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About JangoBunBun

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  1. JangoBunBun

    Expanding on Basic Ideas

    Where did you read that it's important to get something out ASAP? Unless you have a marketing team, and people who've already preordered your game; I don't think that is necessarily always true.
  2. JangoBunBun

    Multiside space battles

    Perhaps you could then have the various polygons around that, in the style as Arka's idea?
  3. JangoBunBun

    Research on game development tools

    1.Your name? (can be left blank if you wish not to be identified) : Tyler 2.Name of your company or the company you are working for? (can be left blank if you wish not to be identified) : I'm freelance right now. So, N/A? 3.What type of game(s) are you developing and on what platform(s)? : I tend to develop in the genres i play. So, FPS, RTS, Sandbox, and Survival. 4.Name(s) of the major game(s) that you are developing? (can be left blank if you wish not to be identified) : None currently. My computer is not working. 5.What software tool(s) have you bought or otherwise procured for the final game or to help in the development process? : I haven't bought anything, but I use Unity mainly. 6.What were the main reasons you selected this/these particular products? : It's free, and I'm a broke highschooler. 7.What was the main need that the product(s) had to fulfill? : I needed something cheap and flexibly. Unity was my first thought. 8.On 1 to 10 and 10 being the best, how well would you rate their functionality? : 9. It would be a 10, but some of what I need is in the paid version of Unity. 9.Was the possible price of these products a major concern? : I'm using the free version of Unity, so no? 10.Did the type of game you are developing have a major effect on the choice? : N/A PC currently out of action.  11.Did you consider on making at least some of the things yourself, that you have procured from outside source? : For past projects, when I was still learning unity, yes.  12.If yes, why? If no, why? :  Though I did not have the proper skill. 13.What was the main reason why you chose to get the software from outside source(s)? : I was rather un-skilled at the time. 14.If you are able to, can you name few things that need special attention in the selection of software’s that you have acquired? : No. 15.What are the major effects of the software that can be seen the final game, if any? : I haven't finished anything. Everything i've done has been scrapped, or delayed indefinitely. 16.In your opinion, how would these effects differ compared to a use of a possible alternative software? : N/A
  4. JangoBunBun

    Incorporating programming into gameplay

    This doesn't pertain to RTSs, but you may find it interesting none the less.    Space Engineers did something like this. A programmable block was added. You didn't have to use it, but it made parts of the game easier. They used C# for their language, so many people did not have to learn a new language.    I like what they did for a few reasons:    You did not have to use it. If you didn't want to, or don't know C#, you could avoid using the programmable block.  It made certain parts of the game easier. You could write an AI that would find, and mine a certain ore for you.  And, finally, non programmers still could play the game. The decision to add the programmable block may have sparked interest in coding in some people. But, I have mixed feelings about programming in games. If it fits the setting, and does not impede on the gameplay, I like having the option to write some of my own (awful) code. On the other hand, if it becomes a chore in it's self, impedes gameplay, and just overall doesn't fit, I feel like programming shouldn't be in a game. 
  5. I need to get around to building a new PC.
  6. JangoBunBun

    Expanding on Basic Ideas

    I would suggest to get rid of the time limit, and add 'quests,' or 'special orders' of sorts. Every once in a while a 'special customer' would ask for X ammount of Y commodity. When the player completes the quest, they could be rewarded with a random upgrade, or money. Some 'quests' would have time limits, but better rewards. If you wanted a little Risk vs. Reward, you could make it so any commodity put towards the quest does not get sold at the market, thus meaning if player fail the quest, they actually lose profit that they would otherwise get.
  7. JangoBunBun

    Forward vs. Inverse Kinematics

    I find this really helpful. Though, if I may make some suggestions: * Add subtitles. Your accent makes it hard to understand at times, and YouTube subtitles aren't the best... * Continue to use more popular games as examples. I've noticed you referencing popular games, like Angry Virds and Cut The Rope in your "Game Genres" video. * Focus more on the development process. IE how to select a genre an idea would fit best in, evolution of ideas, the development team, er cetera. That's all I could think of, for now. I may add other stuff later. And sorry for my formatting. I'm on mobile, and haven't quite memorized the formatting.
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