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Anri

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  1. Anri

    how is character creation usually done?

    If your characters are all the same then you need to change that. Take a look at Street Fighter 2. Understand that the initial cast of Street Fighter 2 were gaming's first equivalent of a list of Hollywood A Stars. Here's a hint - they all come from different countries and have different class backgrounds - two of which already have history with the first game in the series. So, does your game have a varied enough world to allow your characters to be different? How is their location within that world affecting their lives? Why are they there?
  2. I don't know if its possible with HTML5, but are you able to at least provide keyboard support? Perhaps AWSD for movement and say P and L as your action buttons... If you can I would like to give it another try...
  3. Anri

    Help me find this game?

    Dang, thats a tricky one. There was a game called "Carnage" from 1993, but I doubt that is the one you are looking for...
  4. Anri

    Keyboards for Programmers

    So long as you are comfortable and enjoying the work, you don't the bells and whistles. I'm currently using a Razor Arctoza which can be reprogrammed, but that was intended for dealing with the shortcuts for digital art and design apps. Switching between Maya, Max and Blender is a lesson in frustration but I found the Razor Nostromo better suited for the task. I'd recommend saving your money and invest in a good chair and desk. My current chair cost about £230 and recently needed repairing which has just set me back £72. Ouch. But its worth it considering how long you spend sitting down and what its doing to your back...
  5. Anri

    What Makes a great Sci-Fi?

    I suppose the winning formula can be found in works by Verne and HG Wells. Those were the stories that presented science fiction to the masses before the miracle of film, and if you read them and then study their authors and how they came to write them, then you can start to grasp how much they have influenced sci-fi and fantasy films over the last century. If you watch The Empire Strikes Back carefully, you can almost make out War of the Worlds. The empire are the Martians with their overwhelming technology whereas the force is "our microscopic allies" - the Bacteria. The Empire takes almost everything from our beloved heros and just when the baddies have them beat, Luke places his faith in the force which allows him to connect with his family and start to resolve the galactic conflict. Yoda teaches us that it is the smallest things in life that are important, but we are blind to that when faced with great adveristy and fear of loss. Its so easy to look to Star Wars, Back To The Future and Aliens as if they are the turning point in science fiction, but the attempts to emulate their success usually fail to meet expectations because film makers today lack the wonder of past generations where they had little but the imagination with which to build their worlds. We know that we currently cannot joyride around the solar system, but stories, films and games allow us to over come that fact by saying "okay, lets pretend we have the technology to do that - how would that affect our life? Would it destroy or revolutionise it?". For some there is another question "what is stopping us from doing that?". A computer allows us to simulate that experience to a certain degree - which is constantly changing as we struggle to find the limits of technology. Elite Dangerous is a game that can truely make us believe we can become part of the cosmos and actually own a space ship. Playing ED in the dark, using a flight joystick etc - you might as well be flying around in space... On a personal note, I'm very fond of the Atredies palace in Cryo's Dune. Whether its in the David Lynch movie, Si-fy series or even the books - its like an old friend to me and a pretend holiday home once every summer. A similar feeling we get when seeing Bilbo's house once again in The Hobbit after all those years since the first three movies. I guess what I am trying to say is look back into the mists of time and discover what made us fall in love with sci-fi in the first place, and then how we can bring those worlds and situations to life.
  6. I feel this all too often, but do you think it might be because we lose faith in the project and that the effort remaining isn't going to pay off in the end?
  7. Anri

    Help me find this game?

