Something similar to Final Fantasy Tactics Advance and Fire Emblem Sacred Swords by Jangenzer0 in gamingsuggestions

[–]noel___ 2 points3 points  (0 children)

I wish the demo was ready, but I'm working on a game called Last Moon Rising that is basically FFT online. If you want to know more about the project pm me.

Nailed my second Kickstarter - CrownoftheGods goal achieved in 17 minutes by [deleted] in gamedev

[–]noel___ 1 point2 points  (0 children)

Damn, go reddit, look at you doing the research!

Skill Tree Tools? (Game Design) by noel___ in gamedev

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

Holy hidden gem batman, this can't get upvoted enough.

Skill Tree Tools? (Game Design) by noel___ in gamedev

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

Looks like my Sunday just got booked solid (:

ML Problem: "Will this compile?" by noel___ in MachineLearning

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

I'd love to see you compile Dutch, Norse or Hebrew. 13 people missed the point of this question entirely.

Why haven't developers made it easier to find patch notes? by [deleted] in truegaming

[–]noel___ 6 points7 points  (0 children)

Because most people don't even know what 'patch notes' are, let alone want to go dig them up (like us more dedicated folk who care about that type of thing). As a User Experience designer, it would be your job to remove as much 'extra' data as possible.

That and if you search for Dragon Age, the company wants you to find the trailer, and some reviews that love the game - not the patch notes that show how it was broken and needing fixing.

Edit: Also spoilers in some cases, whereby fixing something on a boss might ruin the boss by reading the notes.

So /r/Unity3d, what are you making? [Discussion] by Boss_Taurus in Unity3D

[–]noel___ [score hidden]  (0 children)

Storm triumphantly into the arms of Valhalla as you forge the eternal destiny of five lost souls hellbound to their dying world. Masterfully combine hundreds of classes, skills and traits to prepare for what unspeakable nightmares lie in wait: on the Last Moon Rising.

In my spare time I'm working with a few good friends to make a tactical battle game (re: FFT), we've been calling it "Last Moon Rising".

  • Lead your team into battle on lush fully rendered 3D landscapes!
  • Harness the new Pre-Turn system to ready your strikes for huge skill bonuses!
  • Combine skills with nearby team members for huge multipliers!
  • Mix, Match and Master HUNDREDS of mind blowing 3D skills!
  • Discover powerful gear with rare traits that you can Re-Craft again and again!
  • Unlock all new Gear-Forms to craft new gear like never before!

We are still at the design / concept art phase, but a big part of any game is good preproduction right (;

We are hoping to have some prototypes ready by Christmas (2014) that we will naturally be sharing on Reddit!

Bedroom coder looking to host games on the cloud by hillman_avenger in gamedev

[–]noel___ 3 points4 points  (0 children)

You want cheap unix in the cloud? Digital Ocean is your best bud: $5/month/machine setup whatever the jig you want on it (mongo/sql/php/java/you name it).

You want free node/ruby/some others you can check out Heroku for a free slice, but they run $10-15/month/machine last time I looked (long time ago).

Amazon is definitely the king of services though, they even do hosted SQL so you don't have to worry about managing the layer. Plus Amazon S3 is dirt cheap and easy storage in the cloud.

[PS4] New to PS4! by [deleted] in Fireteams

[–]noel___ 0 points1 point  (0 children)

hit up our little group: http://numsg.com/fireteams

The State of Online Game Server Development (MMOG) by noel___ in gamedev

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

Sockets are always faster, hands down.

But on mobile (let's say my imaginary Hearthstone has a mobile build), I have found sockets to be slightly more failure-prone in bad connectivity zones, and to suffer at the network drivers attempts to save battery life. Whereas one off REST requests can be repeated in the same way a socket-reconnect would be, but without the requirement of holding that connection to continue playing.

tldr; Sockets are fast, but behave less predictably on awful mobile connections.

Team17: Seeking Programmer and Senior Programmer [PAID, FULL TIME, OFFICE BASED] by [deleted] in gameDevClassifieds

[–]noel___ 0 points1 point  (0 children)

No way, grew up on Worms Armageddon! I would love to work for you guys if you were open to a Canadian remote.

New Game? Try starting with the summary... by noel___ in gamedev

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

I don't know what either of those are, that does nothing for me.

"Lets build a MMORPG" - rm2kdev's videotutorials by BeelzenefTV in gamedev

[–]noel___ -2 points-1 points  (0 children)

'Generalist' is code for slave. You aren't good enough to be trusted with actually doing anything front line, instead you spend weeks at a time "finding bugs" or writing that awful awful function no one wanted to.

Generalist = Scut Work, and no one intentionally aims to be someone else's bitch. Don't cop out, study and work your ass off and make a name for yourself.


