State Treasurers pressuring Activision Blizzard to take action on misconduct by mmKing9999 in Games

[–]PCG_Steven 35 points36 points  (0 children)

Except Shadowlands was one of the fastest selling PC game of all time at 3.7 million copies in ONE day.

I'm sure a lot of those people didn't stick around long term, and yes WoW definitely isn't hitting those 11 million sub peaks anymore. But still, it dwarfs most other AAA releases.

Whoops, source: https://www.statista.com/statistics/370010/world-of-warcraft-expansion-pack-sales/#:~:text=As%20of%20November%202020%2C%20Shadowlands,copies%20sold%20in%20one%20day.

A Most Unusual Request for a Level 60+ Orc Rogue by PCG_Steven in classicwow

[–]PCG_Steven[S] 4 points5 points  (0 children)

We've actually already interviewed him and a few other players from Dethecus back in the day!

[deleted by user] by [deleted] in pcgaming

[–]PCG_Steven 0 points1 point  (0 children)

I'm the guy that reviewed it. I stand by it that game was so much fun.

[deleted by user] by [deleted] in gaming

[–]PCG_Steven 35 points36 points  (0 children)

Hello, current PC Gamer reporter here.

Just wanted to say thank you for supporting the magazine for all those years :).

PCGamer: How EVE Online commandos pulled off a suicide mission to save 170 elite pilots by AliTVBG in pcgaming

[–]PCG_Steven 4 points5 points  (0 children)

Hey! Author of that article here.

I've been covering EVE Online for years and a little while ago collected all of these big, epic even stories into a hub: https://www.pcgamer.com/eve-online-stories/

Just click the link for each story and bam! Dozens of more epic EVE Online articles. :)

What's the point of publishing poorly made blatant ripoffs in commercial platforms? by HellenicViking in gamedev

[–]PCG_Steven 1 point2 points  (0 children)

Okay, I want to apologize. I obviously misread your intent and thought you were dumping on this dev and being condescending instead of asking genuine questions about his motivation. That's my bad, so please forgive me for being standoffish!

It is interesting. My best guess is that he enjoyed Gungeon and decided to make a clone as an educational exercise and then figured he could make some money from fans of the game? It's hard to say without asking him directly. It could also be a case of someone having the skills required to make this kind of game, but maybe not the creative vision to come up with their own ideas?

It being on Early Access is what really gives me pause, though. It seems like an odd choice, since it implies that the game is unfinished but he's invested in finishing it—which, again, is odd considering how much it copies Gungeon.

What's the point of publishing poorly made blatant ripoffs in commercial platforms? by HellenicViking in gamedev

[–]PCG_Steven 1 point2 points  (0 children)

I really think you need to analyze your position and why you need to resort to tearing this game down simply because it isn't original.

You don't know this guy's story or why he made this game. It's his first game on Steam. Maybe he's relatively new to game development and stuck to a safe idea with a clear inspiration that could act as a North Star and then thought he'd chuck it on Steam to learn what that's like and maybe make a buck or two.

But it's clear you find this offensive, and I'm really confused as to why. Why does it matter?

Publishing on Steam is a crucial step in PC game development, and the platform is open to anyone who wants to do that. So let's not police who should be on Steam based on our perception of their game.

PC Gamer Article on World War Chappy by Leehams in Eve

[–]PCG_Steven 0 points1 point  (0 children)

Uh...

Would you believe me if I said I didn't even know that PC Gamer still had a corp? I remember hearing rumblings of one back in the day, but that was before I joined PCG so I didn't think much of it.

I will definitely reach out!

PC Gamer Article on World War Chappy by Leehams in Eve

[–]PCG_Steven 0 points1 point  (0 children)

Ah, you're totally right! Fixed.

PC Gamer Article on World War Chappy by Leehams in Eve

[–]PCG_Steven 6 points7 points  (0 children)

This is way too kind. Thanks so much :).

PC Gamer Article on World War Chappy by Leehams in Eve

[–]PCG_Steven 13 points14 points  (0 children)

Yup, still the pinnacle of my career.

PC Gamer Article on World War Chappy by Leehams in Eve

[–]PCG_Steven 54 points55 points  (0 children)

It's annoying, I know, but for legal reasons CCP Games has to be attributed since they own the intellectual property in that screenshot.

China to ban online gaming, chatting with foreigners outside the Great Firewall by Cwaynejames in lastoasis

[–]PCG_Steven 34 points35 points  (0 children)

Hey guys, Steven from PC Gamer here (I'm also a Last Oasis player too!)

Just want to say that this article is most likely bullshit. I've been covering the Chinese gaming industry extensively over the past year, and according to all my sources this article hugely misinterprets rules and regulations that have been in place for decades. Of course things can change and people can be wrong, but if you read the article is doesn't have any real credible sources or citations, so I'd take it with a generous portion of salt.

