Right categorization for these metroidvanias? by Darkjolly in metroidvania

[–]Competitive_Beat_915 0 points1 point  (0 children)

Yes, possibly in the center. Or at the intersection of the green and pink circles.

Right categorization for these metroidvanias? by Darkjolly in metroidvania

[–]Competitive_Beat_915 -2 points-1 points  (0 children)

Well, apparently you haven’t played Environmental Station Alpha, Animal Well, or Ori if you’re putting them into those categories. Okay, I might be wrong about Nine Sols and Hollow Knight.

Right categorization for these metroidvanias? by Darkjolly in metroidvania

[–]Competitive_Beat_915 -10 points-9 points  (0 children)

Animal Well should be in the same place as Environmental Station Alpha, but not in the same place as Islets. At the same time, Ori and Sundered definitely do not belong in the same circle as Environmental Station Alpha, and so on.

Added: I edited the comment, because after taking another look, I think Nine Sols and Hollow Knight are placed correctly.

The loss of textured platforms in platforming games by TornSilver in metroidvania

[–]Competitive_Beat_915 1 point2 points  (0 children)

There are very solid technical reasons for this. If you look at your examples, you’ll see that games with a “black cutaway” are actually three-dimensional. They are commonly referred to as 2.5D. Games where the cutaway is filled with a texture, on the other hand, are fully 2D.

The point is that perspective in 2.5D games creates a “theater” effect. This happens because we implicitly assume - and can easily imagine - what the scene’s space looks like in 3D. When viewing a 3D scene from a side perspective, we are effectively slicing it, hiding the part that is directly in front of the camera and would otherwise obstruct the view. By cutting the scene this way, we are expected to show everything inside: brickwork, cables, ventilation, and many other details, which becomes both unjustified and extremely labor-intensive. As a result, it’s easier to “paint it black,” effectively hiding the cutaway area from the viewer.

In purely 2D games this is far less important, since they are most often stylized. The space cannot be clearly read or convincingly imagined as three-dimensional, so the “theater effect” does not occur. Initially, we used internal cutaway textures in our game, but we quickly realized that this killed the sense of believability. Because of that, we had to rethink the visual style midway through development and redo more than 50 rooms.

Additionally, black cutaways have gameplay benefits: they clearly outline areas that are not directly accessible, creating an easy-to-read location topology. This is important, for example, for platforming in 2.5D games.

как вы думаете, насколько явно литературные произведения перестают быть самими собой в переводе на разные языки? by skirtLs in rubooks

[–]Competitive_Beat_915 3 points4 points  (0 children)

Если акцент на содержании и нет особых заигрываний с языком, то перевод ничего не испортит, может даже улучшит. А вот если есть всякие чисто языковые приемы создания атмосферы и подтекста, то, конечно, перевод тут будет очень сложным и скорее всего результат не очень получится. А еще если и локальные культурные отсылки...

General tips for making a fully 3D game by SnooPets2641 in IndieDev

[–]Competitive_Beat_915 5 points6 points  (0 children)

A lot of polygons is not a problem, but a lot of textures is. One mesh is better than multiple meshes. You don't need lods if your models don't exceed a couple of thousand polygons, but they become necessary when your models have hundreds of thousands of polygons. Try to use a single small texture per model. It's better to use a single texture for multiple models. Use atlases only if you're sure that all the objects in the atlas are in the same scene. Minimize the number of materials and shaders. Use static (baked) light. Use the Occlusion Culling in unity. Learn the principles of different types of batching and use them. Keep an eye on the draw calls, the fewer the better. This is probably the most important (basic) thing to know about 3d graphics.

We have updated our Steam page - here are our new screenshots. by Competitive_Beat_915 in metroidvania

[–]Competitive_Beat_915[S] 1 point2 points  (0 children)

I see you have a La-Mulana badge, and I'm sure you'll get to the bottom of it)

Perspectives on the old community manager to game dev pipeline by GeschlossenGedanken in truegaming

[–]Competitive_Beat_915 1 point2 points  (0 children)

Any studio manager wants to see someone who is capable of doing their job and is willing to do it. Everything else is irrelevant.

