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About CuriosityKills

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  1. Something that bothers me...

    [QUOTE]In one side we get the "realistic" stuff. Head bobbing, eye adaptation, depth of field (that one depends on the artistic orientation), etc. In the other side we get the "camera" stuff. Lens flares, bloom, depth of field (again, depends on the artistic orientation), dirt on the screen, etc. It is a camera (LENS flares) you're not in there, you're looking at it through a camera. It looks cool if you're... say, a space marine with a helmet and your visor is dirty, you're inside the helmet and you're looking at the world through the helmet, you see the dirt on the helmet, you see the funny things it does with light.[/QUOTE] In Crysis, the protagonist is not seeing the world about him through his own eyes, so I don't personally see "camera" stuff detracting from that game.
  2. Improving AI of MMORPG Raids

    [quote name='bwight' timestamp='1351178124' post='4993816'] AI in raid encounters use 1 strategy once players find out how to counter it they post it online in a video everyone reads it and spends a few weeks practicing and then the boss is on farm status. There doesn't have to be a "Magic Method" of defeating a boss you've just been brainwashed into thinking that's how it should be.[/QUOTE] To point out the obvious, the primary goal of a player who watches YouTube videos to find the "Magic Method" to defeat a boss and to farm it, is not a dynamic, challenging experience. They may want to experience the whole game in a short time period, to prove they can excel at something, or to generate money on eBay. Even back in the early console days, many games came with cheat codes, and it was up to the player whether to use them. Whatever best entertains each player.
  3. Sorry! While I do know C#, but I don't have any personal recommendations. I already knew how to program, so learning C# for me was simply a matter of learning the language syntax and .NET libraries I needed to use. I see many tutorials pop-up when I Google or Amazon "C# Tutorial" or "XNA Tutorial" or "Unity Tutorial".
  4. I'd second continuing with Python since it's a high-level language capable of making commercial games, you already have a head start, and it's the language of choice for many computer science classes if you want to eventually become a professional. Here's a good resource for learning game-making, Python, and PyGame. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [url="http://inventwithpython.com/chapters/"]http://inventwithpython.com/chapters/[/url] If you couldn't get Python, I certainly wouldn't go with C++. C# would be my next choice. It's also a high-level language with many options for making commercial games, such as Unity or XNA, although not so popular in computer science clases. Good luck to you in whatever you choose to do! If you're between 8 and 16, another great option is Scratch. You won't make a commercial game with it, but you will complete a game quickly, and learn programming concepts to boot.
  5. [QUOTE]If Unity3D isn't suitable, you could use XNA. With your time budget, I think you could reach your goal without too much pain. Though, you'd have to recreate engine features, like particle engines, which come out of the box with Unity and is quite powerful. [/quote] Thanks, mate. I'd consider XNA, but I'm already off to a good start with Panda3D, which features a built-in particle system. [quote name='slayemin' timestamp='1353128091' post='5001695'] Unity3D is my first recommendation. You can get something up and running pretty fast. Admitedly though, I'm not very experienced with Unity at the moment. I've spent about a week on it. I like that it supports C#, but the built in IDE just doesn't compare to Visual Studio.[/QUOTE] I agree, Unity is a great tool. You can actually develop for it using Visual Studio if you buy the pro version, and I recall there being a klunky work-around for non-pro users if you're determined. The one downside, is to go beyond a prototype, I'd have to plop down $1,500. That would be acceptable if I had a committed project or someone was funding my development as in the past. That's less than ideal for a personal experimental project which may or may not turn into more. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I also have some Python code I'd like to use, and it's fun to see how another tool tackles the same challenges!
  6. [quote] Second, its a question about BFS (not much an AI topic itself), theres any way to keep track of the steps without storing it in each node added to the open list, but on the algorithm itself? [/quote] BFS deals with planning, and so is very much AI, even in the general sense. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] With BFS you're going to have to store at the very least the parent of each state you consider in your search. If BFS is too memory-intensive for your application, consider DFS with iterative deepening. Like BFS, this is an uninformed search that also finds the optimal path on an unweighted graph. If implemented with a stack, you would only need to remember a very few states, but that algorithm does require a bit more processor time than BFS. That's often the trade-off when you optimize for low memory usage. (Note: If you're ascribing different weights to different steps via an influence map, you're not actually implementing a BFS.)
  7. Despondent

