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Nick Slusarczyk

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About Nick Slusarczyk

  • Rank
    Member

Personal Information

  • Website
  • Role
    Amateur / Hobbyist
    Audio Engineer
    Game Designer
    Programmer
    Sound Designer
  • Interests
    Art
    Audio
    Business
    Design
    DevOps
    Education
    Production
    Programming
    QA

Social

  • Twitter
    noiseimplant
  • Github
    axxessdenied
  • Twitch
    chernobogstudio
  • Steam
    axxessdenied

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  1. Nick Slusarczyk

    Sling(Toss, Throw, Hurl, Fling)Bot Boarding

    Looking good so far!
  2. Nick Slusarczyk

    Learning to Accept your Limitations as a Lone Developer

    It's been great to hear from everyone. I guess a lot of us share pretty similar experiences. I've spent the last few days getting caught up on these new features in Unity 3D. The Job system, the burst compiler, the HD SRP, GPU Skinning / Instancing. Basically looking to take an efficient approach right from the beginning eliminate refactoring down the road. I just discovered the FPS Sample Project and got it up and running so it's going to be a lot of fun to dissect that and see how they employ all these new systems. The project itself runs extremely well on my PC. Had four clients up and running to test the multiplayer mode on my PC. The performance is pretty amazing and the graphics look fantastic. The new high definition render pipeline is a huge step up. The ECS approach reminds me a lot of when I used PHP and created a website framework using MVC. When I started my 2D version it was in Unity 3D 5.xx or something like that and now I'm testing out 2018.3 which seems to bring a lot more to the table. Exciting stuff!
  3. Nick Slusarczyk

    Learning to Accept your Limitations as a Lone Developer

    No one even said that though. Is that what is really on your mind? 😂
  4. Nick Slusarczyk

    Learning to Accept your Limitations as a Lone Developer

    Thanks! So far I would say the experience on here has been very positive. I definitely look forward to getting acquainted around here some more. It's hard to convey in text but there definitely was a good amount of sarcasm in my comment but also a good amount of truth Ultimately the core members of a good community tend to outweigh the vast majority that usually just come and go. Thanks for sharing your experience! I think I originally picked Unity 3D because it seemed to have an edge for 2D games which is what my original aim was. But, that has obviously changed I'm definitely taking the time to get acquainted with the engine. Seeing what is possible with either engine just tells me that the only limitation is the person using the tool. I actually never used C# before getting into Unity 3D but I've found it pretty intuitive to use coming from C++, PHP and Java.
  5. Nick Slusarczyk

    Learning to Accept your Limitations as a Lone Developer

    Hahahah! So this is basically like every other community that shuns new tools that make life easier? Gotcha!!!
  6. Nick Slusarczyk

    Learning to Accept your Limitations as a Lone Developer

    I just want to make a game. The tools available nowadays are incredible. Why not take advantage? My actual line of work isn't related to programming in any way so again it comes down to factoring in how much time I can invest into the project and what kind of results I want to achieve. Thanks for reading. Wasn't expecting to stir up a convo 😂
  7. Nick Slusarczyk

    Learning to Accept your Limitations as a Lone Developer

    Because it's about factoring in how much time you can invest into a project and what kind of results you want to achieve. If I start from nothing in C++ I am going to be coding for a very long time and not see any real results for a long time. I just want to get what is in my head out into the real world. Engines like Unity 3D just streamline the process.Why reinvent the wheel when someone has done it for me?
  8. Being a solo developer is a double edged sword. One the one hand you get complete freedom when making decisions. But, on the other hand you can become too emotionally attached to ideas you have invested too much time in. Not only that, I think it's a pretty common problem for us to bite off more than we can chew. We'll have grand ideas of what we would like to create but ultimately between real life commitments and finding the time to work on a project - those ideas usually are not that feasible without a team. I've been having a strong internal debate for a while. Stylistically I really wanted to create a 2D pixel art game. At the beginning it was really fun getting the basic sandbox of my game going. As I started to plan the game out I started to draw up the assets for it. Talk about biting off more than I can chew. 2D pixel art does not happen quickly. If you aren't proficient at it... the time it takes to draw up acceptable sprites can be pretty long. I've spent countless hours in photoshop drawing up naked sprites that I could paint clothes on, etc. The inevitable happened and I got pretty burnt out from doing something that was necessary but ultimately not that stimulating for me. At the end of the day I enjoy coding a lot more than doing the actual design stuff. Progress on the game stagnated. A few months passed since I did any serious work on the game. I ended up installing the most recent version of Unity 3D and figured I would mess around with some 3D stuff just for fun. One thing I noticed was how much quicker I was able to get something up and running that I was pretty happy with even just using assets I downloaded from the Asset store in Unity. I spent a little bit more time tinkering and getting the hang of 3D graphics. All of the games I have done in the past for fun have been 2D games and I never really delved deep into 3D stuff. As I started to scour the asset store looking at 3D assets I started to realize how much amazing work people are putting out at extremely fair prices. I realized I can treat the asset store as basically hiring a team to help me develop parts of my game that I am not interested in putting time into as I would rather actually focus on the core aspects of what will make my game unique. I ended up purchasing a few assets. One of the main things that I picked up that has made a massive difference is Procedural Worlds Gaia, GeNa 2 and Path Painter. Money well spent I must say. After about 5 minutes of tinkering I was able to create this game world. Wow! That is pretty damn impressive and I don't need any knowledge of how to use 3DS Max or Blender. I love it. It's crazy how fast these game engines are growing and allowing a person like me to actually make their ideas become a reality. I am extremely excited to get a playable sandbox going that I can build off of for my game and test out my code and ideas. I think in about a weeks time I am going to absolutely obliterate the progress I made on the 2D version of this game. If you want to make something on a larger scope, don't hesitate to look into using third-party tools that will help streamline your progress. It isn't essential for you to code every single element of your game. If that is what you want to do, more power to you though. But, ultimately you have to weigh how much time you are able to commit to a project and what kind of progress you want to see from your idea. Until next time. Niko @ Chernobog Studio
  9. Nick Slusarczyk

    Highway to Hell

    Album for Highway to Hell
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