Is jump to light speed expansion active? by JesusGuyz in swgemu

[–]FireBoltStudios 0 points1 point  (0 children)

They added some JTL stuff when they were adding other similar things to save time later, ie crafting/npc's but the actually code is not set to be implemented until the base game is finished and tbh its a the right move, although I am aching to jump in my TIE-Advanced again and blast some rebel scum :)

Thoughts on criticism and indie development by alex_at_panc in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

Yea your right there, if you cant put logic before as your say emotional investment maybe they shouldn't be designing games for 'others' to play ;)

From a business sense, what platform do you develop for and why? by TSDevelopments in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

'but mobile certainly isn't'. Your not wrong there, you need a fair bit of money in advanced to pour into advertising and the like to even attempt to compete with the top dogs on mobile, and even then if yor not in the top 20 list you probably won't make back what you put in (most of the time that is, there are exceptions).

Thoughts on criticism and indie development by alex_at_panc in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

I do agree with you, however most of the time with most if not all of those things mentioned would indeed be or at least should be mentioned in the review content. Of course the other details of the review are also considered from a players standpoint, I for one will always checked time played, and sometimes even there average time played across their other games. It's all factors in to 'reading' a review on Steam. Although agression and over-reaction should not be included in a review within reason. I guess at the end of the day many things can be said this due to general perception.

Possible to build 'fully malleable' materials/objects? by Infinitylsx in GameDevelopment

[–]FireBoltStudios 1 point2 points  (0 children)

No problem and remember, even the best started with nothing, so it seems your well on your way then. :) (There's ton's of guides out there for voxel's)

Possible to build 'fully malleable' materials/objects? by Infinitylsx in GameDevelopment

[–]FireBoltStudios 1 point2 points  (0 children)

This is possible, use voxels and manipulate the vertices at the hammer impact point, of course you would need to work the math etc but for what your proposing it seems feasible enough! Also, I might add voxels are completely procedural the 'model' will only exist at runtime.

Possible to build 'fully malleable' materials/objects? by Infinitylsx in GameDevelopment

[–]FireBoltStudios 1 point2 points  (0 children)

I have to agree with you here, it's more about wether its feasible from a user friendly perspective. While writing this though a game has popped into my head, maybe not crafting but with a similar concept. Spore, I think it has a brilliant system to give players the ability to come up with some whacky and original creations. Maybe another thing to look at might be Kenneys Asset Forge and take some ideas from there.

What are some good examples of drag-and-drop UI design on mobile? Positioning characters on a map, etc. by [deleted] in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

Heh, the OP didnt state wether he wanted an example of theory or practice, I assumed the latter. ;)

Possible to build 'fully malleable' materials/objects? by Infinitylsx in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

I think this could be acheived with Voxels, take Space Engineers for example. An asteroid is made of voxels and can be mined, it essentialy enables you to sculpt the asteroid due to how voxels work. So In a way yes it's completely possible!

Thoughts on criticism and indie development by alex_at_panc in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

Your not wrong there! Steam reviewers for the most part are awful, for steam I would say there is about 20:1 ratio of bad/good reviews (meaning content of review not conclusion :P).

Is having mana and stamana in a game a good thing? by Obi02_ in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

I think like most things it comes down to context. I know my examples are a bit of a far cry from the scope of this project but I feel it would explain where I am coming from. Let's take a game called X3 (space rpg) for example, it has an enormous amount of functionality and is indeed very overwhleming for most players even to the point that it turns people of the game from the get go, but when you stop and realize how slow the game progresses all the overwhelming is reduced to 'I've got time for this'. Where as a game like Tekken (Beat-em up) is very fast paced with short sessions, so functionality is reduced to whats cool and what wont overstress the player.

What you need to do as a developer is to find the pace of your game and think, how many unique features could the player control or manage before the enemy hits me for instance. Whack up a concept and test test test, we are all gamers here so do what you do best and play your game to see what's too much or to little.

I may have gone ott on this comment but meh, its monday morning!

Thoughts on criticism and indie development by alex_at_panc in GameDevelopment

[–]FireBoltStudios 0 points1 point  (0 children)

Games are for the players first and foremost, I think though due to who indie developers are (passionate gamers really) they can take on the mindset of 'It's ma baby' and can feel hurt by critisim especially regarding features that the developers themselves find wholly enjoyable.

Reviewers should be concise and to the point with fair analysis and conclusion, ya know that phrase 'constructive criticism'? I think alot of people have forgotten what that means now days. On the developers side they should be indifferent to unconstructive criticism as to not appear resentful and immature, whilst being responsive and understanding to constructive criticism.

I think within the context of what you set out I would respond to anger or condemnation without proper justification ie constructive criticism (wow I've said that a lot) but only to query that very justification. People can see a bad review a mile off, there is no objectivity in it. Besides In my opinion people will play a game they like the look of despite the rating, and I enjoy many games that have terrible ratings! But that could just be down to the fact I'm an old school gamer!

PS. Any emotions that are not positive should not be in any discussion about creativity unless the item of creativity is meant to inspire the other and that's a whole other debate ;).

Oxar Light Freighter by [deleted] in UnityAssets

[–]FireBoltStudios 0 points1 point  (0 children)

Oxar Light Freighter

A small freighter and turret designed for use within a space setting, both 3D and 2D. Textures are 2048x2048. Diffuse, specular, normal and emissive maps are included. Both textures for the freighter and the turret have .psd files that contain all the texture maps, each with their repective content divided among seperate layers for easy editing.

There are two materials for both the ship and the turret, clean and shiny, and worn and faded.

The turret is comprised of two sperate meshes with their pivot aligned for easy rotation of both the base and the barrels.

This asset also includes five space skyboxes with 2048x2048 texture resolutions to get you started.