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About erpeo93

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  1. erpeo93

    2D character artist (sketch blog)

    As a programmer, I have to say I love your characters. Unfortunately I'm unable to make a more technical critique as I don't know nothing about drawing, but if I was searching for a concept artist for my game, I would pay good money for these concepts for sure. Keep up with the stuff and keep us updated please, I'd love to see more. Leonardo
  2. erpeo93

    Moving to Game Programming industry

    My suggestion is to try trading some of your salary for some time to dedicate game programming. Going all-in with a game developer path is a risky choice for a young guy that has nothing to loose, let alone for someone with a family and a good job. My advise is to find a job that allows you to program games for 15-20 hours a week (plus weekend you got something between the 20 and the 30 hours of game programming a week, which is enough to learn at a decent speed). This could just mean a 30/week hours dayjob, or even less, depending on your country/company. Did you talked to your employer about your problem? how much free time do you have at the moment? Just to bring you my personal example, I have a standard day job (40hours/week monday-friday), I'm 26 with a girlfirend and friends: At the moment I'm able to dedicate something between 25-30 hours per week to the game I'm developing, and I'm learning a lot white at the same time ensuring me and my girlfriend a solid future. I absolutely don't feel the need to enter the game industry at the moment, basically because I feel like I'm already in the game industry just to recap: -find a "enjoyable enough" day job, that allows you to have something between 20 and 30 hours of free time per week -be ready to sacrifice a little bit of social life (just a bit, it's still very important to be balanced in my opinion) -start programming games (I started with handmade hero, I suggest you to do the same) I'm doing this since almost two years now, and I love it. Leonardo
  3. erpeo93

    Passing data with message system?

    You will have to iterate multiple ways (depending on your skill level) on your system's api before you get to a state where it's clean and easy to understand what that system needs. I would advise AGAINST an explicit message system between systems, and I would focus more on cleaning the API of the system you're currently working on. So For example, if one of your renderer's call is: void DrawCube(GameWorld* world, GameAssets* assets, GameDatabase* database, Vec3 position, Vec3 dimension, Vec4 color) Then you should probably start investigating why that call needs the world, the assets and the database pointers, as logically a renderer wouldn't need those. Probably you need just some parameters taken from them, and so your call can then become: DrawCube(DrawCubeParams params, GameAssets* assets, Vec3 position, Vec3 dimension, Vec4 color) where the caller sets all the necessary params. I personally think that this is the only way one can get to clean and good api. Leonardo
  4. erpeo93

    Looking for help with new project.

    Well it depends on how much programming experience you have and on how much you want your kids to learn to program, as they're surely ready to start learning how to program for serious. You could: -Let them use a basic game library like SDL or something similar, so that they're able to develop good programming skills while still avoiding all the operating system weirdness, and while the older son could maybe work on the more "hard" things like rendering and simulation, the youngest could start working on more funny and "gamy" things like map editor, UI, etc. Surely this is the hard way to go, but your kids would learn WAY more this way than just letting them use unreal or unity. I would only suggest this if you have a certain amount of programming experience, as your sons will probably ask for your help from time to time. -If you don't have a lot of programming experience, I would probably go the standard unreal-unity way, probably choosing unity as it's probably more versatile relative to UE. If you have the possiblity, I would strongly suggest going the hard way, as your kids will learn something that can basically guarantee them a job when they're adult. (Non necessarily in the game industry of course). Sure they will be less productive in the short period, but once they've learned a good amount of programming practices, they're productivity will skyrocket. Leonardo
  5. erpeo93

    Looking for help with new project.

    Hi! I can only imagine how happy you are with two kids that love game programming... best wishes for their future. Can I ask you how old are they? My suggestion would change quite a bit depending on the age they have. Leonardo
  6. erpeo93

    Copyright question

    That is true, now that I think about it, and it's actually good for me in this situation. I think I will just keep things as they are, try to stick with my name without spending money to reserve the word (8% of the total budget is a lot in my opinion), but of course keeping some backup names in the case something goes wrong.
  7. erpeo93

    Copyright question

    Does this means that if I start selling my game at the end of 2019, and someone else has "filed for the intent to use the mark" before that date, I'll win if we go on court? Because if it is this way, then there's no problem as this seems pretty fair, and there's no reason for me to declare the intention of using the name. But then I wander, what happens to them? they're request is refused as there's an estabilished brand with the same name already?
  8. erpeo93

