I am a versatile software developer, so my main focus is software design and implementation ('programming'). I do however also have hobby-experience doing some Blender 3D modeling and level design for various games!
This is almost a decent comment if I don't count stating your opinion as a fact.
I just realized I have never commented on any of your articles, even though you put quite some effort in writing them. So.. here, have a comment as a token of support!
Yes I do know a lot of software have 'horrible hacks', either to finish something in time or to increase performance. It's just that I personally prefer to keep my code as 'clean' as possible in order to make the software easy to extend/maintain, either by myself or by someone else! I'm a bit of an idealist I guess ;)
Oh and thanks for writing your pathfinding article, I forgot to say that in my previous comment. It's always fun/interesting to read such articles!
While it's great that your solution works for you, I must say that it always make me a bit sad if a programmer says he/she decided to go with the short and easy, but code quality decreasing solution. What if you need to make changes to this code, isn't that going to take way longer than simple writing some nice and decent code? :)
And I think that if a mod is the best one in two or more categories, it should get that recognition. Awards are not about giving the nominees some kind of fairly distributed exposure boost, they are about highlighting those nominees that are actually the best.
You are reusing the framebuffer, but provide a different viewangle on the camera? Or at least it appears so on this screenshot.. how did you manage to do that?
"Missing: My Dock"? :D I had to laugh at that one (I hope it's a pun.. else I just made myself look like a fool)
Great stuff! I did expect something like this to be in the vanilla game to be honest, awesome to see you have build such a system in your mod!
"The concept of a story driven scene works well and this is just a fraction of what you as a level designer can do with it"
When I'm designing a map I always use this approach, mainly because I find it a lot of fun to do. The main problem I have is that I tend to spend way too much time on a single 'scene', so I usually end up with a really small, very detailed part on a much larger, empty map :(
It would get buried under all the Greenlight crap anyway so what is the point :(
I have only played the beta (obviously) and I got very annoyed by some serious, game breaking bugs like a partially disappearing base and corrupted save files. Still, I did vote for this game because (especially as a programmer) I very well knew what I was getting myself into by buying an in-development game, and I do think the gameplay is very promising and addictive!
I'll be waiting for my roses :)
Awesome! I love both the image and the fact that it has actually been used as cover art! Congratulations :)
Or a graffiti artist that didn't like his tag being hidden!
And/or any indie-team's wallet's nightmare ;)
The demo I just downloaded from the link doesn't seem to work, at least not for me. I get a "stopped working" message as soon as I double-click the executable. I just noticed, however, that there is also a demo on Steam, so I will try that one (assuming it's the same demo).
Hurray, the demo! Downloading now and eager to play :) Now I should be better able to make a decision about purchasing this game, thanks!
Actually there is such a timer. On your profile, to the right under "Statistics" (you may have to scroll down a little bit).
EDIT: Or.. perhaps not? When I check out your 'time online' it says 1 second... hm.
I'm pretty sure you can't just simply 'make the mod uploaded to Steam' :P I think it first needs to gain quite some popularity and attention.
That totally depends the engine and the kind of licenses the developer provides. I would like some examples though? Not necessarily to be the guy that says 'you need sources to prove your point', but (also) to perhaps learn about new engines :)
For mods you usually don't need an entire (commercial) engine license. Winning engine licenses could be useful for those mods wanting to change to a commercial product.
Anyway, the point about money still stands of course :P
A trophy. I think giving something of 'monetary value' (I consider a trophy having 'emotional value') will probably increase the chances of the voting getting 'rigged', meaning even MORE 'hey vote for us so we can win even though you haven't checked out other mods but whatever we just want that prize!' posts/situations. Unless of course the prizes are only awarded to editor's-choice winners. But even then, I'd personally rather win a trophy because it's a much more memorable thing to win.
Gyro override! I was wondering when this was going to be added.. apparently sooner than I had expected!
I love how the modding/workshop support keeps getting improvements. Modding can drastically increase the game's 'lifetime' so decent modding support is both awesome for the players and has the potential of increasing sales :) Thanks, developers!
I think it looks a bit odd that the lighting is also affecting the HUD. Unless it is supposed to be a helmet or something?
Reading this, now that I have a lot more experience with C++ and creating software in general, is so much fun :D How little I knew about software design/engineering etc. Still, I sure did learn a whole lot back then!
113 instead of 1000 is a very nice improvement! Is it still recursive, procedural generation code? Or did you find a way that is easier to debug? :) Because I tried some (recursive) procedural generation, also in Unity, myself and it was indeed quite a pain to get it right! And what kind of game are you building?
Unfortunately (although not really surprisingly) I did abandon the project this post was about, because one of the goals was to eventually provide a nice example for UDK beginners, but with UE4 released and available I felt it was not very useful anymore to do so. Another reason I abandoned the project was because I prefer writing 2D games for solo-projects, it's just way easier and especially a lot faster to create and handle 2D assets!
Yes, that would be a great thing to have. Here is hoping for these command sequences to come in an update not too far in the future!
I agree, it's hard to tell the difference from this screenshot. A video should give a better impression! It does sound nice, though.
I am so glad toolbar interaction is in the game now, it should make interaction way more easy and fluid! Also, retractable weapons.. AWESOME! Can't wait to give this new update a try :D
Ohhooo, the last post was in September 2012? Time flies! Very interested in the announcement, hopefully it's some 'good' news!
I like the one you linked a lot! But perhaps it's a bit too dark. On the other hand, it fits the atmosphere even better!