Scouting Ninja

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About Scouting Ninja

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    A South African.
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    Art
  1. So many of these have free counterparts that out perform these, strange how things have changed. If you plan on doing any high quality 3D art you can't go wrong with substance. Even developers doing simple 3D models or 2D art can get a lot from substance painter. I really recommend it.
  2. That is the thing, you need something that works for you. I stopped using software like that when I got my first stylus, drawing mind maps is easier, so I am out of date with these if you don't like mind maps, try sticky notes, if you have windows you should have them already. http://www.capterra.com/idea-management-software/ check this to see if there is any thing you like. If your PC has a word pad or any text software that can store images, use that and add a image the describes each idea. Considering that you plan on making games you should have some programming skills, why not make a simple way of storing ideas? It would be a good exercise for making games.
  3. There is mind map software for this. You just make a bubble with your new idea and keep arranging them around as you add ideas. This way you can build a story from pieces. If you are over crowded keep some ideas for other games, you will make more than one if you complete your first.
  4. You should consider LODs if it's 3D. For 2D you can remove the ones not visible to a player. 20 - 40 mb of memory for a floor tells me your going to have other problems long before you hit the 20gb mark. What engine are you using? Have you considered instancing, https://en.wikipedia.org/wiki/Geometry_instancing, this is what it was made for.
  5. This is the standard everywhere, whether your working with computers or not. It's gotten to the point where even a person with a stable job can be laid off at a moments notice. It's not even unheard of people loosing there stable jobs right before a holidays. It's not surprising to see familiar faces in new unexpected places. This is why you NEED to freelance. I work from contract to contract, often with 2-4 months in between. If employees see that gap the chances of you getting a new contract goes down the drain. Freelance jobs are mostly once off things, you can do lots of them in a short period, keeping your CV stocked with numbers your new employer can call. Just remember that while you are freelancing to use an alias, that way a single freelance job won't kill your career. Also use an alias when doing a very low paying job, employers seam to think the money you get payed reflects your skill; even if it was a freelance job you did to help a struggling indie developer.
  6. Like dropping a napalm bomb on a spider. Unreal is a extremely powerful engine, advised for 3D games or 2D games with lot's of effects. Making this game on a engine like unreal is a practice in precision. I think you should look into gameMaker for this or even just using OpenGL.
  7. So I found a fix: just move the X by (sprite.width- sprite2.width) /2 and move the Y by (sprite.height- sprite2.height)/2. Then you need two branches to prevent the getPixel from reading sprites that isn't there. I would still appreciate a cleaner solution because this uses a while loop to adjust the pixels and is slow. Where my other one uses the rectangle of the sprite from the texture and isn't even noticed.
  8. So I am using Unity, I have a large sprite and a small sprite that I am merging with SetPixel, in code c#. This was working fine while both sprites was the same size as I would just multiply the two pixels. Now when I try it I get an error because it doesn't fill the array, so I filled in with a blank vector, it works, except now the sprite is in the upper left corner. What is the math for merging any larger sprite with a smaller one at it's center?
  9. The money went to feeding the people, paying for the computers and software, paying for electricity to keep things running, paying for advertisement and paying tax. All of these you will have to pay as well; just to a smaller scale. Making it less detailed isn't going to reduce production price as you think it will. Reducing the scale does reduce the price and by a lot so keeping things simple is the best way to go. Lets take a basic vehicle as an example: Low poly: 2 days for mesh and evaluation, 2 days for textures or special shader, 1 day for rigging, 3 days for implementation, 2 days for fixes and unexpected problems = 10 days for one low poly vehicle to work in game as expected. High poly: 4-7 days for mesh and evaluation, 2-4 days for texture and shader, 1-3 days for rigging, 3-5 days for implementation, 7days for fixes and unexpected problems = 17-26 days for a high poly vehicle to work as expected. 26/10 = 2.6 $ 200 000 000 / 2.6 = $ 76 923 076 - 25%(team size communication) =$ 57 692 307 so we can say about $ 50 000 000 for a low poly clone that works exactly like GTA 5. Lets say you game is only a fifty of the game GTA 5 is: $50 000 000 / 5 = $ 1 000 000 That is $ 1 000 000 for a GTA 5 clone that will have 52 vehicles instead of 262 GTA 5 has. So consider that the average american makes $45 000 * 3 = $ 135 000 $ 1 000 000 / 135 000 = 7.4 lets round up to 8. That is about 8 average people, 3 years to make a GTA 5 low poly clone that is only a fifth of the size. There is a lot of arguments against the above equation, however money is a good way of finding work potential and of course the worth of the people you hire is difficult to work out. This is a good estimate and in favour of the indie devs, where realistically it would take around 15 professional employees 3 years to make the low poly clone.
