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Tricky Ed posted:Having watched a playthrough of The Order...It feels more like a tech demo that someone turned into their first movie project than a game. I typically find that things I watch do not feel like games. Have you watched Uncharted / Last of Us / Metal Gear playthroughs without having played those games?
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# ? Feb 27, 2015 23:09 |
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# ? Jun 6, 2024 01:01 |
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If anyone is going to PAX East, check out the game I've been working on, Necropolis. I think some of my leads will be at GDC, too. Sadly, I won't be there. http://necropolisgame.tumblr.com/
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# ? Feb 27, 2015 23:25 |
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endlosnull posted:If anyone is going to PAX East, check out the game I've been working on, Necropolis. I think some of my leads will be at GDC, too. Sadly, I won't be there. That screenshot doesn't do your game justice, but the click through sure does I don't know why the low-poly graphic style has taken off so hard, but it looks really good. Are you guys using a lot of emissive / no lighting solutions to color and paint your world? You get a very vibrant gradation of colors that don't seem to follow the usual look of typical lighting models, and I'd imagine controlling those colors through anything other than vert color would be a huge pain in the rear end.
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# ? Feb 27, 2015 23:30 |
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endlosnull posted:If anyone is going to PAX East, check out the game I've been working on, Necropolis. I think some of my leads will be at GDC, too. Sadly, I won't be there. ^ What my fellow goon said. The screenshot doesn't do your game justice. I've been spending the majority of my time at PAX East in the indie/board gaming areas so I'll be sure to check this out, it looks pretty interesting.
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# ? Feb 27, 2015 23:37 |
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endlosnull posted:If anyone is going to PAX East, check out the game I've been working on, Necropolis. I think some of my leads will be at GDC, too. Sadly, I won't be there. ... and this. This is glorious: EDIT: Heh, people really like your game, my notifications are unreadable for the next hour it seems Shalinor fucked around with this message at 23:52 on Feb 27, 2015 |
# ? Feb 27, 2015 23:41 |
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Sigma-X posted:That screenshot doesn't do your game justice, but the click through sure does Thanks. I was thinking of grabbing some gifs but saw that they were like 1+mb large. I can't really give you a good answer about our colors since I didn't really work too much on it, but we actually use a good amount of lights to give some tint. The work is mostly done with shaders on the materials with the help of ShaderForge.
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# ? Feb 27, 2015 23:48 |
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Holy poo poo, gently caress yeah! Great job on the animation/fx. Both work amazing!
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# ? Feb 27, 2015 23:48 |
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Wow, thanks everyone. It's been tough since it's our first attempt at a more action oriented game for our studio so there's been a lot of trial and error and figuring things out. If anyone has any questions about using Mecanim in Unity, I've been pulling my hair using it for the past few months and I'd be glad to help.
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# ? Feb 27, 2015 23:59 |
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Chernabog posted:Not a GDC activity, but if you like art you should check out the museum of modern art accross the convention center. I really enjoyed it despite having to rush through it in order to catch my flight. SFMoMA is closed for remodeling until 2016. http://www.sfmoma.org/about/our_expansion/expansion_project_faq#howchange
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# ? Feb 28, 2015 10:12 |
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If anyone wants to feel better about their metacritic scores, the teams I've been on have put out 7 (reviewed) games over the years and never broken 50%. poo poo's depressing.
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# ? Feb 28, 2015 12:55 |
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Edit: pocket posting, sorry!
Akuma fucked around with this message at 16:06 on Feb 28, 2015 |
# ? Feb 28, 2015 16:03 |
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Edit: pocket posting, sorry!
Akuma fucked around with this message at 16:07 on Feb 28, 2015 |
# ? Feb 28, 2015 16:03 |
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Edit: pocket posting, sorry!
Akuma fucked around with this message at 16:07 on Feb 28, 2015 |
# ? Feb 28, 2015 16:04 |
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Edit: pocket posting, sorry!
Akuma fucked around with this message at 16:07 on Feb 28, 2015 |
# ? Feb 28, 2015 16:04 |
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Residual Toast posted:SFMoMA is closed for remodeling until 2016. http://www.sfmoma.org/about/our_expansion/expansion_project_faq#howchange Oh well, guess not.
