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Dmytry

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About Dmytry

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  1. Released to Early Access yesterday.   I have to say developing this game felt so much harder than The Polynomial (the first). I don't know if it's me getting older or just the much larger complexity of the new game, probably a bit of both.   Here's a trailer:     Rambling note on the trailer: Trailers are a lot more work than you originally expect. First off I was trying to make a trailer by traditional means but in the end I ended up scripting it all in Lua and recording a replay of me killing some enemies for the first person segment (also using Lua, dumping controller state on every frame to a file). Used the engine as a sort of an indie low key source filmmaker. That turned out to be much easier than editing actual videos.
  2. With regards to gaming journalism: when you have something free to read and it talks about products and it has ads for said products on the sidebar, it doesn't take a Sherlock Holmes to figure out that perhaps it is somewhat less than unbiased source. Everyone understood that just fine. It's clear, it's in the open. There's nothing to 'gate here. We all know. It's not even particularly unfair, because it's predictable and a business transaction.   And no, game journalists won't lie negatively about your game. However, some other people will.   There's this phenomenon which is extremely dangerous to indie game developers: when you have 100 000 customers, and millions just walk-in-look-at-the-product-leave people, the absolute worst problem customers are very, very, very bad people. There's no other way to put it. (Within 100 000 of the general population, there's a handful of murderers, hundreds rapists, etc. When you look at the worst out of 100 000, it's very bad. You get an unexpected publicity boost, and with no exaggeration you're going to interact with the worst people you could possibly meet over several normal lifetimes. You will also interact with the best people, but you can't notice that so much, unfortunately!)   So what emerged over the time is that there's this hate crowd - I don't know what's their problem but they're unemployed and sometimes mentally disturbed individuals who don't have much going on in their lives. And they spend far more time online than normal people do. And they will hate you. They're a very small percentage of your userbase, but they're very loud, and they emit a signal attracting more individuals of the same type, who aren't even your customers.   They can't target everyone, they pick targets (who would be minorities[within game development], or troubled, or the like).   So, some game developer got revenge-porned by an ex, and this damn crowd is on it, and the gaming journalism, this crowd doesn't care about it with the exception that they also hate anything that's good about game journalism - that the game journalism is generally on the game developer's side rather than on the hate crowd's side, that game journalists delete violent threats, etc (and which they do out of good will, irrespective of whenever you paid them or not).   So what an indie game developer can do about it? I don't have much time right now but my understanding is that one has to stay away from the social media, and apparently, has to choose their exes as carefully as a movie star would. It's a difficult situation.
  3. I would get a lot of cheap motherboards and non top of the line CPUs, inside an Ikea cabinet. Something along these lines: http://duncsblog.com/2013/10/04/ikea-filing-cabinet-meets-supercomputer-meet-helmer-air/   But then, I mostly need distributed computing for 3d rendering and such - not a gaming rig by far.
  4. Dmytry

    Programming and depression research

    score: 6, self employed, been procrastinating a fair bit lately instead of working, got enough cash anyway.   Not on topic but:   I recall reading that weight loss and insomina questions give bonus points to medications which cause weight gain and sleepiness (similar assessment scales get used in one or the other part of drug trial), and are responsible for a sizable fraction of the above-placebo response of anti-depressants.
  5. It is difficult to estimate actual impact on sales. Most of sales of my game (and most of the revenue) comes from discount sales (Steam Summer Sale events, etc), so it is clear there is a lot of people who would buy it for a reduced price but would not buy it at a full price. Note that these people *did* buy it at a reduced price - it is entirely false to say that those who wouldn't buy it at the full price were not willing to pay anything at all.   It would seem that a huge fraction of pirates would pay something, like $1 .. $2 voluntarily, if they had to login with their credit card at all, and even bigger fraction would pay up if they only could obtain the game at a discount sale. And they don't, and so there is a very significant loss of revenue, easily well over 2x less revenue for indie games based on how discount sales seem to work on Steam.   edit: Some gameplay alteration which goes public (like in that game), that's clever. Subtly broken gameplay (e.g. camera jitter) to punish pirates is ridiculous. It decreases the likelihood that friends of a pirate buy it, potential customers are reading pirate's reviews, etc.
  6. Dmytry

    this is the beginning of the end.