  10. Most mobile games are bad because they are designed as small money grabbers, if you don't like them then why not improve them. Your game would receive a lot of praise if you brought a well designed game to the mobile market. A lot of resources is a understatement, GTA 5 was one of the most expensive games to make. Unless you have over a $100 000 000 USD just laying around it isn't going to happen, in the next 16 years. I mean it is possible for a single person to make GTA 2 now and for a small team to make GTA 3. If you focus on this part alone it could be made. Forget about matching GTA graphics, settle for simple 3D or use 2D, 2D will make the networking easier. Multiplayer games take more resources. Where a one player game is made and shipped maybe fixed from time to time, a multiplayer game needs constant maintenance; so over time they do take more resources. Also the game type you chose will need the same content for multiplayer as it needs for single player. You still need AI for the police and NPC characters. You still need missions and objectives to keep players busy, the only thing you can really skip on is the story.
  11. Also in in favour for 3rd party engines is training. Where with in house engines new personnel and temporary personnel constantly need to be trained in using the engine, wasting months and often leading to problems, with engines like Unreal and Unity people can train them self or go to a University for training.
  12. How would this even work? Most studio's only keep around savings to keep things running for three to four months without pay; if they even have that. Working for free on a game that could take years would mean either not working on it full time or going bankrupt in a attempt to make it. No professional studio can afford to work for free, computers run on very expensive electricity. You should look for individual volunteers instead. Good luck.
  13. What size team are you looking for? How much are you paying, a rough idea? Are you fine with working over the net? Don't ever do this unless you are a pro developer, hell even the pro's leave the leads in charge of most choices. Think of it, if a artist comes to you and tells you that a faster and cheaper effects can be made by using shaders and a roll over system, it would also save on loading times. You approve this and now unknowingly you have eliminated regular levels, to get regular levels again your game will split into two parts. Do you know enough about art and design to build a full artist bible by yourself? Could you explain to a programmer how every mechanic connects to a other; what variables they should use where? Simple, when you hire a team like this the further you are from the inner workings the better, these people know there roles and how to fill them. All they need from you is clear instructions on how you want things, they will then work towards that goal.
  14. There should be a small "i" icon, next to the arrow when you hover your mouse. Use this to set your personal ad settings. I am a Blender user and often find myself correcting the advert on the subject. As a artist I often need to research objects for modeling, to prevent these searches from confusing the adverts I use incognito mode; for searches unrelated to my own interests. The adds by amazon that appear in-between comments in the forums reads the topic to advertise content. So if the topic is a bit NSFW and you don't prevent google from showing those adverts, you can get them here on Gamedev. If however you get a lot of click here adverts, you won addverts, words appearing highlighted links, a lot of NSFW adverts. Then you need to get a better anti virus, because that is malware.
  15. This Unity pack has a simple setup for using the navmesh. Note that waypoints don't need to be set this way, this is only to show how to find the player. https://docs.unity3d.com/Manual/nav-AgentPatrol.html Import the pack by right clicking and selecting custom pack, don't import into your game this is only a reference; there is a lot that can be improved especially my hard coding. NavMeshHelp.unitypackage