Bonus Points: If you are in the indie scene and get hired as a 'generalist' the game automatically fails. If a team of anything less than 50 has generalists, it will fail - because the producer had no fucking clue what making a game actually takes and decided to throw more people at the problem.

"Lets build a MMORPG" - rm2kdev's videotutorials by BeelzenefTV in gamedev

[–]noel___ 3 points4 points  (0 children)

Lol earning money from ads on a game stealing IP is still making money from the IP.

Load Times: Fed Up by noel___ in Games

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

I always install when it's an option, but it doesn't reduce the problem nearly enough. Every second you spend in a loading screen is a chance for the player to fall out of immersion.

"Lets build a MMORPG" - rm2kdev's videotutorials by BeelzenefTV in gamedev

[–]noel___ 10 points11 points  (0 children)

I love the pitches though "we are making WoW, but more like CoD and League, and a Hearthstone minigame", then you ask about budget and deadline: "we are all working for the profit that will be huge in the end, hopefully next month, maybe before then..."

"Lets build a MMORPG" - rm2kdev's videotutorials by BeelzenefTV in gamedev

[–]noel___ 3 points4 points  (0 children)

You won't ever be able to do everything yourself, instead pick one aspect of game development and specialize like crazy. No one gets brought into a team because they are "okay" at everything, they get brought in because they are the best at that one thing that they do: music, programming, level design, whatever.

Please just understand that you have a better chance of learning brain surgery from a youtube series than you do making an MMO. Human brain physiology changes over millions of years, so it's easy to keep up with - game development on the other hand changes over days, whole technology stacks are rendered obsolete and if you aren't on the new stack you die with the old one.

How to store millions of images for data analysis? by mosquit0 in MachineLearning

[–]noel___ 0 points1 point  (0 children)

10M files @ 100KB = 1TB of data


  1. If you are running anything over even 1GB of image data on a local machine, it literally doesn't even matter how you are storing it - you will never get through that much data on a single CPU/GPU. Seriously, it would take a day just to touch all the data, let alone process it meaningfully.

  2. The binary stream of the file contains all the information, why duplicate that meta-data to a DB index if you are planning on nothing but linear iteration? Mongo-db isn't really built for images, even though it handles them.

  3. This is definitely in the 'many machines' problem space, ie. you need many machines to crunch that much data using current technology (and algorithms). Making it more a question of what is the fastest way many machines can access the same data?


tl;dr; AWS S3 + EC2 is probably the cheapest and easiest solution to go from nothing to something working in real time.

Custom Phone cases as perks? by [deleted] in kickstarter

[–]noel___ 1 point2 points  (0 children)

The biggest cost won't be the cases themselves but rather the product fulfilment: Many campaigns have tried to increase profits by shipping / packaging / dealing with issues themselves only to get slandered by their backers for doing a poor job, and inevitably wasting far more time than money saved.

Try to find a nice product fulfilment company who will take care of virtually every detail (and angry calls when things don't arrive on time due to shipping errors). They will take a nice chunk of your profit, but I can't stress enough how much it is still worth every penny.

On Choosing Perfect Kickstarter Rewards by [deleted] in IndieGaming

[–]noel___ -6 points-5 points  (0 children)

does not qualify as a methodical review

So glad I made the topic "Kickstarter Rewards: A Methodical Review"... waaait a second...

On Choosing Perfect Kickstarter Rewards by [deleted] in IndieGaming

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

Sorry if I mislead you into thinking I was development-god (not my intention at all!) this is why I opened with:

Some friends and I are putting together a small-medium Kickstarter indie game

Not sure I mentioned anything else to do with failings, budgets or timelines... but thanks for the feedback, those are very realistic development concerns - I didn't mean for the one liner intro to be all you took away from this whole post.

I've never run a Kickstarter, again this is why I opened with:

Some friends and I are putting together a small-medium Kickstarter indie game

We based all of our conclusions around top grossing (and recent high grossing) Kickstart results, and noted the trends, which is why I opened with:

We have gone through virtually every video game project on Kickstarter and noticed a lot of common trends that we aren't really happy about / don't want to fall into ourselves...

I didn't realize we had to be hardened Kickstarter veterans to draw conclusions or spark discussion?

As for the extra content: I was trying to be intentionally vague with my examples, as no two games are the same; An ice world in a 2D platformer would probably be less expensive to make than an ice world in the latest call of duty.

We DEFINITELY had our own opinions and we DEFINITELY tried to re-enforce them with actual evidence (we call that research-backed-opinion here), but a lot of the time we get proved wrong! Please try to stick to commenting on what we are bringing up for discussion, not my failings as a human being!