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Posts Tagged ‘questions’

Some Questions for the Community

Posted by (twitter: @RobProductions)
Monday, June 22nd, 2015 11:25 am

First off, it’s a been a long time since I’ve been active here xD Forgive my absence, I’ve been working on perfecting my skills and some really large projects that may finally release sometime within the next several months! Here’s a quick preview:

Apex Alpha Screen 2 Apex Alpha Screen 1

As you can tell, the past several months for me have been about improving my games in terms of graphics and visuals/effects. I’ve learned that detailed worlds take hours and hours of hard work detailing even the smallest, unseen items. And I’ve learned tricks to work around modeling every item, such as repetition and implication. However, I’m not here to talk about my new game, I’m here to ponder why the gaming community has changed, specifically within the past year.

Improving the graphics in my own game made me think…

Why are people so obsessed with graphics?

E3 2015 just ended, and all I heard about the smaller games was “What??? This is 2015, games should look better!!” I’ve seen hundreds upon hundreds of comments about Fallout 4 and how it looks “bad” or “I’m not getting this because it’s no better than Skyrim.” Now whether you think Fallout 4 looks bad or not, the point here is why care? When Minecraft was released did people bash it for its graphics? No, because the focus was on gameplay and innovative mechanics. There was also a stylistic decision to the 32-bit look.

When I play a game, for example Shadow of Mordor, I don’t play to watch stunning visuals. Sure, it’s awesome to have something that’s nice to look at, and the particle effects make gameplay more satisfying, but in the end… I play to unlock more upgrades. Or I play to advance the story. Or I play to see all the unique bosses generated. Some developers have claimed that graphics pull in the audience, and mechanics keep them there.

 

But why has it become a competition? Why are downgrades and optimizations and particle counts making/breaking the game for some people? Why does it matter what resolution your shadows are or how many polygons your characters have? I’ve always gone by the rule that the graphics in your game should fit your game. But I’m seeing people that hate Watch Dogs because the shadow quality was lowered for the final release. And I just don’t understand why.

Why do Resolutions/Framerates/Specs matter?

Yes, I’d much rather play a game at 60fps. Yes, I’d much rather play a game at 1080p. But why is it causing people to cancel pre-orders? Fallout 4 was just announced to be 30fps on consoles. Can you guess the comments? “Unacceptable for a 2015 game!” “Bethesda sucks! These are current gen consoles!”

People don’t seem to want to accept any framerate lower than 60 for anything, even if it means not playing one of the most anticipated games of the year. And I don’t understand why it matters in the slightest. As someone who grew up with games running in a 400×600 window, I can get immersed in any decently made game, no matter the resolution or framerate. I played Mount and Blade with a constant 23fps in 400×600 stretched fullscreen just a year ago, and it’s still my favorite multiplayer game of all time.

What is it about gamers these days that they won’t accept lower specs? It’s not even that they care about the gameplay or mechanics… they just care about the graphics and the “hours of gameplay”. They want something that looks good and lasts a long time with “new content”. Maybe it’s just because I’m a developer, and this is hate towards developers… Or maybe I’m not as spoiled as some of the gamers out there nowadays. But to me everyone seems to be angry.

Why do Gamers hold Grudges against Companies?

Finally, I’d like to address Ubisoft. Literally everyone hates Ubisoft. Why? I have no clue.

They’re mad at the Watch Dogs downgrade. They’re mad at the quality of Assassin’s Creed Unity. They’re mad at the glitches in Assassin’s Creed Unity. They’re mad at the length of the South Park game. They’re mad at… what exactly?

Sure, none of the items above are good. But they were things expected of a company like this. Companies are not evil, they’re not out to get you, they just want money. And they’re going to take action to make the most money no matter what, so why is everyone upset when they do something like this? Konami confirmed microtransactions in Metal Gear Solid 5. Suddenly people are canceling pre-orders and shouting at them to stop being greedy. Really? Optional payment to get stuff faster is bad? Might I stress “Optional”??? You’re going to not buy a game because somewhere in the code is a “pay” button?

What do you think?