    [quote] What do you guys do when you've been working for months on a game demo and you still can't run it because you suck as a programmer and can't even get moving bitmaps right which should be the first thing that any decent game writer can do? [/quote] If your focus is to ship a game, I'd switch to simpler development tools. With Unity3d, Panda3d, Torque, or UDK you can have a sprite moving in hours. Alternatively, consider picking up a book on developing with the game or graphics engine of your choice that includes a chapter on moving sprites. That way, you'll know that when you reach chapter N, you'll be able to do that, and likely develop many helpful skills along the way. [quote] Do you just scrap your project when it gets too complicated for you to understand? Or do you just push through? [/quote] Neither. I simplify it using tools like modularity, documentation, and loops until it's easy to understand. I strive for objects and methods that are so simple I could (and do!) explain them to non-programmers. Simplification is precisely why I've successfully assumed projects where others gave up and produced something marketable from them.
  8. I just completed the Panda3D tutorial. I like it! Options for Python (higher-level) and C++ (lower-level), support for both PC and Mac, some commercial successes, quite a few sample applications to learn from, support for many 3d formats. Also PhysX and PandAI! Thanks for the pointer. I do see the user community and documentation are smaller, but no engine provides everything a project needs wrapped up with a pretty bow. The important thing is this feels like a tool that's intuitive to me, that I could use to crank out a prototype in a short timeframe, but with enough depth that I could mold that into something unique and meaningful. I would recommend checking this out to other programmers. It may be intimidating for non-programmers.
  9. Unity Higher Level Tools

    [quote]If given an unlimited time horizon I am sure I could invest myself completely in one tiny niche of video game development and run out of time on earth before I found the solution to every problem within that niche.[/quote] This is also known as re-inventing the wheel, and is to be avoided, whenever possible. [quote]I did not think such a game.. could be programmed in a JIT compiled and managed language like Java and C#.[/quote] On resource-rich modern computers, you can write wonderful software in almost any language. Remember, most of your code isn't extremely time-sensive to begin with, and even when it is, the algorithm is usually more important than the language. High-level languages can help the programmer complete a project more quickly and with fewer bugs. [quote]From what I understand Unity is a primarily visual development medium with programming access only at the scripting level.[/quote] It supports C#, which you already noted is a programming language. Also, with Unity Pro you can plug-in C/C++ when you really feel you must.
  10. [quote name='incertia' timestamp='1352844325' post='5000692'] Maybe you want to look into engines such as [url="http://www.unrealengine.com/"]Unreal[/url] or maybe rendering engines such as [url="http://www.ogre3d.org/"]Ogre3D[/url] and [url="http://irrlicht.sourceforge.net/"]Irrlicht[/url]? [/quote] Thanks. Ogre3D and Irrlicht aren't full game engines, but UDK meets that criteria. UDK's $99 + 25% of profits over $50,000 is perfect for a project such as this and as an engine it's certainly proven. Nice shaders out-of-the-box! However, UDK's limitation of no OSX support without a prohibitively expensive license is not so good, nor the requirement to learn "special languages" Kismet and Unrealscript. I'm also quickly realizing their documentation is not upto Unity's standards, and they separate the programmer vs. level-designer workflow, an added cost when one does both. Are those worth saving a couple grand if I self-publish? I'll go with "no" for now, but it was worth writing a couple scripts to check it out.
  11. > How can I ensure that it runs properly(or as much properly as it possible) on every PC? You test your product on as many different system types that meet your minimum specifications as possible. Since testing costs money, you might make do with testing a few representative systems, and then you open it up to Alpha users, who expect some risk in return for free gameplay. This will provide some level of assurance, however, non-trivial software always has bugs.
  12. My next project will begin (and possibly end) as a personal project, with an overhead view of 3D actors/objects in space, and limited server interactions. I want to have a prototype within a couple weeks and a rough but polishable product within three months. I want to focus on the AI and have as much computing power as possible to bring to bear on that within these constraints. I need PC support. I'd like Mac support. I'm an experienced programmer and am confortable using any mainstream language--especially Java, C#, or Python etc. I know C/C++ and have done assembly. I'm allergic to learning "special languages" that nobody else uses, but I could make do. The last time I was paid to program an indie game was years ago. At the time, I surveyed Torque and evaluated Unity and C4. I decided Unity was the go-to if one wanted to actually ship a professional iOS app in under six months with a team of a half-dozen. Any suggestions I should consider this time around besides Unity? Cost is a factor, but I'm okay spending a bit of money, if it saves weeks of development time. Especially in the case that I've made the decision that publishing the product would be in my best interest!
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