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About erpeo93

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  1. erpeo93

    What keeps you motivated to finish ?

    The only thing that keeps me pushing hard is the fact that I'm doing a game that I really would like to play and where I can basically put all the feautures I want in it, whenever I want. If I had to program crappy flappy bird clones, well then that is _work_, and surely I would need some motivation sooner or later (eg money). But as soon as it's not work anymore, then the only reason why I would do something is because I like doing so. I like creating rpg that I would play, and I like the possiblity to shape the game the way I want even more (you know, crafting, alchemy, monsters, graphic style...) You should start questioning yourself about why "now and then is so hard to stay motivated", because if you're doing the game that you really want to do, then it's pretty easy to stay motivated. That doesn't mean there won't be any up and down, to be clear. But it will be much easier to stay motivated and go ahead if you do something you really want to see coming to life. ps: of course you have to understand what are your physical limitations, and work around them: you won't ever be able to reproduce the graphics quality of skyrim, but adopting evocative and simple art styles you can surely work around that. Leonardo
  2. Hi everyone, As the title says, I'm searching for someone to help me filling the world of my game with creatures and plants that will appear reasonable to the players, without ever looking "out of place" or something. Also there are some gameplay system that can surely improve with the help of a game/world designer (economy, crafting, alchemy,... ). The engine is already in place, and the artist and the animator have started working togheter with the pipeline entirely set up. The designer's job will be to give the artist the description of the world creatures so that he can sketch some concept and then draw the final version of them. Basic programming skills are of course a big plus. The budget is limited, but the game won't ship until the end of 2019 for sure (first alpha) so you can ideally work on it during your spare time. Contact me or by email at leonardo.lucania@outlook.it and I'll show you some screenshots and references. Thank you. Leonardo
  3. erpeo93

    Introduction and Career Questions

    Welcome Elijah, nice to meet you I don't have any experience in the industry so take my words with a grain of salt... but I think that for a game designer, more than every other role in the industry, it's very very valuable to ships one or more game where YOU were the designer. I mean, if I were searching for a game designer, first thing I would do is to search what titles he has designed, and how they look to me. Yes your portfolio is surely relevant, but for me this would be far more important than that. They don't have to be huge hits or AAA, but for a designer having some good games shipped under the belt is a big plus. (Much more than it is for a programmer or an artist in my opinion). I would start designing game in a small team made of passionate people or doing some freelance work, hoping that the game becomes a hit. Leonardo
  4. Hi, I'm finally at the point where I would like to see some test animations in my fantasy rpg. I already have a test character, and I would like to see some simple run/idle/attack animations on him. the style is very simple and minimal, and I don't have any special requirements other than the fact that the animations has to flow with the art style and the game mechanics. I don't have much to offer (that's the reason why I would prefere someone that is not a veteran), but for sure you'll be paid for your work. Of course if the test animations looks good we can keep going with more animations as characters arrive from the artist. I would love someone that works with spriter and that it's not an animator master (so that the price won't be too high)... I would prefere someone willing to learn and to stay with me till the end of the project. (summer 2019 probably ). Email me if you're interested: leonardo.lucania@outlook.it. As I said, the work will be paid so please don't send me an email if you're a noob in animation. Leonardo Here is the character: (It's gray because it's for test purpouses)
  5. erpeo93

    Choosing programming language

    https://hero.handmade.network/episode/code this should be enough to clarify your doubt. Tell me if there's something a junior engine programmer needs to know to START developing a good game engine that it's not on that list. And let me say that yet another time: the value of the series is not in the "content" of it (there are lots of places where one can learn rendering, networking ecc), but it's in the fact that you can see how a veteran and much respected engine programmer approaches programming problems live and without preparation. No one with a comparable portfolio ever did something like that. (And furthermore the series is freely available on youtube).
  6. erpeo93

    Choosing programming language

    I'm 25 now, programming since 18 more or less. First 4 years was all about oop (at university it was all over the place). I liked it, don't get me wrong... I was totally happy with it: constructor, deconstructor, inerithance, singleton and all sort of stuff. Then at one point in 2016 I started following handmade hero, and in something like 6 months I reached a level of confidence in programming that I never had in the previous 4 years, a sense of control over the code I wrote that oop never gave me.
  7. erpeo93

    Choosing programming language

    Yes, you're totally right. I assumed that because I don't like oop and my experience with it has been pretty bad, op shouldn't follow the same path and discover by himself if he likes it or not. I still think handmade hero teaches everything one need to program games, to me it has been like a revelation. A better statement would have been: "I found handmade hero to be a great resource on game programming, and I suggest you not to focus on any particular programming paradigm, but to try and experiment with them all."
  8. erpeo93