These are just my OPINIONS so please don’t judge me for my OPINIONS thank you ^-^. But honestly, is it just because I’m a developer that I’m siding with developers here? Or am I simply not in the AAA industry so I don’t expect AAA quality? What is making gamers nowadays so focused on graphics? Why are they so spoiled?

It seems like I just woke up today and everybody was angry at people in my profession. Or maybe they’re angry at publishers. Either way, there’s nothing good in the comments anymore, just hate. Hate and strong opinions. I’d love to know what you guys think! (P.S. I don’t know everything about these incidents, so I may be wrong about the opinions of some players)

And soon I will start posting more about my upcoming game :) Thanks for reading!

Just a couple of questions regarding tutorials

Posted by
Monday, April 13th, 2015 1:08 am

Hi all, I plan on doing my second attempt at Ludum Dare Compo, and I am wondering if it is ok to use this tutorial:

http://www.microbasic.net/tutorials/shadow-mapping/Home.html

 

It is used with Libgdx (At the moment libgdx by default can not do multiple lights with dynamic shadows and this tutorial makes it possible)

 

Should I make a separate blog post which lists the things (tutorials, programs etc.) I am planning to use?

 

During the compo do I have to do the tutorial from scratch? Or can I just use the completed one I have already done?

 

Thanks.

Fuck it, let’s do this.

Posted by (twitter: @BrainSlugs83)
Friday, April 26th, 2013 11:46 am

So, I’ve never done Ludum Dare before, but I’ve done the Allegro Speedhack a few times (seems like another life ago now); and I’ve been wanting to get back into gamedev, so… why the fuck not?

Also, Ludum Dare has a few things that Speedhack didn’t:

  1. No file size limits!? FUCK YES.  (As opposed to speedhack’s 250 KB limit — heh, zip level 10 time, take your sprites down to 4 bpp, let’s get that mp3 sound-fx system working, ’cause wav aint cuttin’ it, etc. haha — way too much time fucking around with bullshit — for the benefit of the 7 people left on this planet who still call the internet up on their telephones — and not enough time coding the shit out of some awesome games!)
  2. No technology limits!  That means I can use C#, or any other technology stack I so choose?  DOUBLE FUCK YES. (Seriously, C++ is only 3% faster, and for all the trouble it will cause you, it’s really not worth it if you’re writing something that’s going to run in “user land” anyway.)

Challenge Accepted
Sounds like I just have to wait for the rules to be announced, and then submit my game to the appropriate thread in time, and bam — I’m good to go.  I can’t tell from the rules so correct that if I’m mistaken — somebody — please.  Also do I have to decide if I’m doing the 72-hour-jam or the 48-hour compo up front?  I mean — if I start out aiming for the 48 hour comp, but decide later on that I really want the 72 hour jam , I can just switch it over, right? — Man, I wish I was an IRC nerd right now.

–Mikey

Hi, Gravity Games here, and I can’t wait until the next Ludum Dare! I do however have a few questions about the rules if you don’t mind.

1) I saw in the rules that we ARE allowed to use base code if its mentioned before the dare, but how far would be considered base? Like, a basic routine to open a window and draw graphics? A basic engine with a level editor (though I’m assuming that this would be a little bit too far to be considered a base).

2) Continuing the above question, I have a level format that I tend to use for every project I start. I was wondering if it would be okay to copy and paste the same code that reads these files, or would I have to recode the same format from scratch. Or would I have to make a completely new format entirely?

3) Continuing from the level format question, I already have a level editor for this format. Is it against the rules to use this level editor presuming I use the same level format? If so, would it be acceptable to program a new editor, or should I just type in the levels with a text editor?

4) Is it against the rules to submit a game to the dare, continue to work on it for the rest of the hours of the jam, and then resubmit it for the jam?

5) Finally, I’ve never completed a game before (not 100% anyway), much less in 48 hours. Quite obviously this is a big challenge for me, so how would I start practicing? Would you recommend going to past ludum dares and completing them, or is there an ongoing challenge I can use for practice?

My first LD48

Posted by
Sunday, April 15th, 2012 2:08 am

Hi, this is my first LD and I’m not quite sure if I understand the rules. First off, do we need to film ourselves doing it? And second, can we use game engines (e.g. Unity3D)?

Tnx

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