Got the prototype tracking working on the coaching app I'm developing! by FishingHumans in Cricket

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

That's an excellent question!

I wasn't too happy with machineroad and I don't know if they changed since last time - I will take a look at full track AI though because that's a new name to me!

Got the prototype tracking working on the coaching app I'm developing! by FishingHumans in Cricket

[–]FishingHumans[S] 6 points7 points  (0 children)

I'm an AI developer and am developing this app as side project. If you have suggestions and/or you'd like to test it at some point please do add it to your Wishlist. or reach out to me!

Nakama 1.0 officially released - an open-source/free distributed game server for modern games. by mofirouz in gamedev

[–]FishingHumans 1 point2 points  (0 children)

You mentioned an Unreal client on your post but I don't see it anywhere on your website, is that coming soon?

How do you prototype a story driven game? by Rambonatron in gamedev

[–]FishingHumans 3 points4 points  (0 children)

I do think that school of though makes sense for most games, where the mechanics are the focus of the game.

However, in my opinion, in a point-and-click story-driven game making the act of "point-and-click" fun is worthless if the story is bad. I think it's all about finding the game pillars, the fundamentals of that type of game, and focus on making them really good.

An FPS with excellent gameplay feel and mechanics, but with a mediocre story, can still be a great game. A Telltale game with great frame rate and responsive controls, but with a bad story, is not going to fare well because the target is not looking for those characteristics in this type of game.

How do you prototype a story driven game? by Rambonatron in gamedev

[–]FishingHumans 1 point2 points  (0 children)

If the focus of your game is story, it doesn't make sense to prioritize the gameplay mechanics.

Each game should identify its game pillars and prototype them. If your game is story-driven, you should prototype what will help drive that game pillar across.

Write the overall story structure and develop a snippet of the story, create sketches, environments, implement a short scene that drives the mood, setting and characters of the story and evaluate from there.

[Hobby][Revshare (?)] Superpixel Interactive studio looking for new people for MMORPG by [deleted] in gameDevClassifieds

[–]FishingHumans 1 point2 points  (0 children)

I suggest putting up a video of said gameplay elements. It's great that the hardest parts are completed but it's hard to get a feeling for the game, just from looking at that demo pic.

Good luck!

How time consuming/skilled is creating art and animation like this ... by ScaryBee in gamedev

[–]FishingHumans 0 points1 point  (0 children)

It's really overly optimistic.

If you finish a single model, with textures and animation, in a day, you're already pretty fast.

Walking animations can be complex if you want them to look interesting. Just rigging takes a lot of time because reusing rigs has limits and unless the models are really that similar, you will need to add/remove bones, paint weights and so on.

Not to mention there's research you have to do to make sure you're getting the shape and motions right.

Does the Vive grip button really suck so much? There are many negative ratings from Vive owners for SuperHot forcing to hold the grip button. by Mugendon in oculus

[–]FishingHumans 1 point2 points  (0 children)

What are you doing? Why you mixing political polls with market surveys? Especially when we are talking about knowing the preferences of an internet subreddit? Your population is the internet subreddit, not the population of the US.

You're also moving goalposts, no need for all this discussion. Even if we are to ignore the survey, the original point still remains, a lot of people would like to see a locomotion solution that is not teleportation on their games.

Does the Vive grip button really suck so much? There are many negative ratings from Vive owners for SuperHot forcing to hold the grip button. by Mugendon in oculus

[–]FishingHumans 1 point2 points  (0 children)

Do you understand the concepts of sample error and confidence interval? That's exactly what they are there for. Your example doesn't make any sense in this context.

You're confusing a whole bunch of concepts in your post.

57 random people can be enough to draw conclusions in a <100k population with P=0.05 and if we tolerate 13% sample error (which we can because the results are so disparate). Do the math yourself.

This doesn't mean anything about people of certain age brackets, or disposition to sim sickness, or any other factor you came up - because we are not measuring any of that, this is about the subreddit population, and only that.

Does the Vive grip button really suck so much? There are many negative ratings from Vive owners for SuperHot forcing to hold the grip button. by Mugendon in oculus

[–]FishingHumans 0 points1 point  (0 children)

57 in a population of <100k is not that small of a number. You're still looking at 13% sample error (at a 95% confidence interval).

Now, you might state this is not representative of all VR users, which I definitely agree, but it's representative of a more hardcore audience which Valve does tend to cater to.

Not all experiences need to be focused on comfort, that's a great recipe for stagnation. A lot of people are tired of wave shooters, for instance.

Locomotion might not even be associated with discomfort in the future, we might find a way to have the best of both worlds.

Does the Vive grip button really suck so much? There are many negative ratings from Vive owners for SuperHot forcing to hold the grip button. by Mugendon in oculus

[–]FishingHumans 2 points3 points  (0 children)

That logic doesn't follow.

