Game of the decade: HL2. Faith in humanity restored ![]()
Posts by Chimeray
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Snoop Dog: "I put the high in highscore".
No shit, that guy looks so high right now hahaha

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[Blocked Image: http://img.gawkerassets.com/img/187o6np1niobupng/original.png]
xD
Dark Souls 2 gon´ be good!

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Based in Sweden, say wuuut?
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Where's the dorritos and mountain dew?
(I actually kinda like mountain dew)
Dishonored for me!

"The phantom pain" , was that MGS 5?
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Quote from Rxanadu
Does anyone think this may be useful?
What do you mean? In terms of being able to land a professional job later on? Of course. If you have experience in solo projects, mods or internships then you'll be one step ahead of your competition.
Companies hire interns not because of charity but because they want free junior positions to say it rather bluntly. They won't expect the same kind of finesse/experience as a junior position (but there's a lot of competition even for internships so it comes rather close) and they'll give you training so you'll get better. They hire interns cos there's a job to be done, so ideally they would want to hire you as a junior after the internship to fill up that need, IF you end up delivering on your potential (if they hired you as an intern they must've seen some kind of potential). Which explains why they'd put in the effort to train you in the first place. So that becomes a win for both the studio and the intern (studio filled the work, intern got a job).
It's (sadly) not unheard of that smaller studios keep on hiring new interns endlessly so they don't spend as much resources (money), but shooting themselves in the foot in the long term... Cos they don't end up with an experienced staff.
So in a TL;DR way: Interns are expected to be as close to the real deal as it gets. Companies don't like to waste time and money on a person. You basically have to think what you can give back to the studio you're applying for.
On a side note, are you in a college/university? Cos it's gonna be a tad harder to get an internship if it's not set up by a course, at least for some companies. I think it has to do with some kind of benefits companies get from the government for hiring students, etc.
Also: Never say you never finish stuff, you want people to think you're incompetent? Sorry to come of so harsh but I mean, those are your words. It's better to make small prototypes instead of whole games if you can't get it done then. Show code for those small things and get them optimized. You're never going to make "a full game" anyways, as a coder you'll be put on tasks so prove you can focus on some features. In the best case, part of a bigger unit, like a mod. Team experience is valued very highly, game dev (like most jobs) is kind of a social job. A lot of people depend on you and you'll have to communicate with different departments and people. But again, how much depends from studio to studio.
I hope that helps!

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The Unfinished Swan (only on PSN I think?). Played it one go since it's rather short... but in a good way!
I definitely recommend it! Near flawless pacing and really nice game mechanics. -
It does sound interesting as a training tool perhaps, but not really in production or anything. So I'd have to agree, workflow wise it doesn't sound too appealing.
If you compare it to Alchemy... People create cool stuff with it but often they don't go into that program with the mindset of: Today I will draw a deer but I don't know exactly how it'll look. No, they go into that program and suddenly end up with a castle. A castle that looks more interesting than they perhaps would've designed but nonetheless nothing that was needed for the project... (Which was a deer). If you get my analogy

So yeah, planning is important indeed. If you have a plan then an empty canvas isn't all that daunting. I'm not afraid of failure, it's part of the iteration process. It is very important however to get something in there as soon as you can and twist and shape it to work, but not in a random way.
My 2 cents but I'm interested in seeing where it'll go nonetheless!
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Quote from Beefeater
Basically my approach. Though I took the save-scumming to such an extreme, I think I soured my experience of the game. Anyone else do that? I dunno, when I can quicksave and load at any time I'm going to, I'm obsessive-compulsive like that. 's why I like "roguelike-ish" games, they force you to accept consequences when you screw up.
Yup same here (did the same in Deus Ex), I'm more in favor of a checkpoint system but those have their flaws as well...

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Puddy, you're on a mapping spree bro
Keep it up!Might play tomorrow if I'm free! (Not sure I am...
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If it doesn't support the current business model then I don't think we should have a 50-50 ratio just for the sake of it... Hire people that do the job the best. If that means more females, good for them. If it means less males, so be it. Positive discrimination is bad imo but that's probably because I'm quite naive to the evils of the world
Perhaps they do need to get a push. If they would actually be a good fit to work on these games but are discriminated somehow, then that's bad of course. I still think there'd be less females just because the games we make are catered to a different public.And that's a whole different discussion altogether... Do our games need fixing so they can be liked by everyone? Or is there discrimination against females in the development teams.
I already explained the latter, everyone should be given the same opportunities and chances. About the games, well... I definitely think we could fix some games but I don't think we should just shoot off the kind of game that can only be enjoyed by a certain public either... variation is key. I'm not gonna tell what other people should like.
Personal experience on the subject of dev teams... I see no difference working with men or women, wtf...
Personally it's a non-issue for me as long as they're good at what they do. I can't speak for others though. -
From what I remember Alan Wake has some really interesting levels though

I think it was just a bit too long for what it offered (perhaps you can call that repetitiveness...) I really seem to dislike long games lately <8h is perfect.
Is American Nightmare really that good? It's on my to buy list for ages now...
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So far I really enjoy it!
It gets a bit repetitive in some areas if you play it for too long in a row though. And the story could've been better, definitely since it plays such a big role on the level designs... Kinda breaks pacing a bit here and there but won't go into details not to spoil anything 
I'm also frustrating myself by playing silently... The score is right there in my face and getting a silent assassin rating feels so good. I probably would've kept on playing with a fuck up here and there if failure wasn't written all over the screen if you messed up... So not sure I like that tbh
I end up going back to checkpoints quite a bit. Checkpoints are also kinda broken imo, you just go back to some prerecorded state rather than an actual save. Which is sad since it doesn't save all the instinct I had up to that point (often a full bar), nor the corpses of targets so it seems... So that feels completely wrong because often I just go back to a save because I want to, not because the game forced me to (death, etc) and yet it ends up punishing me 
On a different note... I really hope the Montreal team doesn't go bananas with Hitman and make the same transition between their last 2 Splinter Cell games :s Hitman is really fun as a stealth game so keep it that way! No Bourne 47 please.
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No idea, playing Hitman atm
Might get around to playing it next weekend... -
Ah the heck with it, bought Mark of the Assassin anyway
It's 50% off! -
I thought Thirty Flights of Loving was kinda bad tbh... It's got a nice idea behind it and it would've worked but the execution is just bad imo... A bit of a shame.
Still have games from last sale so I guess I'll skip this one

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New drivers didn't fix it
Still have the grid. wadafuq
Googling didn't help either 
EDIT: FOUND IT! Depth of field set to medium triggers this, on low or high it doesn't... Weird shit. Glad it's fixed though. Is there much performance impact when set to high over low then?
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Quote from Mazy
Grid overlay? o_O
Yup, took a screenshot: [Blocked Image: http://i47.tinypic.com/ehartz.jpg]
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Wth is up with the weird grid overlay? It seems to render behind objects but still is in front of backdrops, annoying as fuck. First I thought it had something to do with gameplay, being in a safe environment or something?