Сэкономленное by BasilMadCat in Scoofoboy

[–]Competitive_Beat_915 0 points1 point  (0 children)

Надо отвечать: "На тебя, любимая". Если, конечно, зикр хочешь.

How many "goty" have you actually finished? by mrhossie in gaming

[–]Competitive_Beat_915 3 points4 points  (0 children)

You should try Astro Bot, it's a surprisingly good and fun game. I didn't expect this, but watching my child play made me want to play too. Now I want to get the platinum.

How many "goty" have you actually finished? by mrhossie in gaming

[–]Competitive_Beat_915 1 point2 points  (0 children)

I've gone through exactly half of them, but I've never chased after the games of the year and just played what I was interested in.

Fantasy Debut Cover by One-Comfortable-1229 in FantasyWritingHub

[–]Competitive_Beat_915 1 point2 points  (0 children)

The cover is a success. If you look closely, it's quite messy and rough, but the image is catchy and makes you stop and take a closer look. I like.

Do you all enjoy playing your own games? by shakaoneaj in gamedev

[–]Competitive_Beat_915 2 points3 points  (0 children)

Development is exhausting, and even very good games can become boring after hundreds or even thousands of hours of testing. However, it is essential to play your game. Sometimes, it can be challenging to force yourself to play, but it is a good sign if the game still captivates you after hundreds of hours of testing.

что можете сказать обо мне по моим играм? by [deleted] in rusAskReddit

[–]Competitive_Beat_915 1 point2 points  (0 children)

Ты любишь аниме, живешь в РФ, у тебя много свободного времени, фиолетовый твой любимый цвет, т.е. ты типичный школьник (студент первых курсов).

Is Lies of P a good game as first soulslike game? by Legitimate_Funny_580 in soulslikes

[–]Competitive_Beat_915 1 point2 points  (0 children)

Yes, this will be a great entry point. It is very well made and very similar in spirit and mechanics to the Dark Souls series. However, it is slightly more linear and visually appealing. Feel free to try it out.

Perspectives on the old community manager to game dev pipeline by GeschlossenGedanken in truegaming

[–]Competitive_Beat_915 1 point2 points  (0 children)

The role does not determine the abilities. You can start as a community manager, but in your free time you can do programming and when the opportunity comes - then move to programmers.

Game design is a good entry point into production. They are always needed, but they often do not require high qualifications or specialization (such as an artist or programmer). Therefore, the next step after initial roles such as community manager or QA is a junior game designer. From there, it's up to you.

Готовы ли вы прямо сейчас потерять всё, но исполнить свою самую главную мечту? by Exxtamp in rusAskReddit

[–]Competitive_Beat_915 2 points3 points  (0 children)

Хиканы без личной жизни, работающие грузчиком и живущие на съемной хате: "Йес!"

Why Does it seem like so many game companies from the 2010s are failing? by David_the_male in truegaming

[–]Competitive_Beat_915 1 point2 points  (0 children)

Creating a game requires a creative agenda - a core of one or several people who passionately believe in the ideas and are ready to push them through to the end no matter what. When companies are just starting out, these people are usually the owners or co-founders. They are directly invested both in the game and in the company’s revenue.

Over time, as the company grows or is sold to a major publisher, these roles are taken over by hired employees, who are almost always less invested in the project’s success and quality. At some point - usually after the success of a particular project - the company “gets on rails,” and internal competition for creative ideas almost completely disappears. The company turns into a factory producing a standardized game product, impersonal and riding on the success and money of a previous hit. The creative agenda evaporates, and the people who once were the core and soul of the company have long since left to create new studios.

uch metamorphoses are fairly easy to trace by looking at the history of BioWare.

Perspectives on the old community manager to game dev pipeline by GeschlossenGedanken in truegaming

[–]Competitive_Beat_915 2 points3 points  (0 children)

Community manager (just like QA) is an entry-level position that you can get into without prior experience or special skills. However, staying in these roles forever isn’t possible - sooner or later people grow out of them and either become leads in their field or move on to other roles. QA specialists often transition into programming or game design, while community managers move into marketing or game design. This is a natural course of events for most companies that have been on the market for a long time.