?!, think about it 10 years ago, they came up with a game that allows to slow down time, now they are to release a game where you can...stop time...right. Cities Skyline, isn't that Sim City somehow?   Only Playraven got out of it with a spy game and it did not do so well I heard. Too original?   So, why would you bother trying to be creative when using a well driven idea will make more money and faster than a new mechanic that users are not used to.   One thing for sure, it is also more difficult to join after 30 years. Cinema industry is in the same wagon, taking oldies out of the boxes.   Microsoft is even making it its next big move for xBox, new releases of old classics.
  2. fafase

    XRay Unreal Engine 4.5 source code

    A quick look at the author name and its web page will let you know that this is just marketing. The reviewed products are products they sell.    The old days of providing articles for the sake of helping are gone. Most recent ones are just (more or less) hidden advertisement.    I would not be surprised if this was a copy paste of their documentation like it was for an engine series a couple of months ago simply pasting the starting tutorial from their website.   Under the tag "Look we want to help and share" is another tag saying "Know our name and our product". 
  3. How to pitch Angry Birds:   it is Castle Clout with birds instead of stones and piggies instead of villagers.
  4. fafase

    Why a Game Development Degree?

    From what I have seen , Game Dev degree are in no way ensuring a position. Almost contrary, at least here in Finland. On top of that, some non-game companies tend to down value those considering you know games but are unable to deal with other software.    Reason is that game degrees are given by polytechnical universities which are lower level than "normal" universities (in Finland). The game degree will be a bachelor and will be a bit of this and a bit of that focusing on games.   As a result, those Rovio, Supercell or Remedy rather look into a Computer Science Master knowing the guy has extended math and programming knowledge and might have attended game modules as a bonus.    So non game companies do not care about game degree and game companies do not really value them either...    But why would you get a Game degree anyway? Isn't a game just a software like any other? Do you need a database degree to work at Oracle?   My advice, forget about game degree, obtain a uni degree on computer or even math (advanced math are a must for 3D graphic programmer). The game part can come from personal projects or will come in time anyway.  
  5. Also, do not think the industry is more friendly than others.   It may look like everything is cool and relax but it is just an appearance. Your colleagues and bosses will act as friends but in the end it is a business and once you are gone, it is all gone, you are just a connection on LinkedIn. Even more with your bosses, they may have investors on their backs so you are just a mean to an end. Nothing else.   My advice, do your things, smile a little, go home, repeat next day.
  6. You are reading the marketing for this game.    I see a quick overview of each process where little is said as there would be too much to say. But the links are there.
  7. fafase

    Learn from Irrlicht the API mapping between OpenGL and Direct3D

    So mainly, what this does is search and find methods.    Alt+F12 in Visual Studio.
  8. fafase

    Polygon Triangulation

    Thanks, finally the return of a technical article on GameDev that is not another "Defining the color of your box to optimize your shipping".
  9. fafase

    The Process of Creating Music

      Sure I don't mean that he should not put his name, he was just a way to say that this looks too much of an advert and removing any links to him or his website would tell it was honest and just meant to be informative. But if the article turns out to be great, of course the author should add his name.
  10. fafase

    The Process of Creating Music

    But where is the content of the article? There has been lately a similar article thread about creating music for games with actual information about what key and tone for creating ambiance and other info for this and that.    Here I can sum it up with, I start a song, make 30s then send it to the producer. If he likes it, I finish the music. The end.   Remove your website link and change your name for a pseudo and I will not say it is an article with advertisement purpose.
  11. fafase

    Composing Music For Video Games: Chords

    Thought this one would never come again.   That starts to get real interesting. If I may give a little pointer to this, the audio examples are great but if you could also give some popular examples.   The diminished chord for example, think the legend of Zelda (Nes), in the castle levels. Major chord, think Legend of Zelda again but this time outside world.   Major/Minor, Mario Bros main theme, Mario Bros Bowser Castle   See how a pattern is showing up, Major is often used in outside world for happy feeling, minor and diminished (which is a minor as well) for claustrophobic atmosphere (you do mention that anyway).   sus4/sus2 Don't have any example of sus4 but I think Police (the band) was extensively using the sus2 chord, Everybreath you take is an arpeggio based on this.   Again, I am not at all minimizing your work, just bringing some thoughts I feel you should add there for people to right away get what you mean.    Thanks
  12. Hei,   homingSensitivity case is solved, I was wrong on that one.    Concerning the collision detection, setting to continuous dynamic I think Unity used to tell it will help but not solve the issue on every case. 
  13. Well this applies to anything meant to move towards a target, here http://unitygems.com/basic-ai-character/ I apply the same principle to a character moving either towards a waypoint or towards the player.   Also, you should add the fact that at fast speed, you may miss collision and then should add a raycast system to make sure your rocket is not one frame on one side of the wall and next frame on the other side.   You mention the homingSensitivity should be within 0 and 1, why not adding an attribute to make sure? At 1 it won't follow the target like crazy it will hit instantly regardless of any obstacles, so you may want to prevent that value as well.     What is set to IsTrigger? The rocket collider?  You should also tell to check for what is colliding, if you have an invisible trigger box meant to be used for level design like a waypoint, then your rocket will explode for no reason (at least to the player).
  14. I stopped reading when realizing only one engine is mentioned over and over again. This should be placed as a banner not an article.
  15. Rendering code is not game development, true. What I meant is that Unity is doing a lot of abstraction, rendering is only one of them. If you need another example, networking, one method to connect to a server and open a session. Memory management, well more likely object management in a scene, just create it and what is going on?   You don't need to know all that but considering someone starting with Unity and then trying on some Xna (I know it is off) which is already doing more than DirectX, well the user faces some familiar naming but should be close to drop it for considering it way too hard.    Just my point of view. Again I do use Unity everyday at work so I don't consider it a bad tool.
  16. I agree on the facts about Unity. Sometimes, you may feel you master the tool to some extend and almost think of yourself as an intermediate developer (or more), that is before you try DirectX or other framework.   Then you realize Unity has lied to you, and you actually know little about game development, particularly on the rendering side.   Don't get me wrong, Unity is the perfect tool for a company which wants to develop good and fast, but I would not recommend it as a starter tool for sure as you most of the time performs actions without knowing why and how they work.   Though, I used Unity for most of my projects :).
  17. Is there a free version other than the 30 day trial for Leadwerks?
  18. fafase

    Composing Music For Video Games - Key & Tempo

    My main concern on this, despite the interest is that it will quickly leave the trail of game development. Even though you would relate as much as possible the learning to be applied to games, this will turn out to be a music lesson.    In order to get it properly done, long will have to be spent on theory (scale, harmony, rhythm) and then cultural references, why is music like this here and different there, why does this sound funny to us but not to them. Then we go into physics, what makes a C different than a B (frequency and all that) and also as mentioned into range of instruments and their place in the orchestra (brass ispoweful, cello is sad).   Again, I just mentioned a flake on the iceberg and I have not mentioned any games.  I would love to see this going and am curious on how it will be brought. I am just scared it will be really long and will be dropped on the way.   Fafase
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