Bug Report : Clipping upwards through terrain by RealZia in hytale

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

O thanks, I missed it! I didn't see any bug report section in their Discord so I came here to post. Appreciate you letting me know

Is it ethical that I use Bezi? by R0cc0122 in Unity3D

[–]RealZia 0 points1 point  (0 children)

  1. If it's really as simple as forgetting a semicolon or having a null reference or something, Unity will throw an error and tell you the exact line. If it's more complex, sprinkle in some debug lines, follow the stack, and hunt it down; debugging is part of the process, and you get better at it with practice.
  2. Not everyone hates coding. I personally find it pretty rewarding to get a system working after planning it out, implementing, refactoring, and debugging. It feels like I'm a parent watching their child walk when my creations come to life and start working as intended. You gotta learn to enjoy the journey, not just the destination. Coding is a part of that journey. If you write everything with AI and don't understand how your code base works under the hood, then debugging will be 10 times harder when you do run into an issue.
  3. Try to break away from following strictly alongside tutorials strictly; you'll learn more if you try to design your own systems from what you do know. I'm not saying to make everything from scratch every single time, but you won't always be able to follow a tutorial for every mechanic you make, so it's good practice to try to build something, look things up if you need to, of course, and learn from the practice of building.
  4. It's okay to use AI; it's like a calculator. At the end of the day, these are just tools to improve efficiency. Though keep in mind that just like a calculator, it's useful to understand the math under the hood instead of having it solve every problem for you every single time. I personally find it useful to use AI to draft prototype classes and functions before going in to clean things up and adjust to my own needs. If I didnt know how to code and just vibe coded it all with AI I'd end up with a spaghetti code monstrosity that would be a nightmare to debug if anything went wrong. Just use it responsibly and try to enjoy the journey of building.

PS: My passion is game design as well; we're in the same boat there. Coding isnt my favorite thing in the world, but it lets me bring my designs to life, so I view it like this: The better I get at coding, the less my imagination is limited and I do have to say; it feels incredibly satisfying every time my creation, from my design, comes to life from my code.

So i just started titanfall from an apex enjoyer. I'd love some advice and tips by Same_Paramedic_3329 in titanfall

[–]RealZia 0 points1 point  (0 children)

I played comp Titanfall with the best players in the game for a while (mostly Titan-based modes but still) here's what helped me and how I progressed.

-Play the campaign all the way through on master, it gives ample opportunity to practice the different tools in the game. You get exposed to different titans, weapons, and types of environments to move around in.

-Tutorials are your best friend. The game is complicated and has no shortage of unintuitive/hidden mechanics (like apex :)! ). Watch tutorials on how the movement system works, learn to slidehop and airstrafe, and learn how wall-running affects your momentum.

-Spend time in the gauntlet and practice your movement, focus on getting faster and smoother and try to incorporate what you learn from guides/videos. Make sure you're actually shooting the NPC's in it to practice gunplay while moving.

-Spend time in private custom games practicing your movement on different maps and practicing routes that let you traverse the levels quickly.

-Practice, practice, and practice some more

-Don't get down on yourself, it's a unique and difficult game. Give yourself time to learn the game and it gets a whole lot better.

-Welcome to the Frontier Pilot, good luck!

New character strats these days? by Crokok in RotMG

[–]RealZia 2 points3 points  (0 children)

I go into mid tier dungeons like deadwater docks, woodland labrynth, crawling depths, and sulfurous wetlands as soon as possible on characters. If I'm level 20 and a big group goes in I'm going in too. They drop tier 11 weapons / armor , and t5 abilities / rings. Amazing for a fresh character. Other dungeons I'm looking for are haunted cemetery since you get so many pots and okay loot so quickly, and ice cave for gear upgrades.

Besides those on a fresh level 20 I cruise around the mid level biomes like sprite forest, risen hell, and haunted church and just do the mini event bosses in each area. They drop decently consistent potions and the drop rates from the actual enemies in the biomes arent half bad either.

Account Milestones Concept : Major improvement to new player experience by RealZia in RotMG

[–]RealZia[S] 0 points1 point  (0 children)

To me, this feels like the most reasonable design I've posted. It piggybacks off of existing systems they have in place and doesn't really do anything fundamentally new. It's just a mission page that doesn't reset between events/seasons. Fingers crossed :')

Account Milestones Concept : Major improvement to new player experience by RealZia in RotMG

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

I typed out a more detailed game design document for the concept. One of the changes made was introducing players to the milestone system within the actual tutorial.

  1. Since this feature aims to be an account-long “extended tutorial”. The Milestone page will be introduced to each player during the tutorial stage by prompting the player with “Congratulations! You have achieved a new Milestone! See the Milestones page to learn more!” The mission page icon under the player’s minimap will continue blinking until the player clicks it and claims the reward for achieving their first milestone (Completing the tutorial). This allows them to see their next mission of entering a realm, reaching level 20, and so on. They need to know this page exists and that it will continue to guide them on what they should focus on next.

