Thrik

Administrators
  • Content count

    8,113
  • Joined

  • Last visited

  • Days Won

    48

Thrik last won the day on November 19 2015

Thrik had the most liked content!

1 Follower

About Thrik

  • Rank
    Administrator
  • Birthday 06/03/1987

Contact Methods

  • PlayStation Network
    RyanJW
  • Steam
    Thrik
  • Twitter URL
    thrik

Profile Information

  • Real Name
    Ryan Williams
  • Job
    Senior UI Developer
  • Location
    Nottingham, UK

Recent Profile Visitors

49,660 profile views
  1. Some work has been underway on that, actually we had it enabled for a while last year but I had to disable it because mysteriously people in various regions couldn't access the site. We've also had other issues when I've tried to implement it since (content in posts not loading, asset problems, redirection loops). I need to do some further research and work into a successful migration because the forum software has various quirks that make implementing it less straightforward than one might expect. But it is on the 'roadmap'!
  2. I feel like this might be one of those games where the trailer is a more resonant experience than the game itself. From what I saw they've been showing it at artsy events and I must admit I really enjoyed watching it — mostly because of the thought-provoking visuals and impressiveness of scale. But I suspect that like the closest examples I can think of (Spore, Flower), it'll end up being a sweet sandbox toy that doesn't last for very long. But hey, if it's cheap then why not? I thought that the animation was so funky as a way of limiting costs, seeing as this is a team of two developers (plus sound people) and obviously movement animation can be really time-consuming. But apparently it's riffing off of this weirdness:
  3. According to CloudFlare MapCore is OK. In their words: As a matter of caution it's probably wise to consider changing passwords if you use the same one on multiple websites — CloudFlare is used by a huge chunk of the internet so as far as internet screw-ups go this is a pretty big one. If you really want to use the same password on different sites, I recommend 'salting' it with a character or few unique to that website's name/address. That way you're more protected from things like this. While CloudFlare provides benefits my confidence in it is pretty damaged by this, so I'll be looking into migrating off of it. Thankfully MapCore doesn't use most of its features, which potentially contributes to us being unaffected.
  4. This game really brings home the futility of war...
  5. These GIFs are amazing. I'm going to absolutely devour this game upon its final release. I love the feeling of a new Battlefield game when everyone is still pretty unfamiliar with the levels including myself. Always feels more immersive to me when I don't know where the hell I'm going and I just follow the chaos.
  6. Well we clearly disagree but that's a tangent really so no need to dwell on it. Anyway, glad your mapping is coming along! Be sure to get a post in the 3D forum once you're ready to get some of that all-important feedback.
  7. If you don't consider design a form of art or creative process then I think we just have diametrically opposed views on this. If it were merely a set of rules or a non-creative process then why not just get machines to automate the whole thing? (Actually someone on this forum has done just that, but I'm sure they'd freely admit that the procedural generation is obvious, and a human hand has still guided the way it generates.) Even programming is often considered a creative process because you have to create solutions to problems by constructing something from nothing. There might be rules and conventions, but innovation and creativity are required. Also, is it the case that you only intend to create white boxes for levels or are you planning on making them aesthetically appealing too? Because you'll have difficulty getting your maps played or jobs if you can't produce sexy-looking material. I've seen a lot of people flourish in terms of developing skills and careers in the 16 years I've been in this community, and the vast majority did so by simply pumping out map after map. Some maps received lots of feedback, some didn't. But they just kept on creating because they loved doing it for the sake of doing it. By doing this, with time you'll develop the skills and you'll get plenty of feedback on the way — especially once you start creating stuff that actually looks good, which is certainly as important as something that plays well if you want people to give it a go. Want to know which game to make maps for? One that a lot of people are playing. Once your maps are good enough then people will notice them, play them, and provide feedback on them. You have an excellent community here for that too. If you're not hitting the threshold of quality then you'll just have to make do with what you can get and keep working on it. Feedback is of course important, but you also learn a lot from experimentation. If you can't trust your own judgment then you have a