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About Andrew_

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  1. Thanks everyone for the input. This all makes more sense to me now.
  2. Posting this in the lounge instead of the business forum because this is about more than just business. It's also about speculation of what future technology might be like. Here's something I've been thinking about lately. A lot of people are concerned about the exploding costs of AAA game development. Modern games like Destiny and GTA V cost over $100 million to create, and future generations of games may become even more expensive because of things like increased resolutions and polygon counts. But what if this trend of rising costs is only temporary? Do you think advancements in technology and improved tools could eventually bring game development costs back down again? Now I don't have much experience with software development beyond writing a few simple programs, but I thought I'd throw some ideas out here anyway to see what the gamedev community thinks. Here are some ways I can imagine this trend of rising costs reversing: Advancements in procedural generation. As more research is put in and better algorithms are discovered, procedurally generated content becomes increasingly diverse, and the cost of content creation goes down, until eventually, we're be able to make billions of procedurally generated worlds that actually are unique and not just variations of each other like in No Man's Sky and other existing proc-gen games. From the Niagara Falls to the Grand Canyon, our planet is full of awesome, unique, interesting, and beautiful places to explore, and it wasn't made by hand, so who says we won't eventually achieve a comparable level of diversity with procedural generation? Better engines and libraries. Over time, engines and libraries become able to do more stuff that companies currently have to do manually, and make the remaining tasks faster, cheaper, and easier. Artificial superintelligence. This sounds farfetched, but if Ray Kurzweil's predictions of an ASI are correct, gamedev costs would be reduced to almost nothing, assuming the AI doesn't kill us all first. Not only would an ASI be capable of creating entire games for us, but those games would put even the world's greatest human-created games to shame. So, what do you think, could future gamedev technology bring the massive costs of AAA game development back down to a more acceptable level, or at the very least, lower the costs of what constitutes a AAA game by 2017 standards?
  3. Andrew_

    Game Design Analysis YouTube Channels

    I like to watch Extra Credits. They've made quite a few informative videos covering various aspects of game design. https://www.youtube.com/user/ExtraCreditz/
  4. Have you played Final Fantasy XIV or the Phantasy Star Online series? I don't know if they work as well on a controller as you are hoping for, and I haven't played them myself, but I do know that those games have console versions.
  5. It could be a new type of experience that current technology is not yet capable of, or a dead genre that almost never gets made anymore, as a couple examples. What types of games would you like to see in the future that are either not currently possible or in extremely short supply? Here's a couple things I'd like to see: More complex and dynamic worlds, on increasingly large scales. I hope that by 2060, I'll be able to play a game where you can pour a massive stream of water off of some huge cliffs and recreate the Niagara Falls in all their breath-taking glory. Or make various parts of an ocean rise and fall by 100s of meters to create spectacular tidal rapids that put the Skookumchuck Narrows, the Saltstraumen, and the Horizontal Falls to shame. Or witness a massive volcano erupt realistically over a 10km area, without having to risk your life. If game engines ever get to the point where they can do all of the above without any scripted animations, and computers become powerful enough to render it all in realtime, then the possibilities for virtual tourism would be nearly endless. Even more so with the quality of VR that would be available by then. This one is a little more down-to-earth: More games about using your skills to achieve as high a score as possible. Highscores in games have become a lot less common than they were at the height of the arcade era. Even among modern games that do have highscores, most of them are mobile games that are more about farming for upgrades or microtransactions than they are about actual player skill. Some of the few successful and high quality skill-based highscoring games I can think of in recent years would be the Touhou series, Spelunky, and Pac-Man Championship Edition DX. I would really like to see this type of game make a big comeback at some point. These things don't necessarily have to be mixed together, but I suppose that could be enjoyable as well (Eg, climbing a mountain with dynamic weather conditions as fast as possible).
  6. While ideas may not have any monetary value, I think they can still be a good source of inspiration. So for those of you that have game ideas, do you have a way of storing them, and if so, what does it look like? How many ideas do you currently have?   I keep my ideas stored in a folder on my hard drive. At first I had 2 or 3 of them, then I started studying game design and programming, and my game idea collection has grown quite a bit since then. I'm up to around 20 now. Here's a couple screenshots:  
  7. Andrew_

    The Tryangle - Free hardcore arcade game !

    Fun game. Reminds me a bit of Super Hexagon. Found the first 2 levels pretty easy and then felt a big difficulty spike on level 3. Eventually managed to beat it and unlock level 4. After trying level 4 for several minutes, I got a run that survived for 31.99 seconds.   Some more variety in patterns would be cool, if possible.
  8. Hi.   Yeah, physics are definitely something I'm going to work on for the next update. I've been on a hiatus from programming for awhile but I'm about to start working on this game again now. Hopefully I'll be able to get those things fixed.
  9. Thanks for the advice. I've read about OOP and classes but have never used them before. Looks like now's a good time for me to start. I'll look into your other suggestions, and I also got a suggestion elsewhere to split my code up into multiple files, so I'll look into that as well.
  10. Hi, I’m pretty new to game development, and I’ve spent about a couple weeks on the following game:   https://github.com/Andrew-RK/Endless-Breakout   Endless Breakout is a breakout game where you have to survive as long as possible, by keeping an ever increasing number of balls from going out of bounds. I’ve been coding it in python using the pygame library. I’ve also got some additional features I'd like to add in the future, such as targets to aim the balls at for survival and scoring benefits. Feedback from both a gameplay perspective and a programming perspective would be helpful. Also added older versions of my game for comparison sake.   I'd also like to add that I'm not just making a breakout game because it's easy to make. I'm also a big fan of breakout games and used to play them quite a bit, such as Ricochet Infinity, Shatter, and Alphabounce. There's actually quite a few ideas related to breakout that I'd like to prototype, so this won't be the last time I make a game with a ball and paddle. Despite all the breakout games that currently exist, I believe that there's still potential for interesting mechanics in the genre, so it's definitely something I want to come back to further down the road, when I have more experience under my belt.   My best score in v0.3.1 of this game is 6628.
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