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hpdvs2

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  1. Adding another: Space shooter, only needs - left/right movement, about 4 lines of code. - space bar, fire projectile (projectile movement) - Asteroids randomly appearing from top and moving down. - Asteroid/projectile collision detection/removal. I know this can be done include cheap graphics generation in under 30 minutes. I had built a slightly more polished AI Enemies in the game, done it in VB6, with star field, points, lives and game end, in 45 minutes 20 years ago. and VB6 is not a good option for building games.
  2. What are some of the fastest starter concepts you can think of. Something that would only take maybe 30 minutes to be playable and fun? At any moment in time, there are probably 10 or more active game jams. (see : https://itch.io/jams) Most give you 1-3 days to complete a game, so we are often looking at what we could get done in that time. But then I had a bug in my code today that pointed out a concept I could make playable from scratch in 30 minutes. (this is in Unity) My starter: A spaceship is spinning. You have no control over its rotation (that was the bug), only its forward thrust. through brief taps to fire the engine, you make it start to move in the direction it was pointing at the moment. Just Rigidbody.AddForce. from a screen tap. Then put a few objects to bounce off of any try to get the player from point a to point b. Simple, less than 30 minutes, and the base game play is done. What about other concepts like this, where a core playable mechanic is done in in < 30 minutes, so then you can just focus on adding new elements to the already fun video game. Ultimately, I'm trying to come up with a bunch of these and share them out at game jams as starter point examples to help people (including myself) from getting out of big ideas.
  3. What I'm looking for, are your stories of AI that, once you knew how they worked, have ruined a game or entire genre for you. And counter to that, what are AI's that when you know how they work, make you like the game even more? Especially For me it was racing games that were ruined. They used to be my favorite, until I understood enough about the AI to make them fun. I.e. They present an epic struggle keeping me engaged, until really close to the end, where I finally win. But then going through enough AI development on other games, to provide the right amount of challenge but to still allow the player to win. Now that I know that the AI chose to keep cars with me in stages, then at the last minute, I get to watch the race car I've been neck and neck with, they just suddenly start to go slower. I used to love that, but now I feel like I'm a little kid that the adult is letting win. On the counter side, creating is biome AI's. I've absolutely loved the complexity of some of them, and feel inspired when I see more interesting environments. Minecraft's Biome and World-Building systems are an incredible AI for effectively being pixel art. So let me know your stories, what AI's do you hate, which one's inspire you? Any recommendations to improve the ones you hate, or should they just be thrown out? - Thanks.
  4. @Mosker It is still open at this time. I would prefer to wait until we find the right person, which has not happened yet. And I fully understand concrete commitments, concrete paychecks and hundreds, if not thousands of 'opportunities' to join projects for free. Back when I was doing an indie project called Warp Wars, it wasn't until I had demos getting out that people started following. Having an NDA on an Indie is really challenging for talent acquisition, but the only way I know to protect the IP effectively until we have something closer to marketable.
  5. @Gin Hindew 110 Aside from the fact that links to some of my portfolio was posted above your request, I do want to clarify two things. 1) I don't want plot points, such as you have listed. I pretty firmly believe that almost anyone can come up with plot points that sound interesting. What I am interested in is 2) making sure someone can write. 1-2 pages, but no ending (I'm not trying to get a whole story here). If I read 1-2 pages that but am not that interested in what comes next, I don't not consider the author very good, or at least not my type of story. I believe the best trait an author can carry, is content that the reader cannot put down. I have the specifics in there, because it guarantees the writer's target is close enough to the content behind the NDA.
  6. If you want to look up my background: MVP from Microsoft for Unity 3D work Book - Unity AI Programming Essentials Unite Austin 2017 - S.O.L.I.D. Unity - YouTube Lynda.com Unity 5: Build a Real-Time Strategy Game Lynda.com Unity 5 2D Procedural Terrain Senior Developer - NASA Kennedy Space Center's - Launch Mission Senior Developer - NASA Kennedy Space Center's - Mars Base LinkedIn - a bunch more stuff Unity Connect - and even more.
