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Bradley Latreille

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Bradley Latreille last won the day on June 4

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About Bradley Latreille

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    Game Designer
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  1. Bradley Latreille

    Do game demos usually cost a lot to build?

    Yes I would be very interested in seeing the summary of that 4 grand, for educational purposes of course.
  2. Bradley Latreille

    Unity dropping Monodevelop a let down for small indie?

    Im sure half the people complaining don't even know how to un check half the crap they'll never use but wait for it to download because "Oh I may use that sometime next year when I learn it". People don't wanna wait to be wrong they wanna say they were right and wait for the extra 14Gigs of stuff theyll never even touch in their lifetime.
  3. Bradley Latreille

    Do game demos usually cost a lot to build?

    I was just saying that Im not very experienced in game development but from what I understand you have essentially failed yourself by running out of funds before the game was even developed (And great! We fail 10 times before we succeed once and we learn more from our failures). So I'm saying you can take this away as a great learning experience for your next, or still even current project And I don't think its too late at all Take a look at where all of that 4K went and ask yourself if it was worth spending? You'll take away a lot from seeing where you THOUGHT money needed to go and where money ACTUALLY needed to go. You don't need to spend a bunch of money to make games anymore and that's the truth. Harsh reality is: If you wasted 4K getting this business to where it is now, what do you think another 4K from kickstarter is gonna help you do? I say you learn from the mistake and try and struggle through making the game without spending too much more money.
  4. Bradley Latreille

    Do game demos usually cost a lot to build?

    Well I am no game developer, but I am a business owner, and I would suggest you take this as a good learning experience for your next vision I would suggest ensuring that you start things non-profit (assuming you don't have much money to go into the business) and with as little effort as possible, then you can actually look at what areas of the game require more attention and deserve your money. You need to be careful with your money in game development because it can go down the drain REAL FAST for things you didn't actually need in the future. Use as many free resources as you can and don't think this means your games gonna lack anywhere Today KickStarters require a lot more than they used to simply because back then everyone was funding peoples ideas only to later realize they weren't being refunded or their money could have been put elsewhere, essentially everyone funding your game becomes an investor and you have to essentially treat them this way. In Canada, Ontario specifically, we have Government funded business' if the Government sees that your idea can generate profit and be stable, it's also kind of a way for them to make money off peoples failed ideas (You'll end up paying back interest if you go negative). But I've seen this work very well from my buddies Grass Cutting company to some famous twitch streamers who stream their development. This is just a solution to not having to deal with the back lash of mad "investors". I'm not trying to call you out on anything here but I would suggest reading a lot more about how to succeed with KickStarter and open yourself up to other solutions
  5. Bradley Latreille

    Do game demos usually cost a lot to build?

    I agree with crazy here. While you could consider them close to the same some key factors the demo has that a prototype doesn't is your demo needs to convey the games purpose and story as well as adding extra weapons or cooler monster than usually seen in the starting levels of the actual game. This way your demo seems fun, but also shows some of its mechanics later down the line and not just in the first level, massive world games have this easy because they can just release a finished game with limited level/item/quest selection and call it a demo. My experience with demos comes from a lot of my own experiences as I'm no marketing expert but it seems this is what the games are aiming to do when they release a demo, do correct me if I'm wrong but it also seems very logical to do it this way in a sense.
  6. Bradley Latreille

    Do game demos usually cost a lot to build?

    Oh sorry, I don't know much about kick starter but that would make sense I suppose, I mean, you can get creative with it if you like, if it doesn't have to be a playable demo you can put together a video showing gameplay mechanics, features, story, ect..
  7. Bradley Latreille

    Do game demos usually cost a lot to build?

    And honestly if you already have a game completed (which I would hope you do if youre starting a demo) then you already have all the tools available to do a demo, just make a new level/scene like in Unity/Unreal and treat that as a demo, they don't need to be 100% completed or bug free either, I know some will argue it does because its the demo, but I think if people rlly enjoy they game they will look past that, and the people who are fans and rlly wanna play your game would rather see 100% bug free game instead of a demo :p Glad I could help!
  8. Bradley Latreille

    Do game demos usually cost a lot to build?

    I would say its dependent on how much you wish to sell your product and the tools you have available to do it. You can spend a ton on a demo that doesn't ever do well and in turn loses you money. I would say demos are easily thrown together with toy like engines such as Unity and Unreal even if that's not the engine you're using for your game. Its so easy to import all your assets over and create a simple demo these days. Aside from that I would say if you already have a completed game (otherwise why are you working on your demo), then you should have the tools and resources available front hand to make ANY kinda demo you want, just think of the demo as another Scene / Level except it doesn't need to be 100% completed. TLDR; you can make demos with/without money but beware that its not meant to make you money so be very scarce in resources with this.
  9. Bradley Latreille

    Would Unique paritcles slow down a physics simulation?