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# ? Feb 28, 2015 16:20 |
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As a random aside, I don't quite recall who was critical of UE4's blueprints for the lack of merging, but UE4.7 came out today and I was surprised to find they did finally add 3-way merges: Fancy stuff, really.
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# ? Feb 28, 2015 18:36 |
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endlosnull posted:If anyone is going to PAX East, check out the game I've been working on, Necropolis. I think some of my leads will be at GDC, too. Sadly, I won't be there. It's not clear from the description, is the game mostly procedurally generated or is it more like something like Diablo 3 where each level is basically a collection of 'chunks' assorted into a semi-random layout? Gwyrgyn Blood fucked around with this message at 18:51 on Feb 28, 2015 |
# ? Feb 28, 2015 18:49 |
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Jan posted:As a random aside, I don't quite recall who was critical of UE4's blueprints for the lack of merging, but UE4.7 came out today and I was surprised to find they did finally add 3-way merges: I was definitely concerned about it, but what they're doing is pretty cool. I'm also a big fan of the new foliage lighting in 4.7, and 4.8 has some really impressive distance field global illumination tech: https://forums.unrealengine.com/showthread.php?58385-Koola-s-stuff https://www.youtube.com/watch?v=DFPOsnC_ETQ
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# ? Feb 28, 2015 21:47 |
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Chainclaw posted:Is there a list of events and goings on during GDC? I'm looking for things I can go to during downtime, especially in the evening. I've got one of those schedules I need to keep flexible, but may have random time available to check out some parties and events. It would be nice to get those things onto my calendar. There's a list of GDC parties here: https://docs.google.com/spreadsheet/pub?key=0AvxoFgWuGdHodEJNOGhfMURhZE96WjljUTFqa3M2R3c&single=true&gid=0&output=html There should be enough things going on and open each evening to make sure your evenings have a thing going on. If you mean during the day, there's a few lounges and whatnot maintained at the event usually, and in the wider SF area it's not like there's a shortage of things to do.
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# ? Mar 1, 2015 17:16 |
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Gwyrgyn Blood posted:It's not clear from the description, is the game mostly procedurally generated or is it more like something like Diablo 3 where each level is basically a collection of 'chunks' assorted into a semi-random layout? Well the procedural generation is sort of like the chunks. It's separated into floors and each floor has a randomized layout separated into sections, and each section has a pool of variants. Dungeon of the Endless made a good talk at Unite 2014 on this. https://www.youtube.com/watch?v=zPQOHX9hiL0&t=1557s
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# ? Mar 2, 2015 04:41 |
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Since OrcaHQ seems to have gone tits-up in regards to its jobs page, anyone have any good suggestions for job aggregators especially in regards to Production?
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# ? Mar 2, 2015 17:14 |
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Vote Sweeper 2000 posted:Since OrcaHQ seems to have gone tits-up in regards to its jobs page, anyone have any good suggestions for job aggregators especially in regards to Production? I just shamed the owner of the page about it being gone. We'll see if he has any inclination to fix it!
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# ? Mar 2, 2015 17:18 |
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https://www.unrealengine.com/blog/ue4-is-free
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# ? Mar 2, 2015 18:06 |
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That's pretty cool but man, 5% of your gross revenue? How exactly is that free other than no upfront development cost?
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# ? Mar 2, 2015 18:33 |
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It's no different from UE3 and UDK. The only people who will be really unhappy about a 5% cut is the large developers & publishers, who will instead negotiate a custom license with Epic as always.
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# ? Mar 2, 2015 18:52 |
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Cutedge posted:That's pretty cool but man, 5% of your gross revenue? How exactly is that free other than no upfront development cost? Future money is much cheaper than today money, so I see this as great for tons of people.
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# ? Mar 2, 2015 19:10 |
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Cutedge posted:That's pretty cool but man, 5% of your gross revenue? How exactly is that free other than no upfront development cost? Just budget for it like you should be doing with everything else. It only matters for indies and hobbyists anyway, and they're the ones who need the lowest cost of entry possible.
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# ? Mar 2, 2015 19:19 |
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Jan posted:It's no different from UE3 and UDK. The only people who will be really unhappy about a 5% cut is the large developers & publishers, who will instead negotiate a custom license with Epic as always.
