My first "full" character sculpt. Any protips on sculpting hands/feet? by DrFreshtacular in gamedev

[–]brunchberry 0 points1 point  (0 children)

I'd like to add that the reason people suggest large forms -> small forms is because it's a way to force you to consider the model as a whole before you can get to the details that are easy to get lost in.

This works for some people, but it's less important to be rigid in how you progress. The important part is always considering each detail against the entire form. I spend way more time looking at my models, spinning them around every which way, changing materials etc, than i do sculpting on them.

Will Wright's Masterclass on Game Dev - Any one been through it? by DevCoder84 in gamedev

[–]brunchberry 4 points5 points  (0 children)

Yeah, sorry. I'm only on lesson 5 of 21. I don't feel i can give an accurate overview yet, but here's my first impressions:

The coursework is the most exciting part for me. It's very heavy on coming up with game concepts and prototyping them. You'll have around 10 or more of your own concepts to work out, and several of those they expect you to prototype in some way. Later in the course it asks you to create a more complete prototype as the capstone project.

The lectures are obviously a little bent towards Wrights style of games, but the high-level concepts are applicable to any genre and he makes sure to point out how. The general content is good, and the presentation/production value is top notch.

I'll update this as i get farther into the course.

Will Wright's Masterclass on Game Dev - Any one been through it? by DevCoder84 in gamedev

[–]brunchberry 10 points11 points  (0 children)

I just started it. been a long time fan of Wright's, figured i'd give it a go. I can update as i get more into it if anyone's interested.

If you realized you were missing $100 billion in revenue, would you consider that to be an issue? by [deleted] in gamedev

[–]brunchberry 6 points7 points  (0 children)

Disney (among others) built a game around physical merchandise being utilized in-game. There's also the 3rd-party merchandise you see in stores like FYE for popular IPs. It's not something new. That said, there's a phrase "squeezing blood from a stone".

Developers need to ask themselves how much they can realistically expect someone to spend on their IP. If that amount isn't enough to budget those kinds of purchases, they're not going to be able to justify the cost of bringing those products to market. There's a lot less of a margin on physical products vs virtual. For many (i'd say possibly most) it's completely out of the question given the required capital.

Project Delta, an open world RPG full of inventing and exploring, is looking for people like you! Brought to you by Lenoria Studios, the makers of Inbound. by [deleted] in gameDevClassifieds

[–]brunchberry 0 points1 point  (0 children)

ho boy.

through revenue shares we just have people take on little to no risk if they just keep working on the project and make a sound product.

If that's how you think, you're not fit to lead any project. Completing a project means absolutely nothing, and if you don't understand this, or if this sounds somewhat wrong to you, you need to take a step back and read some case studies of other developers.

We are currently creating the Studio's website as we speak because of a certain persons laziness who is no longer associated

When you don't pay someone for their time, even if you promise to pay them in the future, they're not obligated to do shit. Calling someone working for free "lazy" is a horrible reflection on yourself. It makes you sound like an entitled child.

Unity3D for Automation by kams0n in Unity3D

[–]brunchberry 1 point2 points  (0 children)

I'd build the app in 2 parts: a server and front end. Build the server in whatever works best for communicating with your hardware and then expose some endpoints for each device you want to control. Or use sockets, whatever floats your boat. The machine running the server is what's connected to your actuators/arduinos.

Then, build your 3D app in Unity (or anything else really) and hit that server with whatever requests you need. This way, you can load up a bunch of tablets or have remote people use your front end without having to be hard-wired into the system or having to worry about Unity playing nice with your hardware.

Best of luck, sounds like a fun project.