guys pls, you're only putting more fuel on the fire. it'd be better if this thread never existed in the first place...
Posts by Sentura
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copenhagen. i mean we could meet up in lime malmo if people are around?
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sometimes i wish i wasn't busy making video games so i could join these contests to make video games
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nope, but some of my friends are. i wouldn't mind going just for a day buuuuuuut prices are a bit steep
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haha i just had a game like this this weekend =) i don't know how much time i have to start a new one, but interesting none the less
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personally i think 3d games are easier to do than 2d unless you have an engine optimized for 2d (such as flixel or similar). i'd much rather just have 3d environments then make the camera just avoid one dimension entirely. it creates a few problems along the way (such as players not being visible at all times), but these are neglible compared to how fast you can get this up and running.
there are also some 2d frameworks for unity out there that look good and simple, though i can't say i've ever tried them out.
like i said before, unity is very good for scripting and prototyping in C#, probably the best one can ask for - especially as a designer. however, without tools like probuilder you'll be hard pressed to get 3d environments working in a manageable way. if you choose UDK you'd have to do the entire scripting in kismet, but the editor would be built in and everything would be workable out of the box. unity is completely barebone out of the box, by contrast.
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modular sections would still have to be created in a way that yield the best gameplay possible.
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i recognize this discussion. it's not one i've had with anyone, but it's definitely one i've had in my head lining out the pros and cons. i've used both engines professionally. i'll flat out say that scripting in unity may be the best thing ever, provided you don't need someone to hold your hand (as in kismet). it gets better as creating new editor features are as easy as knowing C#. UDK has a built in FBX export which can export for unity. it's not the most optional, especially for prototyping 3d spaces fast, but it works. probuilder is a great alternative at the very least for blocking out and playtesting fast. at best one can really do some cool stuff with it.
UDK isn't bad either, but speaking from a professional UE3 perspective, it might be going overboard for a smaller game. UDK literally has the power to do everything, but in this it becomes very feature creepy and may be too hard to manage for a smaller team. i don't know how it is with UE4, all i have heard is that they've made it easier. this may shed some light: http://www.unrealengine.com/udk/
finally, sort of echoing everyone else: focus on the game, focus on the gameplay, focus on the driving power of the game. you might start with unity then find out through prototyping that UDK is the better alternative. once you know what you're really going to make the game about and the scope of it, the choice will seem more obvious
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just finished stalker: clear sky. aside from the factions, the game was really good. then again i did play it with a late patch, so no bugs.
feels almost like home

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it's shaping up a bit better, still not entire convinced since this is SUPERMAN AKA THE MOST BORING SUPERHERO EVER, but it's definitely a better direction
more grit, more kryptonite, more weaknesses plox and this might actually take off
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sounds like downtown SF then
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IMMEDIATE REACTION AND INQUIRY TOWARDS FEMALE SPECIMEN IN PREVIOUS IMAGE
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Quote from Mazy
The future of gaming
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.nextgen combat simulator
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bretty fugging amazine soundtrack
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I just realized...
Rick Dangerous
Rick_D
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^^^^^^^^
so much
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http://kotaku.com/me...games-472462218
QuoteThere’s the story of the mocked mock reviewer, for example. Some background: game publishers and developers often hire consultants or game critics to come into their offices, play early copies of games, and write up mock reviews that predict how those games will perform on Metacritic. Often, if possible, publishers and developers will make changes to their games based on what those mock reviews say. Mock reviewers are then ethically prohibited from writing consumer reviews of that game, as they have taken money from the publisher.One developer–a high-ranking studio employee who we’ll call Ed–told me he hired someone to write a mock review, then threw that review in the shredder. Ed didn’t care what was inside. He just wanted to make sure the reviewer–a notoriously fickle scorer–couldn’t review his studio’s game. Ed knew that by eliminating at least that one potentially-negative review score from contention, he could skew the Metascore higher. Checkmate.
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Quote from PogoP
I really don't think it looks that great. I understand they're going for a 80s, VHS vibe, but it just looks overwhemingly colourful, and not in a nice way. It's kinda hard to see what's going on.
[Blocked Image: https://migrationtest.mapcore.org/uploads/profile/photo-thumb-14442.jpg?_r=1365634750]
PS I TOTALLY GET WHERE YOU ARE COMING FROM
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and he was hilarious while doing so, which was fantastic
had a huge lol at the Ken Levine = God part