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# ? Mar 2, 2015 21:52 |
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ARGH places taking over a week to get back to you about the in-person interview are the worst. Pretty sure that means they had other candidates they interviewed, I hope whoever they were they sucked really bad.
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# ? Mar 2, 2015 21:54 |
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It's also combo PAX/GDC week. We told everyone we were talking to that we'd be mostly incommunicado for the MONTH between launch, GDC, and PAX. After this week, things should be coming back to normal.
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# ? Mar 2, 2015 21:59 |
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5% is also incredibly cheap given how deep and well-supported UE4 is. I remember seeing the bill for a Gamebryo license a good 7 or 8 years ago, and let me tell you, having to pony up that kind of money upfront would require most companies a loan just to cover (I've seen houses that cost less). Not having to pay anything up front for an engine like UE4 opens up a lot of doors for developers, students, and even larger studios. It also further lowers the barrier of entry in to game development, which is a good thing for everyone.
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# ? Mar 2, 2015 22:01 |
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There's also the fact that UE is project-based, rather than seat-based. So depending on your project timelines and team-size, this can further tip the scales one way or another. Between the Pro, Pro targets, and a Team license, without wheeling and dealing, you're looking at 5k for (most) team members's Unity licenses.
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# ? Mar 2, 2015 22:05 |
It's also an absurdly good thing for students and schools. Knowing that they don't have to drop any money on it means they can teach it with literally no cost. This is an awesome thing, I love seeing UE4 evolve. I really hope the studio I'm at adapts to it soon since we work fairly closely with Epic. Unfortunately we got a bunch of custom stuff for UE3 that programmers are terrified of leaving behind, which pisses everybody who isn't a programmer.
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# ? Mar 3, 2015 02:46 |
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devilmouse posted:There's also the fact that UE is project-based, rather than seat-based. So depending on your project timelines and team-size, this can further tip the scales one way or another. Between the Pro, Pro targets, and a Team license, without wheeling and dealing, you're looking at 5k for (most) team members's Unity licenses. (which someone will say "BU-BUT UPGRADE DISCOUNT IF YOU BUY EARLY!" to, to which I reply - sure, if you're ok with buying an invariably half-broken piece of poo poo that takes them half a year to turn into something worthy of your original purchase) EDIT: I spend a lot of time harshing on Unity, but it remains a solid option, especially for simple 2D games. I'm just frustrated with their mismanaging of the product and the technical debt they're just ignoring at this point. Shalinor fucked around with this message at 06:08 on Mar 3, 2015 |
# ? Mar 3, 2015 05:58 |
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Tell us how you really feel, though.
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# ? Mar 3, 2015 06:03 |
Also they pretty much stole their PBR tech from the Marmoset dudes. I lost a lot of respect for them as a company a while ago. Their engine is still aight for simple poo poo, but drat.
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# ? Mar 3, 2015 06:56 |
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Gearman posted:5% is also incredibly cheap given how deep and well-supported UE4 is. I remember seeing the bill for a Gamebryo license a good 7 or 8 years ago, and let me tell you, having to pony up that kind of money upfront would require most companies a loan just to cover (I've seen houses that cost less). Not having to pay anything up front for an engine like UE4 opens up a lot of doors for developers, students, and even larger studios. It also further lowers the barrier of entry in to game development, which is a good thing for everyone. The current model seems a lot like student licenses: Everyone's undercutting everyone so they can get people onboard for the big payday when those developers move up to high-budget projects. OneEightHundred fucked around with this message at 07:29 on Mar 3, 2015 |
# ? Mar 3, 2015 07:25 |
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Wait, was the "huge announcement" or whatever they hyped it up as just "We released Unity5 in its kinda buggy state and made some changes to the licensing"? I keep rooting for UE more and more. devilmouse fucked around with this message at 18:01 on Mar 3, 2015 |
# ? Mar 3, 2015 17:55 |
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devilmouse posted:Wait, was the "huge announcement" or whatever they hyped it up as just "We released Unity5 in its kinda buggy state" and made some changes to the licensing? Seems that way. At least the free version seems to be fully-featured this time?
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# ? Mar 3, 2015 17:57 |
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# ? Jun 6, 2024 01:01 |
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I really like the "free unless you release something" model, because it's far less brutal on devs who fail to finish a game.
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# ? Mar 3, 2015 18:12 |