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About SirWeeble

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  1. The "which engine is better" question gets asked here probably once a week. Try looking up some of the old answers for something more in-depth.   I've used unity for years and have become quite annoyed with parts of it, so I've done some moderate research into alternatives. My biggest problem with GameMaker studio is that it uses its own language which is pretty much useless outside of that engine. This alone kills it for me. I've also read that it has alot of its own problems and some pretty severe bugs.
  2. SirWeeble

    Caveman v3.0: NPC triggered dialog questions...

    While I have no idea what you've got made or are capable of making, I figure the insults would end up comming off as canned or generic unless you made a fairly intricate  relationship system. Even then, It probably wouldn't be really great.   You'd probably also end up with situations where you don't remember attacking an NPC - say you load up the game a month down the road and some character insults you for apparently no reason, but a 'angry' variable wouldn't clue you in to why they're actually mad.   Insults would have to be really generic too. You can't insult the player's personality. Maybe you can insult their appearance, but unless your insult system is somewhat complex, it would have to be really general. You'd end up having things like "you're stupid" "i hate you" and other stuff that sounds like it comes out of a 5 year old. If the character is tasked with a very specific objective in the game, you can have them insult that "you're a terrible leader of this tribe" or whatever, but again - they can't say why without a complex event/response system.   I just figure, unless  you spend a hell of alot of time and energy creating a intricate event, relationship, insult, and compliment system none of it would really add to the game.   My opinion on dialogue in general is fairly negative though. There's been alot of attempts to make it more interactive in games and it always just ends up being annoying.
  3. SirWeeble

    Caveman v3.0: NPC triggered dialog questions...

    1) no.    2) no.   3) no.   4) I don't know.   I just say this assuming that the dialogue will be bland and badly written. Because most dialogue is badly written in even AAA games who hire professional-ish writers. Your sense of humor may not appeal to players, Insults will be generic if they're based on a variable, and quotes - seems unlikley to click. Most will probably not realize it's a quote, and the people that do will think "why is a modern quote just wedged into a prehistoric game?". Then of course, copyright issues. I don't know the answer. Id just avoid the possibility. Since none of the ideas would lead to a better conversion or more interactive conversion, I wouldn't do any of them. I just programmed a dialogue system for my own game, and I'm basing everything around the philosophy that "i'm a shitty writer" so dialogue will be mostly utilitarian, informative, etc. It frees me up from the obligation of being a programmer/artist + writer. Every minute i spend writing crappy dialogue is a minute i could be spending making good art.
  4. SirWeeble

    How Important is Concept Art?

    Yes, concepts and references are still important when you're working alone.   I'm assuming however, that you're drawing skills aren't rock bottom garbage, like stick figures and smilie faces. My own drawing skills are somewhat degraded, from not doing it regularly for years, but I can still slop together cohesive concepts - even though no-one would put them on their wall.   For starters, it helps you to decide if your idea is any good or not, as well as to solidify the concept you have in your mind. Sometimes the idea you have seems good, but when you actually make a sketch and step back and look at it, you realize that it's not as great as you thought. So from there you improve upon the idea, or even scrap it and not waste your time if it ends up being totally worthless.   Another benefit to concepting is understanding your concept in a more 3d-way. Personally, when I have an idea, it's generally somewhat fuzzy. I may understand what it looks like from the front, but not the back. Maybe I hadn't thought about how it moves, or the details.   Overall, the biggest benefit is time saving. If you're going to model, texture, rig, and animate something, you'll be devoting days if not weeks to it. So spend a few minutes and put it to paper. If it isn't worth a few minutes to make a sketch, then it probably isn't worth the time you'll be putting into the model.
  5. SirWeeble

    How Important is Concept Art?

    Most artist will tell you to always work with a reference. Even if it's a crappy sketch or a grainy image from google.   If you're making a coffee table or chair, find a reference on google and load it into your program. If you're making a cartoonish character, do a sketch.   The natural workflow of 3d programs is very mechanical. If you 'go with the flow', lazyiness takes over and you end up with a boxy, static result. If you're working with a reference, especially if it's something organic, you'll be forced to go against the mechanical workflow of the program to make things more organic.   There's been times where I've done freelance work where I gave them a rough blocked out 3d model as a 'concept'. However, I was doing it off of a really really crappy sketch that I made. I was just to embarassed to show them my awful sketch, and it would have taken me longer to make a better sketch than to make rough 3d concepts.
  6. I'm working a 2d platformer, so the finer details would be different for other types, but I generally end up using a similar controller for everything I've done. Generally I have a PlayerInput object which controls ActorController on an Actor, which drives animation and physics. The ActorController applies physics to Actor and sets bools that drive the animation in the Sprite.  For the hierarchy, It's basically this: PlayerObject ->Actor --->Interactive Triggers (for triggering interactive things like buttons, alerting enemies, etc) --->Raycasters ->Character Sprite --->Muzzle Flash Position --->Weapon Position --->Effect Emitters Raycasters are used to detect grounded/not grounded (for jumping/landing). The Sprite is set to follow the Actor very closely - basically overlapping. This is just to avoid physics jitters and jerkiness. The PlayerObject is there as the top of the hierarchy, which allows the different parts to communicate and be spawned/destroyed together.
  7. SirWeeble

    Your Preferred Os And Why

    I didnt stop using windows until recently. I begrudgingly got a Mac to port a mobile game onto iPhone about 5 years ago.   I've stayed with OSX because it just works. No random forced updates which render software inoperable without patches. Peripherals simply work. No need to get drivers or twiddle around with the OS for half the day to get a drawing pad or headphones to function correctly. Screen recording is built into quicktime, as are a multitude of other tools system tools that normally in windows require downloads from random, possibly disreputable, outlets.   That said, the Mac online world is unsurprisingly less technically adept at solving unusual problems or special case tweaks. If for some reason you need to alter a system file, expect online forums to completely bewildered or even offended that you'd dare tweak the system, and may even demand that you explain why - as if they are the gatekeepers of the OS's virginity. Windows: Pro: you can tweak your system..   Con: you have to tweak your system. Mac: Pro: you don't have to tweak your system. Con: it's a pain to tweak your system.
  8. SirWeeble

    Space for Unity refugees?

