Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

281 Neutral

About ace4016

  • Rank

Personal Information

  • Role
    Game Designer
  • Interests
  1. ace4016

    Advice on Starting a Prototype

    I think it's different for everyone, but I personally have found the following as a decent process that has resulted in things actually getting done: 1) Break your game down in phases. Start with boilerplate/basic infrastructure that is necessary for the core of your game. Next, work on the core mechanisms and features. By that second phase, you'll have a lot running quickly, but as with most things, the devil is in the details. Following "phases" should be about testing, tweaking, and incorporating those lesser features and mechanisms (assuming they've survived your constant review of eliminating that which is not necessary). 2) Within a phase, work on a feature/mechanism/task one at a time. Set deadlines for yourself and a realistic amount of work for that time frame. Bit by bit, you'll start building something more and more cohesive to your end goal 3) Constantly re-evaluate how things are going. Be like water ( ). You may find that it's quite difficult to implement certain features, and when you get down to it, they're not really that important to the game. You may find simplifications to a system you thought up of before. And with all that tweaking and testing that you should be doing sooner, rather than later, you should have a clearer picture of what needs to stay and what can go. 4) I'm not sure what your skill sets are, but if art and music/sfx/etc. are planned, get placeholders in ASAP (the closer to end goal functionality, the better), and in one of the earlier phases, try to get the artist, musicians, folely (sp?) artist, etc. involved early to integrate things. You may find tools that need to be developed, or certain technical limitations that are getting into the creative forces' way. Best to nix those earlier rather than later. This may also affect what comes out of #3. General-ish advice from an eternal hobbyist, so take with a grain of salt. I tend to work best with an end goal in mind and breaking it down into what needs to happen to meet that end goal (top-down approach). Some people don't work that way. So find what works for you.
  2. ace4016

    2D Climb Wall Question

    You could go that route, but would have to figure out the animation path (should be fairly static), but sometimes people will utilize more space for the set of frames within the sprite sheet. For example: ( Notice that for the jump/kick animation and the punching animation, the artist dedicates a bit more real-estate on the sprite sheet to animate the movement in-place to simplify the movement logic. Not all frames need to be the same size, though you will have to account for it. Hope that helps. Additional example of different sized frame spaces:
  3. That video for CrossCode was an early demo and doesn't get into other situations. Though I haven't paid much attention to how they implement their animation blend trees. Most 2D games of the 3/4ths view type usually create animations for 8 directions (4 really, and then mirror them). You can generate more if you'd like, but end up with a lot of animations; which seems to be what you're trying to avoid. Some games go about it by pre-rendering a 3D model into a 2D sprite. A single animation rendered as many different views (or half of the different views as you can usually mirror). There may be some methods of scaling the sprite to fake the angles in between the 8 cardinal directions, but that's as far as I can guess you can reduce animations. If the tricks to get the different views aren't enough, have you considered moving to 3D instead? Apologies if I'm misinterpreting what you're trying to do.
  4. Landstalker: Ys: CrossCode
  5. ace4016