  7. @AlanDontAsk I've looked over this and would like to offer some friendly advice. 1st. I have to agree with a lot of the 'trolls' that it seems you are not ready for this. (I agree that any response that is basically just an insult without anything constructive is a troll. But that included you anytime someone said something you didn't like, and of course you calling people trolls who actually said quite valid and useful things) 2nd. I hope the following advice will help, and I sincerely mean it. When people are criticizing, even if done harshly, you really need to listen. Not that the naysayers are right, but look at what they say as potential risks. Given your first response on the forum, you seem very difficult to work with. And through out, the lack of clarity will likely make any developer you hire have a hard time trying to please you. Get the sales pitch down to one short clear sentence. What exactly will people be playing? Why will people want to play your game. Seriously think about that. Someone will see an ad for your game, lets say 30 seconds of time. in that 30 seconds, what can you show that will attract a player to download it, or look more into it? Think about how often you see a short ad video for a game, and how likely you are to go after it. And the ads that do interest you, why? being able to clearly explain why people will want to give you money is paramount to understanding how to design a financially viable anything. What is the FUN? the 30 second commercial might be why people will try the game, but now answer what will keep them, what will get the good reviews? I.e. interesting visuals in an ad are easily just a novelty that will wear off after 10 minutes of game play. What will be the drive to continue. If you can't answer these questions, then you need to take a step back and figure out what those answers are. Why people will buy it, and why people will keep playing it are pivotal knowledge to everything you create. You need to identify what the smallest piece to go to market can be. I.e. That you can see the earth (or other planet) and then zoom in, and it auto generates cities along the way? This should also be in line with the top most value from Why people will get the game and Why people will keep playing. This should be small. You REALLY need to be able to accept criticisms to your idea. That is often the audience flat out telling you what they want and don't want. This is also will play out in testing. I strongly recommend you figure out the key fun and sell-able points to your game. What is the one thing that brings it together, and make the smallest proof of it (hire someone to write it). Get that in front of random people who are not friends/family (as they will often just say good job whether they like it or not). And then accept the information they give you with a grain of salt. Some players will just be upset that your game isn't a clone of angry birds, and it doesn't matter what they say. If a couple users tell you something, then its probably ok to ignore it. but if most of the people are telling you the same issues, then you should pay attention. When working with programmers, the more clarity the better. If you are not clear on a topic, or have so many design ideas without clarity bringing them together, then you will likely not get anything you actually intended. I recommend thinking through an exact experience a user will have. Exactly what the user does to interact, exactly what they see in the UI and environment. And hand that off to a programmer. Make it short. KISS. Keep It Simple Stupid. And learn from it. your first interactions of what you said vs what you got should be eye opening as to the difference of what you envisioned. Start taking snap shops or pictures of things online that represent elements of what you want to see. Paste them into a document with line or two for each one expressing what you like or don't like about it. This will help you clarify a vision for you and others you work with.
  8. (I'm not looking for applications via this thread, just help on how to select someone) I want to find a great writer for a VR game. Does the below request seem reasonable? Do you have recommendations that require less work for the applicant, or to cover better things? The captivation of the story is the primary tool I would use to measure their ability. What other things can I look for in selecting a writer? Short story parameters: Someone is solving a puzzle box. 500-1000 words DO NOT FINISH the story, leave it a mystery. Make me wish I had the rest of the story. 1st person perspective, can use narrator to provide outsider knowledge. Something about the puzzle box disobeys known physics. Could be magic, or sci-fi, but you don't need to explain it. NOT HORROR. Exceptions of Cerebral Horror. The game is intended to be a mind bender. NO CONCEPT ART, NO PLOT POINTS. There are key elements behind the NDA that will undoubtedly change these.
  9. Seeking a game writer for a VR game. Need free work during the initial demo phase for a publisher or Kick Starter presentation to seek funding. The position will become paid, post funding. Will need to sign NDA for final plot characteristics. We will only build the game if there is funding to support that. Applicants Please should include A short story Links/references to previously completed writings or training. Any other abilities that will help/support a game dev team. Send it to Game.Dev@Live.com Short story parameters: Someone is solving a puzzle box. Why? How did it start? 500-1000 words DO NOT FINISH the story, leave it a mystery. Make me wish I had the rest of the story. 1st person perspective, can use narrator to provide outsider knowledge. Something about the puzzle box disobeys known physics. Could be magic, or sci-fi, but you don't need to explain it. NOT HORROR. Exceptions of Cerebral Horror. The game is intended to be a mind bender. NO CONCEPT ART, NO PLOT POINTS. There are key elements behind the NDA that will undoubtedly change these. TEAM: Dan Violet Sagmiller - Industry Vet, published author on Unity/AI, MVP, advanced speaker Nick A. - Senior Programmer ????? - Writer Xtrodinaire ????? - Modeller/Artist ????? - Audio Designer ????? - Level/Puzzle Designer (3D) ????? - Lighting/Effects Engineer.
  10. Found it. Its not on the page itself, but if you go to Articles -> [Category], it shows a list of articles, each with the hit count posted.
  11. Is it possible to see how many views an article has? if not publicly, at least your own posted articles? - Thanks.
  12. I'm flying out to Germany soon (from the US), to interview with a mobile gaming company in Hamburg. They said in the company, everyone speaks english only, so I'll be fine, but will want German for local life. (studying now) . I'm also studying all sorts of cultural differences in general to prepare for a move. The key things I'm worried about, are the differences that may effect a tech or gaming interview. Anything. If you don't know the differences, but are familiar with tech interviews in Germany, this would also be helpful. Thanks! - es gibt kein schlechtes wetter, nur schlechte kleidung
  13. I've spent 3 hours looking for some good free assets for SCI-FI UI, but haven't found anything I'm satisfied with. Does anyone know some really good CC0 or REALLY CHEAP items I could pick up. PNG's are great, animated Unity assets are even better. I'm looking at references like below, but I'm pretty flexible. - Thanks.
  14. On Friday, I'm mentoring a student at a local high school who has a passion for writing, and a strong interest in writing for games. What advice would you suggest for him? What advice would you suggest for me as an advisor? (Me personally, I've been designing/developing games/apps for a while, but I haven't personally put much thought to writing for games) - Thanks!
  15. I'm considering a game concept where you build robots for war, but with limited parts. An RTS Style, but instead of learning to build the wheel, you have to find 4 wheels to make 1 vehicle. Are there any existing games like this?
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