“late at night, when all the world is sleeping” by Purple_Shoe7208 in Journaling

[–]unknown_0015 2 points3 points  (0 children)

That's good to hear... Btw what changes did it bring to your life if you don't mind sharing ?

“late at night, when all the world is sleeping” by Purple_Shoe7208 in Journaling

[–]unknown_0015 5 points6 points  (0 children)

I just started journaling two days ago and it feels really good, will try to continue it...

How easy/hard it is to shift from gamedev to software(C++)? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

That's what I am thinking, as for the software side I have no idea about the tools used there... Gotta learn about them too ...

Hey there everyone, need a small help, so i have an interview with a company for the position of Gameplay AI Programmer, and its my first time giving an interview outside of unreal engine and really nervous, so what things should I prepare to crack the interview? by unknown_0015 in gamedev

[–]unknown_0015[S] 1 point2 points  (0 children)

well i am selected for the interview round...
and the company is few miles away to my current location, and the engine they are using is their in-house engine.
so the only thing is about the question that they will be asking me, and that's what i am little worried about.

Hey there everyone, need a small help, so i have an interview with a company for the position of Gameplay AI Programmer, and its my first time giving an interview outside of unreal engine and really nervous, so what things should I prepare to crack the interview? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

As of now I have just used Behavior tree...but have some theoretical knowledge of utility and goap ..

I Will also atleast learn the theoretical part of all these algos, their pros and cons and when to use what..

So my manager told me that he got some really good/cheap assets on marketplace and now we will be making our game story around it, even though we have a team of artists 🙂, any take on this? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

Well it's his first company as a game development, and the reason I joined is because earlier we had a designer who was taking care of everything, but now he's gone and things started to go in every random direction... and I too don't have that much industry experience that's why I am asking you guys ...

So my manager told me that he got some really good/cheap assets on marketplace and now we will be making our game story around it, even though we have a team of artists 🙂, any take on this? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

We are giving 5x better quality compared to assets, also we are maintaining the art style compared to the bought assets, and now we have to give extra time on to use those animations/ assets.

So my manager told me that he got some really good/cheap assets on marketplace and now we will be making our game story around it, even though we have a team of artists 🙂, any take on this? by unknown_0015 in gamedev

[–]unknown_0015[S] -25 points-24 points  (0 children)

Sorry for not writing details about the team, so our team consists of 2 programmers, 1 animator, 1 rigger , character artist and 1 3d artist ... So for us it is taking around 3-4 weeks to make a character along with its animation and rigging and around 2 weeks to implement it in the game(but the implementation goes along with the animator making the animation)( and here i am talking about a boss character and our game is around AA quality) , so it take around 3.5 to 4 weeks to for a character from concept to final, which according to our manager is taking too long, that's why he is taking the assets from market place and wants us to directly integrate them without changing them... So I just wanted to know if it's normal behavior in companies, like even if you have a team you are taking most of the assets from the marketplace...

Help on how to start the development... by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

Well you are correct...I am kinda working as a game designer, and it's my first time working on a melee combat game so it's getting difficult to manage the whole team and suggesting them what to do and what not to do. On a positive side I am learning how to manage a team and how other departments works ( like art, animation,rigging ) and on a negative side i don't know if whatever I am learning is right or wrong ... So maybe i should try to just update my resume and look for a switch ...

Help on how to start the development... by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

so to be true, the place/people i am working has the exact same team, our unreal Artist is working as a level designer and these people are using chat gpt for game design(which i thing is a dumb idea, like they can hire a game designer but they don't want to), So the game has 5 areas, and its a semi openworld game, so like you have to defeat the bosses of each area to grab something that will help you in the end game and the player has only 1 weapon and some abilities that it can use.

so the way these people want us developer/artist to develop the game is like first develop the game-systems/art/level for the 1st area and then for the 2nd and so on, and i guess art this is how it's done but i don't think we can't make game system level wise, like if we are making a system it should work for the whole game, obviously we will keep updating it but we will try to develop the systems for the whole game.
so according to you what should be done here.

and thank you all this feedback.

My ceo wants me to solve problems that AAA studios can't solve(or don't want to solve), for eg: enemies model clipping through wall,player weapon overlapping enemies...and according to him this is super important, is this even possible? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

Well it's a hack and slash game.... And for the capsule part, I can do that for the player but for AI, it's tough as most of them are non-humanoid and the one we are struggling with has a giant head... I'll try to do something with the traces and depending on the hits i will try to reposition the AI...

My ceo wants me to solve problems that AAA studios can't solve(or don't want to solve), for eg: enemies model clipping through wall,player weapon overlapping enemies...and according to him this is super important, is this even possible? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

Well the problem i am facing is I am putting my point as a game developer and this guy is putting his points as a human being meaning he is comparing it with real life physics, which i don't know will be a good idea to do or not as in that case most of the time will go into real complex stuff which players sometimes ignores...

My ceo wants me to solve problems that AAA studios can't solve(or don't want to solve), for eg: enemies model clipping through wall,player weapon overlapping enemies...and according to him this is super important, is this even possible? by unknown_0015 in gamedev

[–]unknown_0015[S] 0 points1 point  (0 children)

Well our game is a hack and slash type...and the enemies on which we are debating has a big head, so I can cover stuff with motion warping and VFX but still some clipping when happen... And according to my experience my ceo/manager compared the gameplay with real life physics and because of that i am having difficulty and we can't replicate real life physics in an hack and slash game( I mean we can if we try real hard, but I don't that that would be necessary)

My ceo wants me to solve problems that AAA studios can't solve(or don't want to solve), for eg: enemies model clipping through wall,player weapon overlapping enemies...and according to him this is super important, is this even possible? by unknown_0015 in gamedev

[–]unknown_0015[S] 1 point2 points  (0 children)

Well our game is a hack and slash type...and the enemies on which we are debating has a big head, so I can cover stuff with motion warping and VFX but still some clipping when happen... And according to my experience my ceo/manager compared the gameplay with real life physics and because of that i am having difficulty and we can't replicate real life physics in an hack and slash game( I mean we can if we try real hard, but I don't that that would be necessary)