    I wanna create a Rimworld-like game

    1) As you're just starting, a popular engine in whichever language you find easiest to use. As for which language to use, either pick one of the common ones (C++, C#, Java, Python, JS), or try a few out and see which one you like best. You can also go vice versa and learn the language for the engine you choose (Unity[C# or JS] and UE4[C++] being the most popular engines). There might be a way to make said rimworld clone in something like gamemaker as well, so that's always an option too. 2) Assuming you mean people joining your project for help, experience for hobby stuff has been: people will come and go, and you may find awesome friends for life or make one hell of an enemy. Most hobby projects seem to fall off into oblivion as people tend to get silly because they have a team and making a "serious" game requires a bit more commitment and effort than most people are willing to put in as a hobby. Of course, if you're just asking for advice or running into trouble with something, this community, and others out there are pretty useful. There's also a plethora of information out there to learn from. Hope that helps.
  6. jeebus your profile is dull...
  7. If you can't afford a C# book, MSDN is perfectly fine. You can apply many of the same things you learned in C++ in C# such as program flow, logic, etc. etc. Mainly, you'll need to learn C#'s syntax and semantics, which are all covered in the ECMA standard: Coming from another language, the language spec is more than enough really. And for anything you're not sure of, there's google/bing/<insert favorite search engine here>.
  8. To the OP: The biggest problem with what you're asking for is that you said you wanted to be as close to reality as possible but threw out a *big* realistic factor that sort of made most points argued here moot. Usually when creating a defense, the environment and scene need to be taken into consideration. Creating armor without a real setting just gives you armor that doesn't perform well, realistically. But you have a setting: a world that prefers bladed, bludgeon, etc. type weapons to guns, rifles, etc. Ok. So what is the reason guns aren't use? Because technology as made guns irrelevant? Or as some posters said, the society prefers close range, or perhaps, human powered weapons for the sake of honor and such? If it's the latter, you probably don't have to get too deep into the details of long range protection or so and assume that a bullet or so won't be shot at you. Although throwing arrows and throwing blades into the mix, you might have to at least worry about those (and they could possibly carry as much kinetic energy as a bullet from a gun if you use the muscle enhancing concept and such). So, we're more so looking at armor for close range combat then. I'd probably look at armor of the past when swords, pikes, etc. were used. If my memory is correct, and it might not be, they designed armor differently for different parts of the body according to the type of attack one might face. For example, leather is nice to protect against a sword slash (depending on thickness and such of course), but would probably be penetrated with a stab. If you want to take care of the case that ballistic weapons exist, but are less effective in battle, well, that takes quite a bit of work and you'll probably need to throw out some more realistic limitations, like cost. Most of the super armors one would envision in comics and such were for what was suppose to be a one man army or so, so the fact that they were using a bajillion dollars for one suit was ok :P . But, throwing cost out as a limiting factor, you design something that can take care of ballistics (I say ballistics instead of projectiles as this is close range fighting and you wouldn't really launch a missile at someone 3 feet away, for obvious reasons i hope). Surely the enemy also has some defenses that makes sure you can't just use a gun as well. Er, I think I'm done with this point, it was mainly that you'd have to make things slightly unrealistic to fit your (unrealistic) setting, and they're clashing so you'd do well to make sure you sacrifice realism for fun :P . So onto stealth. Most of the stealth tech discussed doesn't do much for close range combat. I guess this would more so be to counter long range things as you don't have the same energies to measure at long range that can limit a lot of things. Now, why stealth, in the examples mentioned before doesn't help much is mainly because they've mainly been visual. Assuming the enemy would likely create technology to counter you, they can train soldiers to fight blind, relying on sound and possibly pressure changes (air flow and such); or devices that enhance these senses. So either stealth is going to counter long range and not be used for up close fights, or you'll have to look into other things for those. Although, you'll spend ages going back and forth countering your own technology :P If I were the one making this game with the idea to be as realistic as possible, I'd probably better define the setting and situation at hand, otherwise this is an open ended design, which is hell to solve. Things like what your enemy has available (counter his attacks while hitting his weaknesses), the environment you're in (desert? jungle? snow? urban terrain? we currently have different camo and different methods for handling these different environments), task at hand (infiltration would probably require different things compared to a supply line defending operations or so). As for suggestions, I've got millions based on tech we have today and tech that theoretically can exist, but that could take a while, so I'm just going to recommend working on your scenario a bit more (including the fact that different sub-scenarios will probably need to take place and one suit for all situations is hardly realistic [sorry Samus]).
  9. ace4016

    Grabbing a Window Handle ?

    this is... It's used to refer to the class itself. You'll need to properly pass that handle to the other class. Sounds like you might need to take a step back and learn C# a bit more before tackling whatever it is you're doing?
  10. ace4016

    My career plan

    Quote:Original post by daviangel Yes a big part of life nowadays is learning how to find a job time and time again. It's about as important as teaching a person how to hunt for themselves in the old days so I"m suprised most colleges don't do a better job at this Many colleges, including the two I've attended hold career fairs for networking; have classes on interviewing (including what to wear and not to wear, how to present yourself, etc.), and even hold mock interviews. It's not even their responsibility to do all that either. Colleges/Universities do the best they can in aiding their students to find a job, it's up to the student to use those resources and take advantage of it. College/Uni was a choice; just about everything during and after is pretty much a choice; so it's up to the students to make the choice and get their name out there and such. Apart from mock interviews and just telling students to apply to many places (which they usually do), there's not much a school can do to prepare you for something you just have to experience. Quote:Original post by Dunge Fortunately, it's not true here. As I said, both game studio here are quite new and hired over 200 employees each over the past two years. I would be surprised if they stopped all of a sudden because, as I said, they still advertise in schools. Sounds like what happened was they filled their positions and don't need any more applicants. Or, they're hurting because of the economy and are decreasing their cap, as well as only looking for those employees who can provide the most for them. New studios become old studios and their hiring patterns change. It just happens. Maybe you didn't sell yourself well enough, or maybe you just weren't what they were looking for. Kind of hard to figure out what went wrong with the interviews. Either way, it happens and you just have to move on and search for other jobs (most likely in a different area).
  11. ace4016

    My career plan

    Just apply to a bunch of other places (possibly some not in the game industry if money is tight...) including places in other cities; it's best not to put all your eggs in one basket...lose the basket and all is gone :P There's always work to be found as well, even if it's undesirable...sometimes you have to suck it up and do what it takes to pay the bills.
  12. ace4016

    How to make computer faster?

    Put a VTEC in it yo.
  13. ace4016

    I shot a man in reno...

    I shot a man in Reno, 'cuz he looked like a rhino.
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!