- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
I mean, I've seen actual people who've played it for months and haven't apparently hit whatever trigger you're talking about, nor did they spend all their time losing to the (everyone) that you imagine would figure it out? So. *shrugs*.
Like, maybe that's your experience, but it isn't other people's experiences?
I'm not saying it's wrong, I'm saying that it's clearly not even remotely as obvious as you think, or necessary to win just random matches.
Yep! Something actually set in the relatively modern day ... around ... 20 or so years into the future. It's been a thing in planning for a long time now, but I haven't been able to work on it a lot because of many uh, unfortunate real life things happening.
From what I've heard that 's not unpopular.
I prefer DS2 over DS3, both in gameplay and in lore.
Why, though?
My Ps3 isn't connected to PSN or the Internet at all.
No Kefka?13-2 has really bad Steam reviews because it is an inexplicably busted port while the other two 13 games are fine if barebones ones. It's not an indictment on the game itself just the PC version. I like LR more though. It's just much more my thing. Also I kinda hate Caius as a villain. I mean he's definitely the best 13 series villain but he has like no competition there.
I'd put the best FF villain as Ardyn or Kuja myself.
That's not unpopular?
Well, I think that piece of dev advice applies to relatively complex games. You don't want to build your own complex physics engine or something capable of handling massive maps, 3D collisions, dynamic expressions, etc. Trying to make your own engine for massive stuff like that is a pretty serious undertaking which is going to massively detract from any budgeted money and time you have, and if the team is any larger than yourself, it can seriously impact your production schedule. Losing any team member means their replacement has to take time out of doing productive work to learn your custom engine, because they can't possibly have any familiarity with it. Whereas if you just built your game in a standard engine, you could put out a want ad for peeps that know Unity/Unreal/Source/whatever.Not ... a thing related to the gamer side of gaming, but rather the developer side. But...
Well, there is common wisdom among gamedevs that it is not wise to build your own engine. Because, why? There are already many engines that are available freely, or well, are economic enough for an indie to manage commercially without breaking their bank. Unity, Unreal Engine, Godot, Game Maker, ... there are so many to choose from. Why reinvent the wheel? Why waste time when you could be working on the, you know, actual game?
Well, I've decided to reinvent the wheel.
Sure, I could use one of the others. No matter what I construct, it is likely that it would be an inferior product to engines that have already existed and have evolved throughout decades of work.
Buuut ... I've had an interest in how these things are created for a very long time. I began learning how to program from C and assembly code, and in the last few months have ascended myself into the world of C++. I've learned things about computers that I'd have never imagined to know of years back. And well, perhaps most importantly, I have been a fan of video games since I was a toddler. Particularly, (J)RPGs. For the past few years, this has led me to even learn about how ye olde 8-bits and 16-bits functioned, at both the code and hardware levels.
So, why not take the plunge? Why not enter this effort, so that I can further learn how computers tick, how video games of today and the past were made. And if I end up deciding not to continue with this project, too? I am fully prepared to use any of the other available engines out there.
Mostly, I just want to learn. I want to upgrade myself to a set of skills that is beyond the surface details. I also want to create something that is truly from my own imagination. Eventually, I'll get to the game I want to make, that's a given. I have a lot to figure out about it anyway, so it's not like this engine project is that much in the way of my creation.
Success or failure ... I'm doing this.
13-2 has really bad Steam reviews because it is an inexplicably busted port while the other two 13 games are fine if barebones ones. It's not an indictment on the game itself just the PC version. I like LR more though. It's just much more my thing. Also I kinda hate Caius as a villain. I mean he's definitely the best 13 series villain but he has like no competition there.
I'd put the best FF villain as Ardyn or Kuja myself.
Not ... a thing related to the gamer side of gaming, but rather the developer side. But...
Well, there is common wisdom among gamedevs that it is not wise to build your own engine. Because, why? There are already many engines that are available freely, or well, are economic enough for an indie to manage commercially without breaking their bank. Unity, Unreal Engine, Godot, Game Maker, ... there are so many to choose from. Why reinvent the wheel? Why waste time when you could be working on the, you know, actual game?
Well, I've decided to reinvent the wheel.
I've been watching an LP of FFXV and it doesn't look very good but the part where thisArdyn guy pretnds to be Prompto was interesting and unexpected.
Thank you!Well, I think that piece of dev advice applies to relatively complex games. You don't want to build your own complex physics engine or something capable of handling massive maps, 3D collisions, dynamic expressions, etc. Trying to make your own engine for massive stuff like that is a pretty serious undertaking which is going to massively detract from any budgeted money and time you have, and if the team is any larger than yourself, it can seriously impact your production schedule. Losing any team member means their replacement has to take time out of doing productive work to learn your custom engine, because they can't possibly have any familiarity with it. Whereas if you just built your game in a standard engine, you could put out a want ad for peeps that know Unity/Unreal/Source/whatever.
But if you're a one or two man team working on a passion project? If you're doing it for the learning experience? If you're doing 8-bit/16-bit level of complexity? Shit, go for it. It's not like established engines make it dead easy - I know somebody who's doing a relatively simple looking game in Unity and holy shit is it taking her forever. Even with an established engine, a team and an infusion of cash from a barely successful Kickstarter, she's nearly a year past her initial projected launch date.
Good luck with it.
Part of my motivations for this engine actually is it being an impetus for me to learn new things. How to level up my programming skill is one of course, but also how various systems within a game engine work together and function, like graphics rendering, input and game logic, etc. In some way, those words in minitext kind of apply to me too, I suppose lol.Definitions of success for professional products and personal projects are different, and so are the rules for greatest chance of success with each. Theoretically. Professional developers in my non-game related experience do like using hot new tech and resume-oriented languages, even if the final product becomes overengineered.
Part of my motivations for this engine actually is it being an impetus for me to learn new things. How to level up my programming skill is one of course, but also how various systems within a game engine work together and function, like graphics rendering, input and game logic, etc. In some way, those words in minitext kind of apply to me too, I suppose lol.
Also another motivation is it being a possible portfolio item of mine since I both hadn't gone to college studying CS, and I didn't really take the idea of me programming too seriously until 3-4 years ago
I've been told that at least with respect to the latter point, even if this engine was not completed, my work on it would indicate the level of programming knowledge I'm at to prospective recruiters. I may as well invest that effort into something I've been interested in anyway.
You named like three dudes in response to the claim that you could count Bohemia's black population on one hand. I get the idea that having black people around isn't ahistorical and I'm even sympathetic to the idea that they should be included for representation's sake (or just rubbing it the face of fascists, that's always fun), but I think people are taking the whole MedeivalPOC thing a bit too far in the other direction. Barring some fairly strong evidence to the contrary, I feel comfortable pointing out that Central Europe would not have been remotely what one might consider racially diverse by our standards.Argument for distance is irrelevant and completely missing the point.
I dunno, does it? I mean from what little gameplay I've seen it's hardly flashy, but I'm not actually aware of many other medieval rpgs that have so much as attempted verisimilitude. Frankly I'm way more tired of the WoW/MTG/DOTA/LoL aesthetic in fantasy these days.I've no interest in KCD because it looks so..... white bread.
It's like someone went "Man I fucking love sandwiches. But for a true sandwich experiance I'm going to burrow down to the core flavour: bread. And now, I'm not breadist, but I don't think that rye should be allowed to vote. And whole grain bread is icky. So for the true sandwich experiance I'm going to take two pieces of white bread, add a third in between and soak them in water"
It just looks all so painfully generic and boring. I mean, it's probably great white bread. Innovatively made with great systems. But.... they didn't do anything new. They went to the generic default setting square zero and did nothing new while there.