That's a dead link.
"I'm allowed to be rude about other people's projects, because I'm critical of my own". Hmm.
Haha. Call it what you will. Link fixed.
That's a dead link.
"I'm allowed to be rude about other people's projects, because I'm critical of my own". Hmm.
They call me the Tutorial Doctor.
www.maratis.org is still a dead link. Goes to a Talk Talk holding site.
www.maratis.org is still a dead link. Goes to a Talk Talk holding site.
They call me the Tutorial Doctor.
www.maratis.org is still a dead link. Goes to a Talk Talk holding site.
My bad. Haha. I always forget it has the 3d part.
Just for clarification this is a tool you've been using correct?
Just for clarification this is a tool you've been using correct?
Oh, yeah. Haha. I wish I made it. I am using it to practice game development. I don't have the luxuries of the Unity Store, so everything (as far as assets) has to be made from pure scratch. Right now I am using the Lua scripting language to test ideas and such. The C++ side (engine side) I will learn later. Eventually I will be ready to make a full game with it (once I get a reasonable GUI class made, and edit the basic particle system made by maker of the engine.)
So, I am on this site to get input on more conceptual ideas for now. My posts are in the Forum.
I am working out the "polish" stage of my workflow, so that is why I decided to play a few games, and ask questions about animation and uv texturing (my last few posts).
My brother and I were playing a PS4 game. When I said that I want my game to look like that PS4 game, he said that I might as well deal with the fact that my game is going to look like every other indie game (bad graphics compared to PS4 games). So I went to play a few other "indie games" right here on this site first (more later). And I made a list of reasons I would not play the games I found here.
And one of those reasons was the same prejudice my brother had (if your graphics suck, chances are I will not play it etc. Unless you give me some other incentive to play it.)
The game "Thomas was alone" had another attraction that made the game interesting although the graphics are very basic.
Now I realize that my graphics should be good if only for the prejudice that naturally comes from the current standard of graphics in 3d games (I am making a 3d game), as well as in 2d games, unless I make up for it in another way.
And the presentation of my game has to be solid. A picture doesn't help demonstrate the game. And if the game is just another remake of flappy bird, then I probably won't play it. If the game is not a game (just a shader demo) I probably won't play it. etc.
They call me the Tutorial Doctor.
Lots of MakeHuman models and talk about what you are going to do. Maybe once you've actually done it, people will take you more seriously.
They call me the Tutorial Doctor.
Usually the people who are deciding whether to play the game or not are game players, not makers.
I acknowledged that I could see that a lot of work went into a few of the games, but also that even with all of the work, there are reasons (at least in my opinion) why I would not play the games, no matter the hard work.
Say I post a game on the app store without such criticism to cause me to examine my own work....
Then I am just asking for ill-informed disheartening reviews from the people who download my game and were displeased with it. Or perhaps they won't even download my game. Perhaps they will see the title, check out the screenshots, and swipe to the next one (that is what I do often in app stores).
I don't know anyone who wants that to happen.
So why not make an impression that causes me to stop and wonder about your game?
Yet again, I also acknowledged that the same applies to my game, and therefore I am encouraged (not discouraged) to improve my product.
They call me the Tutorial Doctor.
So you are framing your criticism of others work as a kind of public service that you offer to the community. I see.
Believe it or not, there are actually quite a few places on the internet where one could put ones game and have the gamer community rip it to pieces. The thing about putting it on GameDev is that you are showing it to other developers who understand things like - graphics are not great but could be easily changed, levels are quite few but it is data-driven so more can be added, the intro sequence is not implemented but the core game is in place - etc etc.
These are the kind of things that you'd expect other programmers to understand and look past to the core of your demo. That's the advantage to showing other programmers- you know, people who have actually attempted to do the same thing themselves (not just talked about it) - your work.
If you honestly feel that GameDev.NET is improved by adding the sort of layman style criticism one would get on IndieGamez.com or Greenlight, who am I to disagree? Not my site, I just post here.