    It depends on the year and machine. It wouldn't be BC racers, or something like that? Oh no, you said top-down. Micro machines for the megadrive?
  8. Probably the non-programming parts such as setting up IDEs, APIs and dealing with differences in OSs.
  9. This is one of the best replies that can be given to this subject, and handled so very well. Re: Bilbo92. If I were in your shoes, and as driven to make an online game, then here is how I would do it... Take a look at Atari's Gauntlet and explore the development of that game. Its two main selling points were cashing in on the D&D craze of the 1980s and delivering the best example of its time of a multi-player game. Doom is obviously an important game, but its sometime overlooked as the greatest leap forward in gaming since Gauntlet. Doom was also inspired by D&D and had multiplayer, but now it was a realtime 3D game with more than just four players( I think was something like 16 players. ) over a network. Who remembers Everquest? Is that still a thing or did WOW wipe it out? I'm not sure. What I do know is that Everquest was blatently inspired by D&D and then supporting an entire online community inside a single game. Wow. No pun intended... There is a pattern forming here... Basically, you need to start at Gauntlet and support the game with just a handful of friends who want to chill out together and have a good blast. Worst case scenario, your players will end up with mutliple gamepads sat around the same computer. Best case is an online lobby room where players can chime in at anytime so long as a game is playing... If you are part of a 3 person team, I think you can pull this off in Unity. You handle the game design and unity stuff, a programmer to worry about the C# code and network/internet complications and finally an artist/musician to focus on all artistic assets. How long will it take? Totally depends, but so long as you are not complete strangers to your fields and hard working and fully committed, then I'd say about a years work, possibly two. I hope this helps. Steve.
  10. LOL! So true! Damn them and their feline grace!
  11. Usually via YouTube if its a lengthy video with minor interruption. That said, I do like to listen to CDs that do not have vocals - such as a film soundtrack. They are a good way to judge how much work you are actually getting done, by pausing everytime there is an interruption. Edit: sorry, I didn't realise there was a previous page and the actual question being asked. I honestly don't have a problem with running music on the same machine unless you want background music to be uninterrupted if you are not always using the computer to do all your work. For example, you might be doing sketches by hand or trying out a music tune on your geee-tarrr. That said, its just given me an idea as I do my development at home; if you have background music - not head banging or too loud - it might be an indication to others that you are working and not to be interrupted...
  12. I am currently working on a small game for Android that I plan to release on the Google Play store. I have been programming since 2000( not professionally ) and have obtained a Degree in that time. Anyway. It sounds like you are still quite young and definitely expecting far too much of yourself... If you are working on your own, then you should expect to make a game as complex an an old 8-bit or 16-bit home computer game. Space Invaders, Mayhem in Monsterland, Capcom's 1943. With a team of 5 people, you can expect to make something as complex as a 1990s game - you know, CD-ROM era stuff such as the Playstation 1, SNES or Gameboy Advance. Possibly, thanks to Unity and GameMaker, you could go as far as the PS2 era. Sonic The Hedgehog, Ultima, Doom, Lands of Lore or even Quake 2. About 10 or more people...you can start to consider more modern influences. ...programming wise you have chosen well. C is the most fundamental language you can learn( well, theres Assembly, but thats for the serious engineers out there. ) as it is a structured language with systems software in mind. C# or Java are excellent choices for a work-horse language and will complement C with OOP. You'll hear that you need to learn many languages, but one structured language and one OOP language will position you well for anything else that comes along. The problem with the games you mention is that they are server-based games. The real work will be in internet development and maintenance of the servers and dealing with subscriber issues. Then you have the challenge of constantly adding more content...you get the picture. To be fair, its easy to see why many young developers would expect to make a modern game from today - you pretty much started out in the early textured-3D era of the first playstation and who can blame you for thinking that is the level at which to start at. I personally blame the Udemy adverts "Making a game is easier than you think!" when its actually an outright lie. You need skills across programming, sound and art, and that aint going to come overnight! So please, relax and take this games development thing as you find it. Make Space Invaders or Tetris with Unity. Spend 15-30 minutes daily programming and just keep the ball rolling. Even when you hit that brick wall, take comfort in the fact that we all share the two states of every programmer... 1) "I am a GOD." 😇 2) "I have no idea what I am doing." 😭
  13. I'd love my very own Cyber-elf from Megaman Zero or something to help me remember stuff like the MOT is due or the bins need to go out. True, there is Alexia for that I guess but its just a damn wireless speaker with Sister Superior's voice... You could even have Hal 9000 as your flat mate! "Hal...unlock the front door Hal!" "I'm sorry Dave. I'm afraid I can't do that..." Ah dear. But seriously, yeah, games are an experience meant to challenge you, whereas something like this or Alexia are meant to be daily assistants. The thing to remember about games, though is that they do tend to tread a fine line between challenge and experience. Not everyone plays a game to "win" but to simply be part of an alternative world - bit like the Holodeck from Star Trek; The Next Generation. I recall many years ago that some one kept a diary of the time they spent playing Myst which might have been for that very reason. When I was growing up I became so engrossed in LucasArt's X-Wing and Tie-Fighter games. In the real world Star Wars is just fantasy, and I will never get to really fly around the Star Wars galaxy in an X-Wing or safe guard Imperial Citizens in a Tie-Fighter. Don't get me wrong, we should never run away from the real world BUT I do believe that we should be able to have some time out from reality. By day I was a nervous wreck wishing it would all end, but by night I was a calm and professional pilot in a squadron. As silly as it sounds, that fantasy indulgence bought balance to my life, enough so that I wouldn't give up so easily during the day. I eventually said goodbye to school( hated those years ) and found my true calling in life which was art and programming. I think the Virtual Partner thing might be doing more harm than good if not kept in check( they are not a substitute for real people ), but so long as we understand that its just software that is assisting us in our daily life...we shouldn't go wrong. This seems like an interesting project, and maybe ideal for the Raspberry Pi. There is certainly plenty of community support.
  14. Anri

    Whats the Best Software for Game Development

    Unity is a good start. So long as you can code a bit of C# then you have the technical side covered, including a means of creating and editing levels - something we traditionally had to make ourselves. It becomes more challenging when you get into the art and music side of things. Creating assets for your game is a profession in itself, but depending on what you want, then MSPaint, GiMP and Blender will have you covered for art and animation( on a shoe-string budget ). I'm certainly not a musician or sound technician but I hear Audiacity is quite good. That said, if you can farm out the asset creation work to some artists on your team, you could just focus on the Unity side.
  15. Anri

    Am I biting too much?

    Ah, if you are wrapping up a degree - especially a masters - then yes you only want to be designing a game for when you have more time. Some advice with losing interest in your current project; We lose interest in a project because it becomes work and less of something we actually enjoy doing. Yet, when we ditch it and take on a new project we end up in the same situation again - its more work and worse, the abandoned project is still at the back of your mind whispering "failure". Unless you know for a fact that you have bitten off more than you can chew...stay the course. But anyway, finish that thesis first!
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