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  3. Sentura

Posts by Sentura

  • IGDA Discussion Over "Crunch Time" Development

    • Sentura
    • April 14, 2009 at 5:24 PM
    Quote from Hourences

    I am looking into doing a big survey on this since I got the software for it anyhow from last time.So. The survey would focus on amateurs and professionals and how they look at overtime, crunch, and the regular working hours.

    Any ideas for questions? I already got a whole list but I want to know what others would like to see asked. Especially for amateurs, how they expect their job to be? I only got three questions for them yet so I need some more so we can get a view on how the developers of tomorrow see their job.

    Help me out.

    expectancy of work at home versus at work. personally i'd like to consider a job within working hours and when i'm done for the day, i'm not forced to go back and do extra work when i get home.

  • IGDA Discussion Over "Crunch Time" Development

    • Sentura
    • April 14, 2009 at 4:15 AM
    Quote from Furyo

    You could argue that not meeting deadlines is by nature a sign that the product won't be of good enough quality. As far as reaching quality goes, that only goes hand in hand with the number of sales. I think everyone working in this industry should be concerned with the commercial viability of their product, regardless of their direct or indirect involvement with the sales themselves. And this very straightforward relationship between quality and sales should be our top focus.

    oh i wasn't speaking of in general, i just think that people who know what they are doing (e.g., valve) deserve some slack.

  • IGDA Discussion Over "Crunch Time" Development

    • Sentura
    • April 14, 2009 at 3:17 AM
    Quote from Taylor

    Never missed a deadline.

    what would you prefer - keeping deadlines or quality products?

  • CE2 - Visualisation

    • Sentura
    • April 13, 2009 at 9:25 PM
    Quote

    ":35wz20h7]heh, Buddy is being an ass... Although I do agree with his points.

    so why not write something better than this? or, alternatively, post nothing at all?

    Quote

    ":35wz20h7]So awesome! Congrats mate

    if he's really your "mate", then i'd say he deserves your criticism even more. would you not like him to improve his work?

  • lol Microsoft

    • Sentura
    • April 13, 2009 at 7:13 PM

    i agree on the notion that the first one is pretty idiotic, but the second one i think is a fault of US patents. so now you can apparently patent certain code, and if someone accidentally writes some code the same way, you can sue them? so technically because i made a method/function that gives me access to x, i can patent it and sue everyone else using anything remotely similar? bullshit.

  • What have you purchased recently?

    • Sentura
    • April 13, 2009 at 7:10 PM
    Quote from Erratic

    Incredible game. Emphasis on game. Everything else can take a fuckin' hike.

    including killzone!

    ok i'll stop now. i just got it today myself.. and i have to say, it's brilliant. it's a shame it is as a short as it is, because i could go on for longer time. i got stuck on a couple of puzzles along the way, but that is to expect. it's a bit of a shame it cost so much to produce for one man - had it been cheaper i would have tried my own hand at it.

  • how not to draw comic book characters

    • Sentura
    • April 12, 2009 at 10:33 PM

    http://progressiveboink.com/archive/robliefeld.html

    i laughed until my stomach cramped. this is COMEDY GOLD if i ever seen any

  • Calling all HL2 Mappers

    • Sentura
    • April 11, 2009 at 10:03 PM

    it's been done before for gold source, with what started as project quantum leap, so it's nothing new. it can work, but i find it hard to believe that people share the same form of arbitrary enthusiasm that happened back in the goldsource day.

  • Bioshock 2!

    • Sentura
    • April 11, 2009 at 9:59 PM
    Quote from Thrik

    Pretty much sums up my BioShock experience. .

    interesting... but you played through the entire killzone game?

  • Bioshock 2!

    • Sentura
    • April 11, 2009 at 5:30 PM

    i tried, got frustrated and bored halfway through

  • Bioshock 2!

    • Sentura
    • April 11, 2009 at 5:18 AM

    i don't understand how people who play through killzone can get bored with bioshock... it just doesn't make sense to me

  • Assassin's Creed 2

    • Sentura
    • April 10, 2009 at 8:30 PM

    i dig the art for the new main character

  • The random model thread!

