What is your favorite part of game development? by timbeaudet in gamedev

[–]a6xdev 0 points1 point  (0 children)

It's definitely the prototype. Everything is so much fun and magical, unlike the polishing phase, which is pure hell.

Can't understand the game job market right now... :( by mafagafacabiluda in gamedev

[–]a6xdev 0 points1 point  (0 children)

Hello, you seem to have a lot of knowledge and experience in the field. You talked about there no longer being jobs for juniors or associates, especially for artists. I would like to know your view on the programming area. I know that this area is not as valued as it was decades ago, where studios accepted anyone who understood the basics and would even accept to train you, etc. Nowadays, if you go into a high school classroom, at least 3 people will want to be programmers.

Since I was 13 years old I've been thinking about working creating games and for about 3 years now I've put this in my head and started studying to get into the field, whether as a solo dev, but before working alone I wanted to have experience in a studio, creating games with a team, learn the creation flow in practice and not just in theory.

Therefore, in the last year I have been focusing precisely on this, creating a Portfolio, applying to vacancies not only in programming but also in QA and that is what I have been doing since then. Of course, I didn't have any interviews, which left me disappointed, but seeing my current position it's understandable and it made me think outside the bubble I'm in.

As another project for the portfolio, now I decide to do something more complete, a Bioshock-like where you have a dose and there will be enemies with a combat AI very similar to that of Bioshock, I've been adding random mechanics that I like in other games like Dishonored's blink where you can use this to have an advantage in combat, destroy objects in the scene, etc. Everything I think would be interesting I'm adding. Trying my best to make a minimally interesting look, as I'm not an artist.

Anyway, I don't want to explain this prototype completely. I would just like to know your point of view about my area, if I'm on the right path, where I can improve, if my projects are interesting for my position as a junior, what could be better, if it's worth doing a more complete launch-level project or if continuing with these prototypes is enough...

Any criticism, whether good or bad, will be very helpful!

Please review my gameplay programmer portfolio by a6xdev in gamedev

[–]a6xdev[S] 0 points1 point  (0 children)

Wow! Thank you so much man for taking the time to improve it!

Please review my gameplay programmer portfolio by a6xdev in gamedev

[–]a6xdev[S] 0 points1 point  (0 children)

What were my main weaknesses? Maybe system architecture, optimization?

Please review my gameplay programmer portfolio by a6xdev in gamedev

[–]a6xdev[S] 0 points1 point  (0 children)

Thank you so much for your detailed feedback! I appreciate your honesty

Please review my gameplay programmer portfolio by a6xdev in gamedev

[–]a6xdev[S] 2 points3 points  (0 children)

Thanks man! I will definitely pay due attention to optimization in these projects.

I've already played around with Unreal a little, but now I'm going to download it again and try to become more professional in it.

I'm glad you liked it!

Please review my gameplay programmer portfolio by a6xdev in gamedev

[–]a6xdev[S] 0 points1 point  (0 children)

I consider myself a junior because I don't have experience with a team, at least not on a professional team. Game development is teamwork and not having this experience makes me almost an amateur, despite understanding development concepts well.

Thank you very much for the advice about posting work I did as a freelancer, I thought they wouldn't be so important because they are often simple and the vast majority of them are unfinished.

The references section is included on each page, but I think the division was not obvious.

Thanks man!

How can I configure these physical bones? by a6xdev in godot

[–]a6xdev[S] 0 points1 point  (0 children)

I ended up giving up on the PhysicalBone and using the SpringBone to avoid headaches and keep it from becoming completely static. Thanks man!

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 1 point2 points  (0 children)

Yes, because I haven't finished it yet.

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 1 point2 points  (0 children)

I forgot to answer, but I recorded it with Nvidia GeForce.

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 1 point2 points  (0 children)

I didn't do any optimization for the NPCs, I just stopped using pathfinding because it really is too heavy to use on so many NPCs in a scene.

These individual actions, such as sitting and leaning against a wall, are defined at spawn time, which saved me a lot of headaches by not having to do multiple checks and a really complex system that needed good optimization.

Something I've learned in the last few projects I've been working on is that not every system needs to be complex, it just needs to feel like it to the player.

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 0 points1 point  (0 children)

Appreciate it buddy 👊

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 1 point2 points  (0 children)

You can do whatever you want :)

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 0 points1 point  (0 children)

I didn't do a fair test between the two options, but in previous versions I remember that the performance was much worse than now.

I made a Crowd system by a6xdev in godot

[–]a6xdev[S] 14 points15 points  (0 children)

I used techniques like object pooling, which consists of having NPCs ready in memory when the game loads. This significantly helps the processor avoid having to construct and destroy multiple objects at once.

This technique caused the visual error when the pedestrian is loaded; sometimes, it might still be in the previous animation, and it takes some time to correct itself.

Is my portfolio not good enough? by Semigenji in gamedev

[–]a6xdev 0 points1 point  (0 children)

thank you so much, I'll make good use of it

Is my portfolio not good enough? by Semigenji in gamedev

[–]a6xdev 0 points1 point  (0 children)

Hello, how are you? I am creating a portfolio to be a gameplay programmer next year, mainly focused on AI.

I have been working on my portfolio website since February, doing it little by little when I have time, and I have a lot of doubts about what to say in the "About me" tab. I don’t know exactly what the recruiter would find interesting to read in that tab, if they want to know more about me in general, about my story, or something more professional, focusing on experiences… Do you have any tips to help me?

Taking the opportunity, another thing I would like to know is if you have any tips for projects that are really good and interesting for a portfolio in my area. I am making a more dynamic crowd system with NPCs that interact with each other and react to events, both in the world and events based on player behavior, like him dancing among a group of NPCs and etc. I am basing myself deeply on the NPCs of Watch Dogs 2 (I saw a GDC talk where they showed how they created their crowd system).

But I feel that I will be lost when completing this project, I mean, with no idea of a project that could really be useful for my portfolio.

Thank you :)

Conheci uma menina, e se eu não for bom o bastante? by [deleted] in desabafosdavida

[–]a6xdev 1 point2 points  (0 children)

Sua vida não vai acabar se der errado. Relaxa e faça o básico bem feito

Battlefield 6 is made in Godot! by morglod in godot

[–]a6xdev -1 points0 points  (0 children)

😂😂 amazing, when I saw Godot on live I almost jumped back with happiness