    Copyright question

    The lawyer I talked to suggested to trademark the name without knowing the exact name of the game, I didn't even tell him it was a common word. (I don't blame him, as is it's work to protect people). That's why I started wandering about what happens if I risk and go without trademarking the name. Assuming that there isn't a game with the same or very similar name, It would seems that once I start selling my game, I should be fine and no one should be able to "steal" my brand, with or without "official" trademark. (I asked Jason for it, and he did exactly this, no trademark, just start selling the game). My doubt is if it's worth to trademark the name "before" I start selling the name, just in case someone goes for the same or very similar name. A lawyer will always suggests me to trademark, as there isn't a 100% sure way to avoid someone steal the name, but PRACTICALLY, how many possibilities there are? (considering that I own www.GAMENAME-name.com and www.GAMENAMEthegame.com, and that the game will starts selling probably at the end of 2019, so 15 months from now)
  9. erpeo93

    Copyright question

    Yes, exactly this! Do you have any experience with those forums? Do you have One of them in particular to suggest? (I will talk to an attorney soon about this as well, but I think the more opinion I can hear, the better)
  10. erpeo93

    Copyright question

    I'm aware of the fact that the more a name is a Common word, the more difficult it is to protect it. But this word almost perfectly fit the game, and it's also a "cool" word. Of course I have many "backup" names, but this word would be perfect as the title of the game. I won't sue you if my game is called "edge" and your game is "dark edge", I just want to avoid being sued by others, and let the success of each other's game speak for theirself. (Assuming there is no game named "exactly" like mine, which I'm pretty sure is not happening at the moment).
  11. erpeo93

    Copyright question

    I don't want to protect against illegal copies, that is practically impossible as you said. The only think I'm worried is that my game has a name that is a very Common word (on the same level of "destiny" to make an example), and so if a big company decides to pick that same name and trademark it, well it would be pretty bad. But it seems to me that you're suggesting that if I'm 100% sure that no game has the name I picked, and if I own a reasonable .com domain for the game (like I do), as soon as I start marketing and selling my game I should be fine even without trademark, right? I mean you're saying that companies will recognize the fact that that name is "mine", and will avoid noming their game the same? This project means Everything to me, and the scale of the project is big enough that if it has success, I expect it to sell a pretty decent number of copies. But being the name a pretty Common and "evocative" word, I just want to avoid that someone else come along and "steal" my name. What can I do other than acquire the domain and actually start marketing and letting the world know about my game?
  12. erpeo93

    Copyright question

    Hi everyone, after reading Jason Rohrer's story and his post about free distribution (http://hcsoftware.sourceforge.net/jason-rohrer/freeDistribution.html), I'm quite torned about what to do with my game regarding these two things: -game name trademark registration: should I really do that? I mean, Jason didn't did that for One Hour, One life (at least this is what I found searching on the uspto), , and surely I can't assume that my game will have more success than ihis game. But how can one then protect against abuses? Or worse, how can I protect against someone that trademarks my name afterwards ands forces me to change name? -distribution: should I really distribute the game via steam? At the end of the day what Jason says is totally true: the most successfull games didn't went on steam, especially those that are multiplayer (Like mine is)... so if a game is really good, people will find a way to get it. Another good point against steam distribution is that games on steam tends to have a boost during the first days after launch, to quickly fall down afterwards... while instead avoiding steam allows you to "slowly but steady" build the community, probably ensuring more long-term incomes. What do you think? Sorry for my english. Leonardo Any suggestion or
  13. erpeo93

    How early to begin marketing?

    In my opinion one should start marketing his game once there is a _showable_ build and your friends said the game looks good after testing it. (Of course explain them that it's an early build). From there you can start gathering gameplay footage, videos for trailer, put an early access alpha on, etc. Note that it doesn't absolutely mean that you shouldn't THINK about marketing before that point: read marketing articles and study successful indie games, see how they have done and why. (There are a lot of resources around the web). Also at one point you should probably consider hiring someone that can help you with this: they know streamers, they know youtubers and they know this world way better than you: They could offload a lot of work while you can remain focused on finalizing the build. Leonardo
  14. erpeo93

    The Total Beginner's Guide to Game AI

    Really good and informative article. It Covers a lot of things without going in too much details, but then gives study references at the end. I only consider it to be a bit long, and I probably would have cut it in two parts. But otherwise, very good job. Leonardo
  15. 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
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