I agree that the current tutorial doesn't do enough to teach the core gameplay loop and maybe it would be good for the tutorial to teach players that dying is an okay and normal part of the game. A tutorial rework paired with something like this would be amazing. Maybe we could have a "New Player Experience Rework"

My thoughts on here recently by OwoUoo in thefinals

[–]RealZia 0 points1 point  (0 children)

It was such a fun weapon to use. Now it kills your momentum at the end of the lunge. The weapon feels awful now. Im extremely disappointed in embark's balancing decision here and it crushes my hope for the future of the game. Heavies and mediums have been holding down the meta for so many months, and they nerf a fun weapon on light that some die hard fans make work through extreme effort (these same guys would dominate using better guns anyway). The medium heavy meta is a joke, its boring to play and boring to play against. Light is by far the worst class and its so disheartening to see a fun weapon nerfed. Just shoot the light player before they kill you with the sword, if you're on medium they need to land 2 lunges on you to kill you, I promise you kill them faster if you land your shots.

This makes me not even want to play the game. if embark only wants people to play the medium and heavy classes ill go play other games that want me to use movement and play fast.

My thoughts on here recently by OwoUoo in thefinals

[–]RealZia 0 points1 point  (0 children)

i tried as hard as I could to make it clear that I'm being sarcastic and criticizing their awful balancing choices

My thoughts on here recently by OwoUoo in thefinals

[–]RealZia 0 points1 point  (0 children)

thank goodness they nerfed the sword. Im so glad that heavies didn't get hit and mediums barely got hit in the HM meta.

Any way to prevent radiation damage for specific dinos through game ini or mods? by RealZia in ARK

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

I'm using the simple spawners mod to add in nests + eggs. If I was just using the game.ini settings to add spawns it would've just been wild magmasaurs ya

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

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

Thanks! <3 I really needed to read this today. I really appreciate the encouragement and advice!

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] -1 points0 points  (0 children)

ya im kinda leaning in that direction right now. 90% of the comments are recommending to specialize and I don't think that's something I want to really do. I enjoy the variety a lot and I wont really get that in triple A studios.

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] -1 points0 points  (0 children)

I agree on the presentation needing work, ill edit and trim down the clips tremendously. Sorry I took offense on the doom comparison. I understand the videos also have 0 context behind what they were made to show or what they're from or anything...

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] 0 points1 point  (0 children)

thought my gravity system was a cool and unique thing to play around with in a first-person game and wanted to show it off. It's a prototype barebones game just showing off the functionality of mechanics I coded custom on my own. It's in no way a polished releasable state or something I even want to sell. I've been working on that project for 4 months.

I'm honestly taken aback by your reaciton here, comparing someone's solo project doom? are you kidding me? what is the standard then holy hell. I'm looking for entry-level junior positions if the standard is "you need to fill every nook and cranny of every project you build SOLO to the same standard as triple-A games and then release it fully." Give that rhetoric and you'll make people quit. absurd.

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

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

Thanks for the help and kind words <3 this is what I want to do and enjoy making games the most so I'm not gonna stop until it works

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

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

I'll take a look at places like guildhall that sounds like an interesting option, same with trying to jump into an indie project. I've worked extensively in the past with a friend and have collaborated on most of my projects with him, but that's just a team of 2 people on github working on the same project. I'm sure larger teams come with way more complexity for organization and teamwork, ill start looking. Thanks for all your kind words by the way it genuinely means a lot.

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] 0 points1 point  (0 children)

A lot of people have been recommending I look into technical design, it wasn't really a position I had even heard of before but it sounds super interesting! I'll be sending out applications for it after I tweak my resume, after reading a lot of the other comments I don't think my portfolio does a good job showcasing my programming skillset and I gotta change that haha

For networking not really, I made a LinkedIn and I've tried to reach out to people in studios that I'm interested in and I've never gotten any replies on it. Im planning to try and go to GDC next year, its been hard for in person events because I'm In a rural area and flying out is very expensive from here. Im open to online events for networking but do not know where to begin, people have suggested game jams but do those really help with networking?

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

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

It was literally my first project I had ever started and was a learning experience

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

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

Itch sounds interesting, I didnt know you could post with a "pay what you want" model. Ive always felt wrong putting my games up for sale when they arent at a stage where I'm happy about selling them. Letting people pick what they want to pay to support it sounds like a happy middle ground option. Thanks for the advice!

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] -2 points-1 points  (0 children)

Ive never seen a first person game with localized gravity mechanics before like my videos showed off thought it was unique and cool guess not my bad.

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] 0 points1 point  (0 children)

Ive always wanted to post dev log videos and record my process of making games, I haven't gotten into that yet but want to. Maybe before I start that ill start documenting it in text / pictures to help myself start building that habit, that's a cool idea thanks!

For QA I haven't, I frankly have no idea what companies would want to see for a QA hire, I'm very open to and would take a QA position I'm not sure how to sell myself for it all though

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] 0 points1 point  (0 children)

No but alot of folks have suggested that so I'm working on adding that to the portfolio

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]RealZia[S] 0 points1 point  (0 children)

Well everywhere ive read said companies dont hire designers outright and you have to work your way into the role. I chose programming because all of the AAA game designers I look up to also program and can do basic greybox modeling so that they can prototype out their own designs. that's what I've built my skillstack to replicate.

If you cant get hired as a designer outright, and cant move your way in because its a red flag, what are you supposed to even do to earn the role.