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Member Since 10 Sep 2010
Offline Last Active Dec 22 2013 08:33 PM

Posts I've Made

In Topic: Why "double declare" classes? (Lack of better terminology)

11 December 2013 - 10:57 PM

Well, what brought it up was reading up on using lists in Unity, and their example was


 List<T> myList = new List<T>();


To me, it should be a no brainer, "Hey, I said myList was "List<T>" so it should probably be a "new List<T>"

In Topic: CryEngine VS UDK! Which is the best?

07 December 2013 - 06:25 PM

I'd very much disagree with which X should you use when it comes to answer #2 in terms of game engines, it's a case of choose the applicable poison


Which makes it identical to choosing a language--choose the one that most applies.  If you want cross-platform, C# is less applicable than C\C++.  Want a simple, single player web-game?  JavaScript is probably more applicable than Ruby.  If you want a mobile game, Objective-C is probably more applicable than Python.

In Topic: Advice to someone learning pathfinding?

07 December 2013 - 06:21 PM

Feel free to expand on anything that may help.

In Topic: If you don't like the concept, can anything change your mind?

07 December 2013 - 06:17 PM

if you read enough about a game concept to decide you dislike it, can anything change your mind and make you like it instead? Is there any style of presentation or choice of what info to include in the presentation that makes you more likely to become enthusiastic about a game concept? Or conversely, anything people should avoid in their presentations if they are trying to get you enthused about their concept? And more abstractly, do you think this issue is a political, advertisment, or artistic ideals/taste issue?


If I don't like an idea, I will tell you.  Generally, I'll automatically tell you why.  (If not, then ASK me)....


It's then your job to explain to me how I'm wrong, or why my thoughts/worries/dislikes do not apply to your situation or can/will be avoided.  If I don't like your idea because it reminds me of Halo and I hate Halo (true story), explain to me why your game isn't like Halo.  If I think your idea is a re-hashing of a failed idea or one that's been done N-teen times in the past, explain to me how your idea is original.


In other words, it's not MY job to convince me I'm wrong--that's all presentation is good for, making me change my mind.  It's the substance of your argument/sales-pitch that will waver me.  WHAT you say, rather than HOW you say it.


My stances are generally from an artistic point of view, including my ability to relate with your idea, if applicable.  In other words, if I think your RPG idea is a plainer-than-vanilla game, but the characters/story is relatable or intriguing, I would want to be a part of "a game with an amazing story."  If I think your game is a re-hash of Tetris, but it's well themed, and the pieces fit without forcing them, I'll want to be a part of "a cleverly thematic game."



So, your GAME'S presentation can sell me as quick as content, usually quicker.  A DESIGNER'S presentation will never sell me as well as the content...

In Topic: the importance of understanding theory?

07 December 2013 - 06:03 PM

Not everyone is the same, but I usually find the best way to understand a theory, is to try and employ it rather than to try and understand it before employing it.


This I think is true only for the most simple things, but the more complex you get, the more likely it is to end badly....


Playing with a television remote before understanding how to use the remote-- Okay

Microwaving things before knowing what happens when you microwave metal-- Potentially not okay.

Driving a car before knowing how to drive a car-- potentially less okay.