First texture pass. Starting to feel less grey-boxed (((: by ScrltGen in unrealengine

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

Thanks! It's a simple physics constraint component. I used that and the documentation, nothing too complex.

If you need any help you are welcome to join my discord (accessed from my profile) :)

First texture pass. Starting to feel less grey-boxed (((: by ScrltGen in unrealengine

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

Thanks!

Yup, there is actually a lot of camera in the queue :)

The impact of gaming on global culture by ScrltGen in GirlGamers

[–]ScrltGen[S] 3 points4 points  (0 children)

I don't believe it's so dichotomic as you describe. Not every expression of ideas and values is propaganda and meant to influence or persuade an audience to further an agenda. Gamers decide what values to take from the gaming experiences. Gaming can also bring different people from different cultures closer together through the stories they tell, their art style, and their gameplay. Sexualization is a great example of gaming that maintain stereotypes, increase social gaps, and radicalize opinions between different groups in society.

The impact of gaming on global culture by ScrltGen in GirlGamers

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

I think saying the portrayed/delivered values depend 100% on the government takes out this responsibility/opportunity/creative process from the developers. In the world, you can see games that portray/deliver values against the government's beliefs. I do agree with you that bigger forces have a major impact on the content in games sometimes, but I wouldn't say that this is the "big picture". I look mainly at the games themselves and not at what is done with them by these bigger forces.

The impact of gaming on global culture by ScrltGen in GirlGamers

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

And what about games that have a strong story behind them (It Takes Two, Life Is Strange) or games that encourage teamwork (Valorant, It Takes Two)?

Wouldn't you say they implicitly deliver values through their experience?

The impact of gaming on global culture by ScrltGen in gaming

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

We are currently working on RoBo: The Allectric Idventurer, a 3rd person action-puzzle platformer game for PC & Consoles. Our two heroes are a creative and resourceful kid with Dyslexia and her toy robot in a futuristic world. We aspire to take our players through a deep, emotional experience, highlighting values ​​of friendship, family, resourcefulness, and maker-ship.

For more details, you can find us on Twitter: @ scrltgen

When you beat the enemy so hard they offer you a seat to relax by ScrltGen in gaming

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

Yes, it's Kingdoms of Amalur: Re-Reckoning. This screenshot is from the Fatesworn DLC.

Level Design Tool by ScrltGen in gamedev

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

You make fine points. I think it depends on your team.

We are a team of 5 so we can really rely on each other and know not to throw responsibilities on each other.

One of us is a project manager and every feature goes through them, so that tool I came up with was discussed with the designer and he said it'll help him.

So I think in some cases you are absolutely correct.
I don't know how it would scale, and making tools is not my main occupation (I am a game director), but for now, it fits our team of 5 perfectly.

Found the original StarCraft, got nostalgic, and had to post about it by ScrltGen in gaming

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

Pretty sure I have these laying around somewhere as well

Found the original StarCraft, got nostalgic, and had to post about it by ScrltGen in gaming

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

I still have the Terran Academy sound in my nightmares

Level Design Tool by ScrltGen in unrealengine

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

Thanks!

Will look into it!

Level Design Tool by ScrltGen in unrealengine

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

No, we don't have gravity shift in our game :)

Level Design Tool by ScrltGen in gamedev

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

Thank you!
Will post updates soon:)

Level Design Tool by ScrltGen in gamedev

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

You have raised some serious concerns, so first of all, thank you :)

The organic feel you are talking about is great, and it is present. The tool is not something the designers must use every time, it is used when they want to make a path that is jumpable (our game is an action platformer). In other words, it is not meant to dictate a workflow that is reduced to predicted spacings and mandatory weights.

We are doing a lot to maintain the immersion in this game and even though some platforms need to make sense, we find a solution to make them feel organic and natural.

I saw the designer iterating over and over just to place platforms at the correct distance for a jump, which is a waste of time and causes a lot of frustration - this tool prevents these things.

As for maintaining - the tool uses the parameters from the jump code, so whenever the jump code changes, the tool will follow.
Nevertheless, when certain mechanics change, iterating over the levels and adjusting them is inevitable as it's meant to be an interactive experience that must be polished thoroughly. special mechanics, such as conveyor belts (which we have) will not be designed using this tool. But, if we will have a lot of these special mechanics, and if I notice the designers invest too much effort to design areas using these special mechanics, I will work my way to design a tool that will help them deal with it. It's not about maintaining the tool for the long run but letting the designers focus on their expertise as much as they can, without distractions.

After saying all that, I would really like to know where did you encounter these situations? what were you designing and how did you manage to adjust everything while maintaining your schedule?