Posts by Vilham
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Quote from BJA
On 3/24/2016 at 7:18 PM, BJA said: http://www.dualshockers.com/2016/03/16/ama…-design-at-gdc/
I knew they outsource much but wow, that's quite a lot.
Doesn't sound that huge tbh, about what I would expect from a game of this size/quality.
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Quote from Sprony
25 minutes ago, Sprony said: Really? Because I really enjoyed Skyrim and Fallout 3 even though The Witcher 3 is vastly superior.
I just felt no pacing or progression at all. Every area is quite bland, characters aren't interesting, power armour/cores mechanic is one of those gotta save them till I need them things that negates power armour, base building is clunky with half the stuff locked away behind perks, same for weapons and armour crafting, perk system is just rubbish and un-intuitive.
When a power armour/core mod that removes most of the power armour and removes the core requirement, a complete change to the perk system and a way to remove settlement building come out I don't think I want to play another minute. Also removal of the auto leveling of enemies that might actually make areas of the world feel like a threat early but a cake walk later (ie some sense of progression).
Fallout 3 was great and skyrim was pretty great (progression/pacing is a huge issue in that game too) but fallout 4 just falls flat when surrounded by the current open world games. Fallout 4 actually feels like a step back from the last 2.
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Don't bother with fallout 4, tbh. Once you play witcher 3 you will question Bethesda's ability to make open world games.
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Highly recommend people give this a read.
@Sprony also this should definitely be turned into a site article if clem wants to
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Quote from FMPONE
10 hours ago, FMPONE said: Pretty much each area is modeled after reference of the real place, including both spawns and bomb sites, but I guess there is always room to do better or lay it on even thicker. What areas really bother you?
As for readability, it's important that teams stand out from each other as much as possible too. Where did Terrorists blend in?
Yeah I didn't doubt that it wasn't based on real places, but from all the early shots (ie the first two in your OP, which are actually of the skybox outside the playable space) it seemed to be much more about the iconic places like the white roof tops, actually thought some of the gameplay would take place on those roofs. Maybe where the tunnels at T side of A are.
[Blocked Image: http://cdn.images.express.co.uk/img/dynamic/134/590x/Santorini-598048.jpg]
The T blended into the mid connector at A. But flying around the map I noticed that most of the walls are white, just seems odd to have the T skin have a white torso when there are other skins that don't blend with the colour palate.
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So have played a bit on this now, not sure I like all of it, some of the ideas are quite nice like the one way drop down from mid into B. I thought more of it would have that iconic look but only the T spawn really has it, feels like a bit of a shame.
One thing I noticed in my last match are the side skins, why did you make the Ts have a skin with a white chest (most of the walls in the map are white) while the CTs are a dark blue. One guy on T's literally blended into the wall, when I watched the kill cam I stood out like a sore thumb on the A ramp (even just peaking very slightly out).
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Unchartted 1 moment there?
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I hope there is more audio cover for sniping this time, 3 was really lacking due to the setting, always felt like alerting the guards was a failure rather than a change in state to just regular combat. 2 was much better in those regards.
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Most studios seem to use Perforce, used Tortoise SVN at Frontier though.
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Yeah shelter 1 was good fun, haven't bought shelter 2.
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Nope, shelter is a PC game, dont think its on mobile at all.
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Noice one clem.
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Quote from TheOnlyDoubleF
@AlexM Good to here! Enjoy your rest
Pretty hard time here, I try to do something with Ultraflow 2 but it's a commercial fail
(on Android at least). We are waiting for some official codes from the USA in order to release the game on WP and iOS. It's not very pleasant, I'm tired of administrative processes. Also, if someone had a contact in game publishing in China and Japan, I'll be glad to hear about it.On the job warfield: I had an interview this week with Ubisoft after they called me the week before. Waiting for an answer within two weeks as they met several people. It was weird 'cause it was not a classic job interview as they just wanted to meet students to find new talents. I don't even know if they want to put me on a game design, level design or producing position
I also received and answered to a game design test from Splash Damage. Same for the open game design test from Epic Games #hope #ihavenochance. And finally, I'll meet a recruiter from Goodgame studio this week to talk about their opportunities!
So you were right, there's no need for a recruitment agency.Plus, I've got a beautiful girlfriend for one month now!
Everything would be great if only ultraflow2's revenues were good...
Should of let me know, Matt was literally reviewing those applications across from me.
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So there are missions where you don't have time limits.
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The time restrictions are like the meld in the xcom dlc, designed to force you forwards rather than sitting behind snipers. I think its a fairly good solution. Can see it getting tiring after a while though.
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Or just, i dunno, stop playing it?