Eck

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Eck last won the day on September 25

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About Eck

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  1. Blank Programmer.

    I think you identified one of the issues you're having yourself. You come up with a project scope that is too big. You start down that path. Realize it's too big and then abandon it. If you keep doing that you won't get anywhere for a looong time. Start making smaller games. You'll build up your skillset Karate Kid style without even realizing it. Wax on. Wax off. Give this article a read: It explains which games you should be making first and why. Knock out a few smaller games to help build up a library of functionality for yourself. Before you know it you'll be able to tackle bigger and better projects. - Eck
  2. Blank Programmer.

    I used to be in the same mindset as you. When I first started seriously getting into game development, I didn't want to use an engine. It seemed like cheating to me. I decided on the XNA framework which is a little closer to the metal. I used that to build my own mini-engine for over a year and used it to compete in Week of Awesome 2 here at GameDev. I was really pleased with what I delivered during that week. But I saw what others had done during that time and I was floored with what they were able to accomplish. The very next weekend, I downloaded it and spent time messing around with some tutorials. And I was sold. jpetrie hit the nail on the head. Get over it. Some people might look down their noses at you for not being a "real" programmer or a "real" game developer. But they're wrong. Hell, I landed my dream job working on BattleTech at HBS. Guess what game engine we use here... Unity. - Eck
  3. Thank you for the distinction. I was only considering the use case of a hobbyist who isn't making any money at all. I'll be sure to put that clarification in future posts.
  4. Unity is effectively free. So long as you make less than 100,000 dollars with Unity you can use Personal edition however you want. If you start making over 100k a year with your unity products, that is when you have to buy a license. You aren't going to make this much money with your first game, so you don't have to pay anything. If you do happen to release a major hit for your first game... you just made 100k, so you can definitely afford it. It's a good problem to have. Give Unity a try. I feel like it's extremely developer friendly. - Eck
  5. Time was a factor and WinForms is what I knew from the olden days. By the time WPF became a thing, I was still on a legacy ASP.Net project for a big client that couldn't switch technologies. I never got around to picking it up. So far the event system is pretty cool. It's still coming online, but I'm really liking what I see. - Eck
  6. BattleTech is going to have a Random Event System during the single player campaign. Basically as time ticks by, there's a random chance for these events to popup during the time between combat missions. You're given a situation and a handful of options to choose from. Some options may not be available based on previous events, contracts, or other game play. Based on the chosen option, a result set is chosen at random (weighted) and the results of that are applied. I recently delivered the event editor for our game so the designers could crank out events at a faster pace. Originally, it was hand edited json. Then it was a simple text format that Kiva wrote a python parser for to convert that text into json. Now it's a WinForms app with a gui, validation, and other utilities built in. The designers have been using it for a while now and so far they're really happy with it. Here's a screenshot of the main editor and one of its subforms. Event System Data Model Events - Have a Title, Description, Image, Scope, a list of Requirements, and a list of Options. The Scope tells us which main object we're going to be dealing with (typically Company or Mechwarrior). The requirements say what must be met in order for this event to be pulled. And the options are the choices the player makes when they see this event. Option - An option is a choice a player makes. It has some text, a list of Requirements, and a list of potential Result Sets. Choosing this option randomly selects one of the result sets. Result Set - Is what gets applied as an outcome to the event. It has a description, a Weight, and a list of Results. The Weight influences the randomness of the outcome. If we have two result sets and one has a weight of 75 and the other a weight of 25, then the first Result Set has a 75% chance to be chosen. Result -This contains all the data that happens as a result of the event. Added Tags, Removed Tags, Stat Modifications, Forced Events, Actions, flags for a Temporary Result, and its Duration. This is how the game world gets modified. You can add a tag to the Company Honorable, Remove a cowardly tag from a mech warrior, give a star league era Gauss Rifle, or force an event into the queue for later. Requirements - Requirements have a Scope, a list of Required Tags, a list of Excluded Tags, and a list of Comparisons. The scope tells us what we're looking for. Any Required tags must be on the object. Any excluded tags most NOT be on the object. And any Comparisons must be met. For example: Scope: MechWarrior, Required Tags: Marik_Origin, Excluded Tags: Cowardly, Comparison: Injuries > 0 - would look for a wounded Marik pilot who is not a coward. TagSet - A list of strings attached to various items in our game (maps, encounters, contracts, company, mechwarriors, mechs, etc.) It's a simple concept, but very powerful. Many things are setup with an initial set of tags, but we also add tags to your Company, and your various mechwarriors. These are then querried on by events and other systems in our game to make the world feel more alive. Data Driven Content I'm a big proponent of using data to drive applications (game or not) because of all the benefits it provides. The major benefit here is being able to add content to your game without access to the source code. When done correctly, it opens the doors wide for a modding community to take your game into new directions and it can really add some longevity to a title. The event editor will be included in the final version of our game and I'm excited to see what events they'll come up with. - Edited to talk about what the event system actually is so people don't get confused about "event programming".
  7. The Flat Earth - A cartographer's wet dream/nightmare