    Choosing programming language

    The fact that it can be useful in many scenarios doesn't mean that it's the best way to approach game development. I don't want to flame or convince anyone about my ideas, of course anyone is totally free to program the way he likes it the most. And to be clear, a good programmer is a good programmer, whatever language or paradigm he choses (or is forced) to use. That's the reason why I said that one should focus on learning good programming practices, not paradigms. If you have any technical explanation about why one should use oop over not using it (hopefully focused on game development), I'll be more than happy to discuss with you, without flaming or anything else. Otherwise the discussion ends here for me.
  9. erpeo93

    Choosing programming language

    I'm not unable to program in oop, is just that I don't feel confortable with it because it forces me to do stuff "in a certain way", as any other paradigm does. I'm not against oop in particular, I'm saying that the op should not focus on any specific paradigm. The fact that most people tend to suggest oop as a "way to do games" made me address that specifically, otherwise I wouldn't have said that. oop doesn't hold up because you're often forced to blindly bind operations to data types, and especially in something as mutable and complicated as a game, where the design and the architecture is constantly evolving, the more you can delay that binding, the more you're able to develop the game organically. The fun fact is that "objects" exists in all the programs (my game too of course), but they emerge from the organic development of the game, they're not created "artificially" by the programmer.
  10. erpeo93

    Choosing programming language

    OP asked for "Which programming language should I learn for making games?" not for "Which programming language should I learn to land a job in the IT industry?", and I replied accordingly to my experience. Unfortunately just learning a programming language isn't enough to make games... you also have to develop good programming practices that allow you to build good software. A paradigm is something that forces you to think in certain ways and to make software accordingly to that paradigm, oop being the most restrictive one (and the most commonly used unfortunately). I totally agree that everything has it's own place, and that op should learn and see a bit of everything... but oop isn't the best way to approach game development, and every good game programmer will tell you the same. I would say "please stay away from any programming paradigm in particular, and just learn good programming practice". Sounds good now?
  11. erpeo93

    Choosing programming language

    this: http://cs.indstate.edu/~cbasavaraj/cs559/the_c_programming_language_2.pdf followed by this: https://handmadehero.org/ Is EVERYTHING you need to make your own games, nothing more: just these two things. ps: if you've never programmed before, you will probably need a good amount of practice before moving to the second step. pps: please, stay away from oop.
  12. Don't get me wrong, I wish you all the best for everything, but if I were searching for a team to join these two lines togheter would make me close the page instantaneously: Compensation: Royalty/Payback After Funding Project Length: Hoping For Release In 2020/2022 I respect the fact that you've put 4 years of your life into a game, that's a fantastic and respectable experience for sure, but personally I would never join a team with only the hope that (maybe) in 4 years I will be able to pay my bills. What about making a decent part of the game before starting creating a team? I'm sure it would appear much much better to people interested in the project. (yes, unfortunately this means that you have to learn how to program... ) Please don't take it personally, it's just my tought. Wish you the best with your project in any case
  13. Probably what you're searching for (and probably the ideal solution in general I think) is some sort of an "hybrid" schema. You can basically start with standard skeletal animation, and later on you can easilly add more "frames" to parts of the skeleton as you see fit. For example, probably your characters will need some sort of facial expression: you can easilly start with a single default face, and later on add special frame to frame animations only to the face bone. Pick don't starve as an example: Wilson's face has different animations for different situations, but the "base" of the animation is made of bones. (And I'm sure that facial expressions have been added when the development of the game was almost at the end). Another thing that can make the difference is how much time you have to complete the project, and yet another how good and quick you can produce frame by frame animations.
  14. erpeo93

    I need a mentor

    My 2 cents: just learn to program small games in C ++( non OOP of course), using whatever low-level library you like for rendering. Surely learning how to use unity it's useful and fun right now (and also gives you the best results in the least amount of time), but learning how to program games all by yourself is a skill that has an infinite value, mostly at your age. (And the earlier you're confident with programming the better it is) http://lazyfoo.net/tutorials/SDL/ I started from there, the tutorials are very good and to the point ( tutorials 1 to 15 are enough for starters I guess), in a couple of months I'm sure you'll have all the basic stuff you need to start building more complex games: rendering bitmaps, playing audio, and keyboard input. And as other people said, asking questions about stuff you don't really understand is the best chance you have to improve at game programming, you don't need a _real_ mentor. Feel free to drop me a pm if you're interested in the idea and want to discuss more
  15. So I've hired a 2d artist for my game which is very good at drawing and asked him to draw characters in a particular style that I like, basically telling him "I like this characters, please take a lot of inspiration from them". Really, the thing that is similar is the style, but obviously I have the fear that the original "inventor" could potentially sue us. Here is the one of the original pictures: And here is what my artist drew for me: Obviosly the the reason why I can't hire the original author is that he's too costly for me, it's not affordable to pay him. As you see the style is really similar, but really there isn't anything "copied", my artist just recreated new stuff in his style. What do you think? should I be worried? Thank you, Leonardo
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