    • Sentura
    • April 10, 2009 at 3:04 AM
    Quote from Rick_D

    Just a little something for my portfolio -[Blocked Image: http://g.imagehost.org/t/0202/Clipboard01_2.jpg]

    if it wasnt for the car in the from i'd think that this was a genuine photo... the composition is fantastic

  • Under Siege - PSN

    • Sentura
    • April 10, 2009 at 2:48 AM

    that's pretty sweet. looking forward to see how gameplay will be.

  • Assassin's Creed 2

    • Sentura
    • April 10, 2009 at 2:46 AM

    my biggest gripe with the first was the amount small tasks you had to do prior to each assassination. i appreciate that the game took a new way of completing assassination "missions" where you had to do more stealth in a relatively more friendly environment (compared to e.g. splinter cell), but honestly those missions weren't fun. i would like to see more puzzle and stealth puzzled based missions before the main assassination. i imagine that the combat will also expand to modern weaponry and i'm hoping to see some ways to "counter" ranged opponents, just like you could counter melee opponents in the first game.

    as for the trailer itself, it really bugs me with those questions. in my opinion the player has to imagine those questions him or herself just by looking at the trailer. so more subtlety, just enough to let the players know what game it is and let them ask all the questions themselves.

  • Game industry questionmarks

    • Sentura
    • April 9, 2009 at 4:18 PM
    Quote from Redfigure

    Not yet I think. Not when it comes to "game education" anyway, where many of the schools are crap from what I've heard (many, not all).Those that can't they teach, eh?

    However, real science degrees I think is a great help. As I said in a previous post I'll take 6/12 months off and then go off and grind through 4 or 5 years to reach said degree.

    i think there are many degrees that aren't about "real science" that can still help. i don't believe in game schools per se, but i believe in good practices that are applied by the industry as well as schools. last semester our class was entirely dedicated to iterative development. getting into the mindset of a production and a team is much more important than any skill you can learn otherwise, and i predict that is part of what will be sought after when the industry realizes what potential a university can give for learning.

  • a visit to id software, 1993

    • Sentura
    • April 8, 2009 at 12:46 AM
    Quote from dux

    Whilst making his own sound effects.

    it was worth watching just for that

  • WIP in WIP, post your level screenshots!

    • Sentura
    • April 7, 2009 at 10:24 PM

    it's just constructive criticism, you can take it or leave it. however, i would keep in mind how many people have voiced the same concern; there might be something about it.

    (not that popularity should be an excuse for anything)

  • Game industry questionmarks

    • Sentura
    • April 7, 2009 at 6:05 PM

    i currently live in denmark. if you want i can pm you with further info about the university.

  • WIP in WIP, post your level screenshots!

    • Sentura
    • April 7, 2009 at 2:23 PM
    Quote

    Albatros":2p2av6qm]Hey guys ,don't want to make this a fundamental thing, but Hessi is right there.

    Theoretically, it's no problem. Physically, it's no problem. And practically, it's not a problem, either.

    Just think about this one point. When I'm making a map, I need a considerable amount of

    time for looking up references before I can even start . I've been making WW2-maps for almost 7 years

    now, so I've seen thousands of pictures of ruined sceneries and still keep gathering tons of pictures for

    every new project.

    One of the lessons I've learned is: ruined cities always look different from what you'd normally expect.

    Some odd, grotesque shapes are created by the detonations and firestorms, and more than once,

    walls, decoration and details in otherwise completely devastated cities will appear to be totally intact.

    http://www.belvue.be/_imgs/parcours/Fronttoerisme.jpg

    http://www.geschichteinchronologie.ch/2 ... 1944ca.jpg

    So... trust me when I say that everything you see in my maps has it's purpose, unless it's WIP, which those bricks aren't .

    And, IMO, a map that consists only of things the observer expects can't be a map that stands out.

    Cheers,

    Albatros

    Display More

    it's not whether it's a problem, it's just that it doesn't look right. right now it's just a minor thing on a facade, but i could imagine it being an immersion breaker if you place larger versions of the same over your map. war might make odd shapes, but the laws of physics still apply.

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