    Have you considered not using a sphere for your planet? You could have a cube planet instead. Another possible solution is a "flat" ring world, say north and south are your edges of the world. If you keep walking east, you'll eventually come back from the west side. If you walk north, you hit a wall. Or fall off the edge of the world into space. Or a torus (doughnut) world. Same as the ring world, but instead of north and south being borders, walking north wraps around down to the south side. There doesn't have to be a curve for these solutions, so the problem goes away. - Eck
  8. The Quest for the Custom Quest System

    Your quest system looks really well thought out. This will be a good resource to jump start an intermediate developer's delve into writing their own quest system. I kept waffling between giving you 4 or 5 stars because code samples weren't included. Since the plugin is available on the Unity Asset store, I went ahead and gave this article 5 stars. - Eck
  9. How to stay motivated?

    If you want to make progress on your game, then game development has to be a priority. Usually when I'm giving this advice it's to people whose priority is watching TV, cruising the internet, and playing video games. To them, I think their priorities are wrong for their stated goal. But you seem to have your priorities straight: stay out of debt, avoid being homeless, other real life BS, and THEN concentrate on making a game. It doesn't sound like you have any free-time during the work week. You could try to force yourself to be productive during this time, but it sounds like you're under a ton of stress. Forcing yourself could easily push you into burn-out as your work-addled mind struggles with tough problems. Hopefully your job isn't a 7/days a week thing. Do you have any time during the weekend? Dedicate some time to working on it every week (even if it's just 2-4 hours). Focus on smaller features or polish when your time is limited so you can keep chipping away at it. Eventually your brain should get back in the groove so you can work on bigger and more complicated features. - Eck
  10. Much better. Good luck forming your team.
  11. You should also post what job you yourself are planning to do for the team. This reads like you're the "idea guy" and will sit back while everyone else does all the work. - Eck
  12. WoA V - The Competition Thread

    Good luck to everyone! @riuthamus - Those assets are pretty awesome. Thank you for sharing those with the community. - Eck
  13. Thank you for sharing this. This would be an excellent topic for a Dev Journal.
  14. Nobody Wants A Cybergod?

    I've read some of your posts and blog entries. I haven't commented before now. But from my point of view, there are two possibilities. You DON'T really have the holy grail of game design. (even though you said it 8 times). You DO really have the holy grail of game design. In the case of number 1, there's nothing for me to do. You don't have this idea that sounds too good to be true. In the case of number 2, there's nothing for me to do. You DO have this idea that sounds too good to be true. One might even call it a million dollar idea... But I don't have a million dollars to give you. And I'm pretty sure no one else here does either. For the most part we're hobbyist game devs and a few of us are professional game devs. In all your posts I haven't seen exactly what you want from the community. You've talked about how awesome you are, about how awesome your idea is, about how ignorant the community is, about how ignorant the games industry is. You've made some exceptionally bold claims and have the attention of some really smart and experienced game developers. So tell us: what exactly do you want? - Eck
  15. You could also consider packaging your stuff up into a Unity store asset. It's pretty easy to do and you'll probably make some cash off of your idea. - Eck