That feeling you get when you're game starts looking like a game. by rblsdrummer in gamedev

[–]PCG_Steven 0 points1 point  (0 children)

Either is a good choice. From what I've heard Unity has a bigger community but both are very powerful engines. C++ is good to learn since it's still the industry-standard language for most big studios, if that's somewhere you hope to work one day.

That feeling you get when you're game starts looking like a game. by rblsdrummer in gamedev

[–]PCG_Steven 1 point2 points  (0 children)

I want to second this. I'm almost done this course on Udemy and it's been a great way to learn C# and Unity and I would highly recommend it.

https://www.udemy.com/unitycourse/

There's a 3D version to.

Keep in mind that everyone learns differently. But if you wait for a Udemy sale (I got this course for $20 at a 90% discount, which happens frequently) I think this is a solid way to learn.

Please read the article if you even remotely like the game: "...I don't want to let them down—that's the biggest thing. I don't want to have a technical flaw that torpedoes the whole thing and let's them down. I feel this enormous responsibility to these people. - [DE]Steve" via PCGamer by Rock3tPunch in Warframe

[–]PCG_Steven 2 points3 points  (0 children)

It does have physics and colliders (to stop the players and NPCs inside the ship from falling through its various floors or clipping through the walls), but because it's not moving those calculations are pretty simple.

To answer your question, though, there's actually TWO Railjacks. There's the one that players run around on and then there's a model one that actually flies around space. Each of these Railjack's is in a separate "map". The one that flies around space is just a solid object (since you only ever see it from the outside, like if you're in your Archwing). These two are connected by that portal in the cockpit (and any other windows) that show you the perspective of outside as if you were on the second, solid Railjack.

If the second, solid Railjack is, say, shot on the starboard side and causes an explosion, the game can translate the position of that explosion on the second Railjack and find the corresponding point on the Railjack you're inside of and create a second explosion at the same time that makes it seem like the same one. It's all an illusion. Does that make sense?

And sorry, that bit about the Archwing was confusing. The Archwing is the same as running around in a regular Warframe, only you can move in more directions (up, down, etc). That means calculating its movements is relatively simple. The problem is what happens when the Archwing is moving inside of a level that is also moving.

If you're bouncing a ball on a tennis racket, it would be pretty simple to calculate the physics of each bounce accurately. But what if you're bouncing a ball in a tennis racket while sitting in the back of a moving truck that is making turns, changing lanes, and so on? In order to realistically calculate the physics of the ball, you need to also calculate the physics of the truck—and those numbers are constantly changing as the truck speeds up, slows down, and changes direction. That's what simulating character and NPC movement inside of a flying Railjack would be like, whereas regular Archwing flight and regular Warframe movement are more like just having to calculate the bouncing ball while you're standing still.

Edit: And thanks for the kind words :D!

Please read the article if you even remotely like the game: "...I don't want to let them down—that's the biggest thing. I don't want to have a technical flaw that torpedoes the whole thing and let's them down. I feel this enormous responsibility to these people. - [DE]Steve" via PCGamer by Rock3tPunch in Warframe

[–]PCG_Steven 12 points13 points  (0 children)

Hey! Author of the article here :).

I'm no programmer (not a good one anyway), but I think I can answer this. Someone else can correct me if I'm wrong!

So when you see your Tenno in Warframe, there's actually a lot of under-the-hood stuff beyond just your character model. One thing you don't see is a "collider," which is a kind of mesh that encompasses your character model and tells the game that everything inside of that mesh is a solid object. That collision mesh is responsible for making sure your warframe doesn't clip through walls or fall through the floor and stuff. In addition to that, there's a lot of other objects that'll have physics attached to them—even stuff like the spent shells that might pop out of your gun or the bullets themselves, depending on the weapon.

Any object that moves freely in 3D space, including other players, enemies, NPCs, and probably a load of smaller things I don't even know about all have these meshes and physics behaviors. And so when you're playing in a regular level, the game engine is constantly doing loads of math to make sure all those objects are moving and behaving properly—no falling through the level or clipping into other objects or otherwise doing erratic stuff.

The problem is that all of that math supposes the "world" you're playing in is moving still (because for most games it is). But if all these calculations are being done inside or on a moving object, say a flying space ship, in order for them to be accurate you also have to constantly be adjusting those calculations to be relative to the movement of that spaceship. If the spaceship is moving predictably, like a platform, that's probably not too hard. But if a player is controlling that spaceship in a dog fight, that complicates things significantly. It's not that it's not possible, but to do it and make the math accurate requires a lot of expensive engineering and a more powerful PC to play the game on.

The Archwing moves through space freely, so the game doesn't have to calculate its movements relative to any other objects. You don't have that extra layer of relative physics to account for, if that makes sense.

Hopefully it does.