    Yes and no, I think he was just talking more on a hardware level as far as memory and stuff, as there isn't such things in real life physics.
  10. Bradley Latreille

    Would Unique paritcles slow down a physics simulation?

    Hey Ninja great response, I was wondering if this also goes for complex stuff as well, I can see how being too literal can make it slower with easier stuff, but couldn’t it make it faster in some of the very complex shader techniques? Just curious thanks
  11. Bradley Latreille

    Dealing with Fights in the Team

    If he wants to change everything and have full control, then I don't believe he is at all an asset to the TEAM.. after-all this is a team project and if its going to be on a hobbyist level the least you could take away from it is team-work knowledge. Some people don't understand that there's more than just work to get done, there are morals and ethical beliefs all different from each member, there are feelings to be hurt, someone who helped tirelessly on the previous movement script has just been told its trash and the other guy wants it completely redone, this affects the member who wrote the old code. There are time schedules to be met, you can't be wasting hobby time arguing about how things should get done. There are expectations to be met, this goes for a team and work basis. CASE 1: The Aggressive member is being.. well.. an a*hole. Talk to the aggressive member of the team, explain to him that this is still a team project no matter what, you need to tell him that complete systems can't just be re-written because there's something that doesn't make sense or you "think" or know it really does suck. There are better approaches that make you professional and well liked. I would approach this by making the member suggest different methods or ways to complete a problem that they don't like or understand. (NOT a re-write, but , considering graphics libraries were never designed for "hit x and this square will show up".. there are thousands of ways to do things, unless your on some God level of Graphics programming out of the womb, you will 100% gain experience by listening to other approaches of doing things. CASE 2: Each member needs to know how to take criticism. The non aggressive member who was told the control systems may need to be re-written has taken this to great offence, and now despises the other member for their words of knowledge. In which case you need to sit the less aggressive member down and tell him that criticism is part of the process and he has to learn to handle it a little better than by taking offence to everything. This makes you a better coder, and a better human. Knowing how to gauge and handle other peoples criticism will send you rocketing in your career and life. CASE 3: Your just wasting your time otherwise. If it gets out of hand then its time to play baby sitter and monitor the calls between the two, if theyre arguing on their own time then whatever, but if they're constantly arguing on project time, there's a major issue. Id say you struck gold with this situation, handling these kinds of things face on makes you a better leader in life, everyone leads at one point, so be a good one. When I say monitor I mean keep track of there fighting on project time, if they're fighting way to much you're holding yourself back by chasing them all over. PS. I've started some great friendships that started as arguments, and strong hate, but then moved towards a realization that we both just wanted the same goal and decided to put aside the small amount of despise for the person in order to gain an amazing and knowledgeable friend.
  12. Bradley Latreille

    Dealing with Fights in the Team

    A suggestion to solving this problem is bringing on a team leader that isn't afraid to step in and set things straight. Motivation to make a game is different but straight arrogance to ruin a potential project wouldn't even stand in the real world of business. Either you or someone needs to get it worked out between the two, or you may have to find talent elsewhere. Of course this also ties into personal issues, non of us were there and can't truly understand what happened. But essentially you need someone to kinda guide the team in the right direction. Hope this helps! This ties into what @Tom Sloper was saying so I'm gonna give him a one-up so I don't feel like I'm stealing his response.
  13. LBP writes a lot of their own shader programs for their games, they do an amazing job as well and the lead graphics programmer is extremely talented. Here is some more useful information on how their rendering works. I know this has nothing to do with the objects but this webpage displays a lot of cool and useful information about how they made LBP work. http://advances.realtimerendering.com/s2011/Evans, Kirczenow - Voxels in LBP2 (Siggraph 2011 Advances in Real-Time Rendering Course).pdf In Create Mode, players are able to build levels using the hundreds of tools, materials, and objects available. In LittleBigPlanet 2, Logic components were introduced, and other objects were added that made Creating levels easier. LittleBigPlanet 3 introduced Adventure Craters, and also added additional logic tools such as the Object Saver, Broadcast Microchip, and Object and Character Animation Tweakers. Referenced from: http://littlebigplanet.wikia.com/wiki/Create_Mode
  14. You could look into other peoples game engines that use Kha, take a look at how they handle physics in their engines and what external libraries or plug-ins they use. You could always use some of their physics code in your engine. Heres a few you could use with Haxe Nape Physics(2D): http://napephys.com/ Physaxe(2D): https://github.com/ncannasse/physaxe Cross-Platform 3D Physics Engine https://github.com/saharan/OimoPhysics
  15. Bradley Latreille

    Accepted to college but..

    Have you considered applying now that you aren't employed? You're in a different bracket now, they may give you something? Suggestion: Maybe apply for QA or testing positions that can help you get your foot in the door?
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