    Well this finally answers the question as to why I've suddenly been getting dead links to unity topics.   I've used unity since 2.0, but I've never been active in their community. It has always seemed pretty poorly set up to me. Unity answers has been especially bad for a long time. In the last year I've posted maybe 2 questions on there and they each took more than a week to be 'moderator approved' and show up. Then neither question ever received an answer.   The answer/reward system seems to reward wild guesses and I've seen alot of 'accepted' answers that were just flat out wrong. It's also difficult to find an answer to anything outside of the extreme basics.
  9. I agree that the railroaded story does get repetative, as does the "your the savior!" theme, but I don't think it's likely to change.   The whole "your the worlds last hope" that happens is the same reason movies follow the super-heroes and not the newspaper vender who gets his paper-shack destroyed by the super-hero. The 'camera' chooses to follow the person with the most interesting story. Maybe 1000 people tried to save the world, but they all died or failed. The camera chose to follow the guy that suceeds.                                                                                                                            I don't think a lore based game would be very appealing. It sounds like your desribing a wall of text. You also mention 'study' and 'discover'. Now sure how you'd make someone do that when they have google. Procedural worlds can have an interesting discovery mechanic, but they are usually lacking in details or becomes obvious that they're just repetative algorytms and the world feels empty and bland.
  10. If you're decent at coding, you can code your easier code on your smartphone, then email that to yourself. Use your computer-time for refining your code, debugging, etc. Then use your remaining non-computer time for art assets, etc.   This is what I did while I had a job that gave me alot of freetime, but only a few hours a day in which to code. I used my downtime at work to write up simpler scripts, plan my agenda, and write 'to-do' lists.   It will be more difficult to code without a compiler to check for errors or a copy of your existing code to reference, but not impossible. It will also force you to write more modular code that you can simply plug-in to your existing code, rather than a spaghetti-string tangled up mess.   Basically, use your no-computer-time to make your computer-time more effecient. Create some kind of shorthand for when you don't know something, and fix it when you see the code. If you're using an engine or library, it would be helpfull to keep a copy of the scripting reference on your phone.  
  11. I'm a huge fan of space sims 'in theory', but when it actually comes to playing them, I get really sick of them really fast. Like dustbiter said above: your post sounds like your idea is to make another X series game. If you haven't played any, you should.   For me, X series was addictive, but not fun. You spend the vast majority of your time going in a straight line from one location to another in autopilot. X:Rebirth tried to solve that by making stations super huge and adding a 'highway system', but they also chopped out alot of what made their previous games unique.   There's another game in development that got a kickstarted called "Limit Theory". Terrible name for a space game, as that title doesn't really suggest "space" in any way, but it's worth finding a youtube video. It's basically an X-series game with a procedural universe. Everything from ships, stations, races, planets, and starsystems are procedurally generated.   However, it seems to suffer from the same problems as most open-ended space sims do. Huge amounts of empty space. Good looking empty space, but still empty and the combat looks like it just breaks down into a "chase the dot" game, like the X-series.  
  12. I have no idea to what 'weird' you're refering to. I'm guessing it's something drug related, or sexualized characters. I don't see the purpose of your vagueness.   Just use common sense. If you're trying to make a porn game, or "Heroin Junky Simulator" or something horrible or racist, you'll probably get booted. If you have a character with bouncy, yet covered assets, no one will care.
  13. SirWeeble

    Question about encryption and ransomware.

    I'm guessing no. I'm not too knowledgeable about this topic, but your file would have other information attached to it than just the raw data of the file. The creation time, altered time, etc. Also, it's location on your hard-drive wouldn't be the same. I'm not sure if that last part would matter though. Maybe someone with more knowledge about encyryption may chime in.
  14. SirWeeble

    i keep buying games and they're not what i expected

    Norman: I noticed you only listed big-studio games. A bit ironic since you're an indie developer.   Hop onto Steam or Desura and grab a few games. There's so many oddball niche games, there's got to be one that's up your alley.   It's harder to find review and coverage on some of the games, but since most are fairly low prices, you're not dropping $60 to find out if it's good.
  15. SirWeeble

    Most important principles of game design?

    Something i haven't seen mentioned is Pacing and Complexity.   This isn't something I've read, but just noticed in good games. Pacing should be inversely related to complexity.    For example - sneaker-shooter games are slower paced than action-FPS games, but the good ones don't feel boring. That's because in addition to your health and ammo, you're also forced to account for visibility, noise, number of enemies, their patrols, etc.   The rising and lowering of intesnity is also an important part. You can have a super-intense gameplay style all of the time as long as there are occasional breaks in the action, or a slowly rising/lowering of intensity as the game progresses. A good example of pacing vs complexity gone awry is late-game TBS or RTS games when you've conquered 50-60% of the world. Where before - 5-6 armies and 2-3 bases was easy enough to handle, now you've got 20-30 bases and 60 armies all swarming around the map. The more micro-managey the game is, the more difficult it becomes to handle all of it unless there are mechanisms built into the game to handle the issue. If you've played the SystemShock/Bioshock series over the years, its slow evolution is a good example of complexity vs pacing decisions and its impact on gameplay, with the later games sacrificing complexity for increased pacing.
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