problem. Honestly, your last sentence makes me feel like perhaps you're barking up the wrong tree by implying that you wouldn't do level design for pleasure. If it's something you just see as a means to an end or 'a job', maybe you'd be much better off pursuing something you're legitimately passionate about. I'm a big believer in people basing their careers around what they love doing and those who don't usually end up being people I don't want to work with because of their lack of enthusiasm once the grind and frustration that inevitably occur with any job rear their heads. You'll never love your career if you don't love what you do and aren't happy to do it regardless. You know how many game developers deal with bad pay, bad conditions, and bad hours but do it anyway because they love it? Honestly, just go make something. Virtually anything you do in terms of level design will put you in a better position than you are now, which seems to be no further along than you were three weeks ago, or in 2005. There's no perfect engine or perfect process for this. You just need to devote hours — and a lot of them — to learning this craft. Imagine where you'd be now if you'd persisted with building even one map a year since 2005. 11 maps! A whole portfolio. Anyway, I'm probably devoting too many words to this seeing as I myself decided to give up level design because even though I love games I started finding the process more grating as detail and complexity moved beyond GoldSrc-era expectations and I was more passionate about another aspect of design. Gotta be honest with yourself right? I should let the real level designers share any more thoughts they may have. I wish you the best of luck.
  8. Some very good points made on this page about the value of feedback and the impact that it has on motivation/morale. However, I will counter with the point that if you truly enjoy a form of art — which many people would consider level design to be — then it's enjoyable for its own sake. That is, a passionate painter doesn't really care if anybody looks at their work, they just love painting. A musician doesn't really care if anybody listens to their jams, they just love playing an instrument. You could lock a creative person in a room doing their passion for a year straight completely isolated from the outside world, and they'd still enjoy what they're doing. The creative process itself is the goal, not having a finished map and being able to say 'I'm a mapper!'. I agree that feedback will definitely help you along, but you know what will help more than 50 pages of feedback? Simply making another map. And then another. And then another. And then another. Because every single time you map, you're practicing — and that's what develops your skill. Going back to the music analogy, it doesn't really matter if someone playing the piano gets a mountain of feedback and notes from listeners and/or fellow musicians. Sure it might provide some pointers, but more than anything what will develop that pianist's skill is playing and playing and playing that piano for dozens, hundreds, thousands of hours. In my experience this is what makes the difference between successful people in any creative industry (including my own, UI development) and those who fizzle out after a few knock-backs: having a true zest for the creative process itself, to the point where it doesn't even matter if you never finish anything or get any feedback on it. Of course, getting stuff finished is a separate topic...
  9. I always find it the most fun to do anything creative if it's in the context of something that I'm passionate about. So while you could probably map for any old game and enjoy it, if you map for a game you enjoy playing — You play games, right? — then you're much more likely to feel invested in it and can even have a great time playing it alongside the people you're making it for. That's the beauty of doing hobby projects, because you don't have to just develop what you're told to.
  10. God almighty.
  11. HAHAHAHAHA
  12. I do think there's something to be said for the way that Human Revolution essentially sets you up to sympathise with and/or side with a mega corporation and really like its owner and staff even though such an entity is undoubtedly probably not a good thing for the world. It's interesting that by spending time with the human beings behind such a monolothic and far-reaching corporation, you realise that such organisations are less about being bad/evil and instead just about emotionlessly treating everything as business despite the human cost. In some ways it reminds me of where absolutely superb TV series Mr Robot is going with some of its story. The black-and-white 'megacorps are bad' approach is definitely old hat and boring, so it's good that the themes are being explored in a more nuanced way. But the Human Revolution ending was admittedly not a good approach, and kind of undermined the whole of the game previously.
  13. Came across this electronica album that's become a nice addition to my evening chill playlist. Reminds me of Moby at times.