    Well there's the issue that most experts online are amateurs... and a lot of expertise is made up / faked on spot. Goes for any forum really, and for real world as well (people good at faking expertise often get promoted). What is good about this forum is that besides this faker majority which is present everywhere, there's also plenty of people who actually know things they are talking about. Which is more than can be said about most places.
  7. Dmytry

    Indie Game: The Movie - Research

      I watched it some a while back... from what I remember it doesn't seem to represent independent professionals, as in, folks previously employed to make related software who nonetheless decide to go without a publisher. If you know how/what to do there's a lot less drama, you saved up some money, etc etc.
  8. Not really pointing out an error in the first part, just explaining that what you originally wanted to do - concatenate sequence of SRT into a single SRT where S scales using a vector that represents scaling on different axes, is (technically speaking) impossible - you indeed need a full blown matrix here, or if you want to optimize a tiny bit, 3x3 matrix and translation. That's because sequence of R S R can produce scaling along the diagonal, which you can not represent with one S R T . (I am assuming matrices apply in left to right, i.e. directx order) edit:However if you are certain you only use non uniform scaling as the first transformation applied, then it can work. If U is uniform scaling and you only have S R T U R T U R T U R T .... sequence, then you're in the clear. Second is indeed providing with an optimization. In my software I have a class that does rotation using quaternion and translation using a vector, it works pretty much same from outside as a matrix. The reason I'm using that is not so much optimization as convenience when doing physics or especially when interpolating rotations between frames (which I do because I run physics at constant framerate). In your case I'd probably just convert to matrices then multiply those together, I'd probably use 3x3 matrices with translation rather than full blown 4x4 , basically, you assume the right column (or bottom row, depending to convention) is always 0 0 0 1 .
  9. You could have a transformation that rotates by 45 degrees, then scales the x axis by a half, then rotates back. This transformation can not be represented with scaling vector, it happens along an axis that is at 45 degrees.   For the rotation and translation, your transform is like   V'=rotation*V+translation   and for two transforms, it is   V'=rotation2*(rotation1*V+translation1)+translation2 or V'=rotation2*rotation1*V + rotation2 * translation1 + translation2 so you multiply your rotations and you add translations after multiplying the earlier translation by the later rotation.   The multiplication by rotation here means rotating by a quaternion, i.e. represents Q*a*~Q where ~ is inverse.
  10. Dmytry

    Has Anyone Here Sold on Steam?

    I sell through Steam, self-published. Yes, I would recommend starting a company for that, though I released when I ran out of money for forming a corporation, so I released it as an individual. I have the advantage of living in EU where frivolous lawsuits against individuals are easier and cheaper to get thrown out. I'm not sure anything I say is relevant to you as I am dealing with international taxation. In any case, it will not be very difficult but I'd recommend having an accountant so that you can apply for the deductions and the like. Valve will report from their end to the IRS, but you may need to report to the IRS as well. Re: analysis, yes, they'll look at your game and see if it is any good. Or that's how it was in 2010. Now they got greenlight, but they still review. Steam is a quality portal. And the advertisement slots you get depend to how well your game is doing. I got lucky to be spinning in the main banner rotation (on the Steam homepage) for a whole week plus on the holiday sales. Re: the warz, I was tad surprised at shitstorm. I guess it is some sort of stupid viral thing.
  11. Not exactly back, just ran into a thread by search
  12. welcome back, didn't notice you're here again, friend of procedural stuff :)
  13. Dmytry

    Pipeline system description

    Great description! Very helpful, I sure enjoyed it. Thank you a lot :)
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