I write code.
... you guys already have a site. Any extra details?
:D Nice change of perspective!
"Numbers Cited By SOPA Supporters May Be Fictitious"
Apparently, SOPA might have wrong numbers at its foundation ...
Careful with the Aliens' pulse rifle ...
I hear that. My choice was (2), getting a truckload of funds. This means that you can have AAA titles of low quality, and that sold poorly. Just like in real life.
When you look down a telescopic sight you do not see the iron sight. That's the whole point of it, to provide a better way of aiming. It's a no choice here, use the right one.
The purpose of the story is to have people question the usual way of handling zombies.
What I wanted initially is to have the two discover the secret of the "Don't dies"; that would make them murderers. Alex would then want to tell others the fact that the zombies are starting to recover, but gets killed by Derrick, to avoid the repercussion of their "cleaning operations" (now actually mass murders).
But hey, you only have 500 words :)
There is no silver bullet for piracy. I say do more demos, lower the price, and if the game mechanics support it, go free-mium.
And above all, make games so good that the people playing it become fans that want to express their gratitude towards the developers.
I voted (2), can popularize the franchise.
No company will license their precious IP to modders. I get that, I understand why: there's a lot of money involved, and like it or not, they came with the idea behind the IP before you figured out that it needs improvements.
Having said that, it is preferable to have companies realize that mods using their IP are actually a good way to advertise that IP, rather than send cease and desist letters.
"Quality mod developers deserve money for what they do"
One of the reasons I chose this option is because of paid DLC. I simply don't like this double standard: one party can sell what I find essentially being mods, while the others are not allowed.
I try not to.
For this one app that I worked on, we use HTTP for a couple of things. Now, even though HTTP is a simple protocol, I didn't want to bother implementing it. So, for this app, we went for libcurl, a handful of lines of C code and we were done.
Free time is such a precious commodity for me that I MUST reuse as much as possible. While I'd love to implement everything in my projects (even just for sake of learning), in all cases the shortened development time from re-using external libraries is worth it.
I mean when Marconi invented the radio, he used already existing components: antennas from Popov, metal powder detectors from Branley and so on. That doesn't make him a lesser man, but rather somebody who had a broader view than the others.
Not sure if I mentioned this already or not, but after the modcast was canned, I kept trying to find something to replace it. You guys do a pretty good job filling in the gap.
Looking forward to your next round-up, be it in text format or video format.
I hear that :) !
This is a pretty good piece. I like your take on the AI needing to fear death as the player would. Thumbs up!
Dynamic environments are definitely a plus on immersion. I wouldn't like to be in the shoes of the one who has to set all of them up though: it's quite tedious.
If you, the creator, think that it's a piece of art, then don't submit it to a mod site where all entries are judged by playability, achievements and graphical quality. Submit it to an art site, where it will be judged by the emotions it evoked, by the skilled use of ... whatever feature to trigger those emotions.
When you submit your piece of cr ... erm, art, to a mod site, you labeled it as a mod. Stop passing it on as art, on that site at least.
The music is indeed very good, and it also suits the game. Good work!
Just going to paste in here some of the comments made on the podcast17 site:
It’s difficult to open source games. The main issue is creative control over the game:
- there’s one thing to allow other people to read your code, access your art assets etc.
- then there’s another thing to allow other people to commit code to your game, allow them to change art assets to your game.
With the second option, it is hard to get your idea of the game implemented: the community might chose to turn your envisioned zombie shooter into a 3rd person police investigation game.
id Software released the code of their engines AFTER finishing their products. And while they did release their whole code for idTech1, 2 and 3, it didn’t release the entire code of idTech 4. They released only the game code, meaning the parts of the code that would allow you to create game entities. No access to the low level stuff. From that point of view, idTech 4 is similar to Source SDK.
There’s also a big difference from releasing the CODE under GPL license and the ART ASSETS of the game. id NEVER GPL-ed their artwork. And from their perspective, of sharing the technology, they don’t need to.
Nice point on using the Source SDK and the EULA. Once you use the tools for any game, you agree to the EULA governing the SDK, and most of them do not let you commercially exploit them.
Distributing the mod as a ‘source’ package would indeed consist in selling third party assets (maps in Maya, models in 3DS etc) with a script that would compile them in game proprietary formats. That would normally be legal.
However, this would be:
- technically very challenging for the developers
- technically very challenging for the users. What if an error occurs during the ‘compilation’? As a user who just payed 20 USD for the mod, how would you feel?
:O That is so cool!
Congrats for the launch!
nice recreation of the trailer!
In the DX8 renderer? That's even nicer.
You're on Tom's Hardware, congrats!
Apparently, you need to disable font smoothing. I think it is a settings for Windows.
Half Life meets Doom 3 meets Resident Evil. Sounds very promising, and the video alone transpires the kind of atmosphere that tickles me the right way :)
I'll give the demo a try. If me likes, me buys :)
:)) loved the screaming ... ok, I'll retweet-ya ...
Also, excellent PR action from Epic.
Still making my mind. I mean the whole idea of MOTY is something moddb.com should be really proud of, and I love it.
This year however I am not that amazed on the stuff released. And I miss stenchy :P .
I like the initiative! Thumbs up!
gameplay and storyline. I mean I can even indulge myself playing at 15 FPS, as long as the game mechanics and story are good.
Well, in my case I try to make a living through writting code, lol :)
The 'I write code' is actually related to this:
Here's a thought: for any upcomming mod/indie, one condition should be to have a playable level/demo/development build/thinggie. This way, both the editors and the players actually get something to rate.
I think that should make it credible. Your thoughts?
Filefront's link points to ... drum roll ...
I have no idea what that is, by the way.
You are correct. Fox will, usually, "fox" all alien or predator mods. I do hope they will be late to do that for this mod at least ;)
It's good, it's basically the second half of the modcasts. If you remember, the modcast would have 2 parts: part 1, a recap of all news and mods recently released, and part 2, an interview with a development team.
I had the same experience, and because of it, I couldn't record the show: it was like 20 seconds of buffering for 2-3 seconds of actual show. And even then, it seems I got the quiet moments :)
Seriously though, I think this can be improved: use two channels for data transmisions. One would be regular audio streaming, and it will provide the already familiar modcast experience, provided that the person listening has the bandwith for this kind of streams. The main channel however would be your new video broadcast, which would require higher bandwidths.
The main idea is to let the people choose wether they want to use the video channel or the audio one. Having this choice would make a great difference.