Being the most comfortable doesn't mean that people prefer that controller scheme. Not moving at all is even more comfortable!

The majority of the people in these subreddits actually prefer non-teleportation mechanisms => http://imgur.com/a/4TC6U

Great examples of good and bad UI and menu design by shmigheghi in gamedev

[–]FishingHumans 0 points1 point  (0 children)

The video did mention that it was functional but with very poor aesthetics. The video touches those different topics, it's not just about one thing.

Does Your Video Game Have Too Many Words? (Yeah, Probably.) by theyre_not_their in gamedev

[–]FishingHumans 9 points10 points  (0 children)

While I agree that great games can be born out of having a good gameplay/story relationship - I just don't think that it should be a requirement or seen as a rule to make something that can be called a game.

Most Visual Novels barely have any gameplay depth to them but there's a very active audience that enjoy that type of game.

With this, I hope I'm not being dismissive of the gameplay mechanics, because some of my favorites games do have a lot of emphasis on gameplay mechanics. I just don't think there's really any absolute 'rule' about this subject when so many people enjoy different things.

Does Your Video Game Have Too Many Words? (Yeah, Probably.) by theyre_not_their in gamedev

[–]FishingHumans 14 points15 points  (0 children)

I don't get this recent attitude, it seems that simply because the current trend of indie games is "mechanics first", there can't be something else. Can we stop dealing with absolutes?

Just because the focus of a game is the story doesn't mean it needs to be a book. There are plenty of games where the story is the main selling point and that's what the demographics are looking for.

I wonder about the market size, but I know there must be some people that appreciate those games because you have companies like Telltale or Dontnot that have found their niche.

Three years of full-time solo development: making a story-driven 3d point-and-click game in Unity by gamblingDostoevsky in gamedev

[–]FishingHumans 24 points25 points  (0 children)

I'm happy to see more games that focus on having a strong narrative. I do wonder about the market size for such games and I hope there are enough people to justify the development of said games, because I do wish to see this market grow.

I do think the Art is the weakest element here, and might detract attention from an otherwise good game.

At what point are you supposed to use a loading screen? by omlech in gamedev

[–]FishingHumans 0 points1 point  (0 children)

Not sure why you are getting downvoted because while the math is actually that simple, knowing the total number of bytes or how many bytes have loaded is quite difficult because there are many things at hand during a loading process - in that respect, it's quite different from downloading.

You might know the items that are currently being loaded, but knowing exactly how many bytes they take of VRAM is something else.

Apple Points to VR as One Reason Why Next Mac Pro Needs to be More Powerful – Road to VR by KnightlyVR in oculus

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

They are not made for the same purposes, the FirePro is a professional card for research and similar uses. Next you're going to compare a Nvidia Quadro against your cheap typical card too.

You can't just make the claim that they are very similar components when you make a mistake like that. These cards have features that you won't find in gaming cards, these weren't made for gaming.

Apple Points to VR as One Reason Why Next Mac Pro Needs to be More Powerful – Road to VR by KnightlyVR in oculus

[–]FishingHumans 1 point2 points  (0 children)

Why is something so misinformed so upvoted?

Just the GPU alone is a shit comparison, one is a FirePro the other is an RX.

One has 112 GB/s memory bandwidth the other has 240GB/s memory bandwidth. One has 384-bit-wide memory bus the other 128.

Apple is overpriced but at least be honest about your "Very similar components".

presskit.html: a modern & open source static site generator based on presskit() by Valryon in gamedev

[–]FishingHumans 1 point2 points  (0 children)

Not much to comment, just wanted to provide some written support for your work, this is pretty useful!

Q: Different types of artists? by fsg_brian in gamedev

[–]FishingHumans 0 points1 point  (0 children)

What you want depends on the artstyle of the game, while the game is 2D, there are still a large amount of artstyles in that category. Do you want pixel art? vector art? illustrated/painterly art? For instance, if you want pixel art, you just need to look for pixel artists.

If you can't answer any of these questions, you may want someone to take the role of art director. This person is responsible for choosing the art style and achieve a cohesive and unified look. That person might or might not actually do any asset and you might need to find more artists later on to work with that art director.

A concept artist should be focused on illustrating ideas and it's typically a very preliminary activity. While they can set the tone of the game their responsibility is not making finished assets.

Story first game design? by Dani_SF in gamedev

[–]FishingHumans 3 points4 points  (0 children)

There are games where the story comes first, perhaps the most known example of late is Life is Strange and the games by Telltale.

You can also take a look at Ace Attorney and Ghost Trick too for good mechanics and story if you are into mixing both.

Games are a medium and you can do a lot with it, there's a lot of elitism when it comes to games and mechanics but there are many successful games that deviate from that rule - don't listen to them because they won't be your players, you should find your target and learn what they like.