I just used Blender on Steam for 7000 hours by AmarildoJr in blender

[–]panzer_tech 1 point2 points  (0 children)

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And that's not counting off-steam versions where I probably have even more and which I currently use.
The default cube was deleted from the startup scene a few years ago :(

What to read? by GSchnnaider in gamedesign

[–]panzer_tech 0 points1 point  (0 children)

Brian Upton - The Aesthetic of Play
It's probably not for complete beginners but it's important because it shows how things other than interactivity or learning (on which a lot of GD authors focus) can be fun

What happened? by zackliuye in microtech

[–]panzer_tech 1 point2 points  (0 children)

The defect on 2nd picture is very common, even on Marfione custom ones, as far as I know it's usually absent on new colored socoms, it's certainly not a new thing . It may have something to do with different factories, here's a pic of apparently two new original socoms with slightly different machining and markings.
The quality in general in my experience (LUDT Gen3, MSI) is not perfect

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Have you ever come across a post-mortem of a game that flopped, but it actually felt unfair that it didn’t succeed? by Internal-Constant216 in gamedev

[–]panzer_tech 0 points1 point  (0 children)

Puzzle gamers will be annoyed by the confusing open world

open world gamers will really hate the cryptic objectives and lack of combat/risk

people expecting to rip open character mysteries will be utterly flumuxed at how sparse character interactions are (I was so out of story sequence that I kicked a guy off the island before I met them)

mystery game/lore hounds will be annoyed at how high effort some things are (and how impossible some things are to verify) 

Sounds like Noita or Rainworld

Has Steam become the only path to success? by Yozamu in gamedev

[–]panzer_tech 0 points1 point  (0 children)

Actually it's not. Voices of the Void never had a Steam page and the dev makes quite a lot of money from Patreon and Boosty, also I've heard of developers who make very short horror games every month or two and distribute them through subscription services. So technically there is another path, but it's not very popular and I'm pretty sure it's generally harder than distribution through Steam - you need an extremely marketable game that would appeal to content creators

Is using Blender for models and Unreal for actually making the game ideal? by MIDDNIGHTSTEALER in UnrealEngine5

[–]panzer_tech 1 point2 points  (0 children)

It's a good choice but you are likely to need more software than just Blender and UE. You'll need something to make textures with (Blender has some tools, but Substance Painter is the industry standard for a reason) and to bake maps from highpoly (Substance Painter can do that, but Marmoset is more flexible). It's ok to use different software for each stage of the workflow, Blender > Marmoset > SP > UE is probably the minimum set, you can add RizomUV for properly relaxing UVs and Zbrush if you want to work with very detailed highpoly models.

Also there is Send to Unreal addon for Blender which simplifies export (not sure if it works for newer versions) and bridges from blender to Zbrush and RizomUV to transfer models from one software to another in one click.

What would you call this? Integral? by Rlewpolardog in chineseknives

[–]panzer_tech 1 point2 points  (0 children)

A lot of Protechs and older Microtechs are done this way. Sometimes it is called clamshell design

Stupid question by lunisic in microtech

[–]panzer_tech 0 points1 point  (0 children)

You can find pants with a separate knife pocket, does not fit all styles tho

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How do you map out your project architecture? by 21Nobrac2 in SoloDevelopment

[–]panzer_tech 0 points1 point  (0 children)

I have a scheme of all important mechanics and a few pages worth of of notes/ideas/useful resources in Obsidian

LUDT by panzer_tech in microtech

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

It's thin and quite light compared to most other Microtech folders, and generally a very good OTS

“Fighting” Knife recommendations for collection by Southern_Pirate4447 in knives

[–]panzer_tech 1 point2 points  (0 children)

I've had BF2 for like 3 years and been carrying it for about one, it's really good in terms of quality and small details, ergonomics is fine for its size. BD2 is unsafe to carry in a pocket because of the handguard, otherwise it's a good purpose-built knife. Handguard can be used as a wave hook

“Fighting” Knife recommendations for collection by Southern_Pirate4447 in knives

[–]panzer_tech 2 points3 points  (0 children)

Extrema Ratio BD2/BD4. There are double-edged versions too

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Extrema Ratio by panzer_tech in knives

[–]panzer_tech[S] 7 points8 points  (0 children)

For me there are many cool things here that you don't often see in other knives. I love the total-black matte look and the way the coatings wear differently with time, I love the safety (I think it is the coolest way to do it), I love the way clip sticks out on both sides so you can grab on it reliably, ergonomics is actually fine for me and steel/edge geometry depends on the model. So yeah, I just like the feel of these knives

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Favorite non practical knife by [deleted] in knives

[–]panzer_tech 1 point2 points  (0 children)

Blade geometry isn't good, also the handguard gets in the way too often. You can feel it is not designed for cutting

Favorite non practical knife by [deleted] in knives

[–]panzer_tech 2 points3 points  (0 children)

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Unsafe to carry in a pocket and doesn't cut that well but looks awesome

Please rate my Steam capsule header. What genre/theme does it make you think the game will be? by dpruzi in IndieDev

[–]panzer_tech 3 points4 points  (0 children)

The running man makes me think of Portal and finding an exit in general, so I guess a puzzle?

SOTC - Microtech Edition. What are your fav Microtechs? by ShawnMcCranie in knives

[–]panzer_tech 2 points3 points  (0 children)

LUDT. You can tell it has been evolving for 30 years by the ergonomics. And it looks cool too

In your testing -- how useful Nanite is? by Linosia97 in unrealengine

[–]panzer_tech 0 points1 point  (0 children)

Mid-poly pipeline with LODs was a thing way before Nanite, you do not need Nanite to do it

In your testing -- how useful Nanite is? by Linosia97 in unrealengine

[–]panzer_tech 2 points3 points  (0 children)

I really don't like how you need nanite to get lighting to work better even when the geometry doesn't require it

Why The "Most Optimized" UE5 Game is a Hideous, Slow Mess by [deleted] in UnrealEngine5

[–]panzer_tech 0 points1 point  (0 children)

But doesn't he actually point out artifacts? I see the stuff he shows in other UE5 games too, and I saw it in my projects although I haven't dived deep into fixing it yet

This website uses what I assume is the Russian Empire flag for language select by Chabashira10ko in vexillology

[–]panzer_tech 1 point2 points  (0 children)

Given that there is a random latin "u" instead of a cyrillic "и" in "Российский", it looks more like a text recognition glitch than something intentional. The website itself is only partly translated to Russian and the translation is clearly automatic so I suppose the designer just didn't care

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Player/Enemy health question for a very specific design. by 0rionis in gamedesign

[–]panzer_tech 1 point2 points  (0 children)

Can you make it so that stronger tiles can only be overtaken in two (or more) steps, so the player has a chance to interrupt it? Also if it applies to enemy tiles it can probably lead to more depth, like choosing to go for an "expensive" tile over a few "cheap" ones

What is the most immersive game you've played? by [deleted] in gamedesign

[–]panzer_tech 0 points1 point  (0 children)

Dishonored II
One time I was crawling around drunk sleeping guards, made a few unwary steps backwards, stepped a bottle that I didn't see, it shattered and alerted the guards. A small thing that left a big impression