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Everything posted by Forbin
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oh man I can't wait for Bad Golf 3
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@Entriech that's a pretty depressing outlook, but it's not without merits. If you want a job that lets you play the most video games, it's probably not making video games. Whether or not you're going to enjoy it more or less after being a part of the creation of a game is a matter of personal taste. As for the original question. A degree is not required to work in the game dev industry, but it certainly will make you easier to hire. When people ask "should I go to school or build a portfolio" the honest answer is both. If you're a programmer, then you're much better off with a degree from a University than you are from a College (by Canadian definitions). But it seriously depends on the College, generally I think it's good to be skeptical and do some research. The truth is, most people hiring can't tell the good game design programs from the diploma mills. If you consider yourself a programmer, it's hard to advise against a traditional Software Engineering degree. Just make sure you continue to make games on the side, because that will be important. If your heart is set on not going to school, then it can be done, but you're going to need to put in a lot of work. If your aim is to get hired at a company, they're going to need to be impressed by a broad portfolio of work. If you want to start your own company, or support yourself off independent development, then you're going to have to practice a lot to build something that people enjoy enough to buy. It's definitely not the easy route, you're going to have to work a lot harder than you would at school.
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You guys should consider project management systems, even if you're working alone it'll help you define a roadmap and file feedback. For small/personal teams I recommend: https://trello.com/ https://asana.com/ http://pivotaltracker.com/
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Let me know if you need any help.
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I voted for Damnit Jerry, because I think it's the most concrete idea, and it'll give them the space to build off a simple concept. The rest of Ward's pitches were a bit rough and seem too hard to pull off in a jam.
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Man that second episode felt like it was cut short.
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Also worth noting that it was the first year that mobile software platforms both out-grossed dedicated gaming hardware like the 3DS and the Vita. You could call 2013 a strong year for the 3DS, but you'd be putting a bit of spin on it. Also to the point of "tell that to the kids in the backseat" argument. You should check out what kids are using these days. It may seem like a ridiculous expense, but kids are using iPads, iPods and iPhones to game now. And that upfront cost is mitigated by the endless supply of free or near-free games available. If the argument is that the handheld market is Nintendo's safe harbour, I'm a bit skeptical. The yellow line is 3DS + Vita
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http://www.somethingawful.com/weekend-web/aol-search-log/
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On a totally different subject. What is this pie place, and will they ship to Toronto? My brother-in-law is from Australia and would probably like a box of pies.
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Also, there are a ton of people that would like Nintendo to make games on iOS and Android. Those people own iOS and Android devices. I don't think that's the only place they should make software, but I think they could make a pretty fun platformer. And if they're so brilliant at designing games for unique hardware, then I'm super curious what they'd do with a touch only device. Well yeah, that's kinda what I'm saying mostly. I don't think it's a budgeting problem, it's a focus problem. But I do think that if they didn't spend resources on hardware they would be able to run more game teams. Actually I think they would be better off growing their publishing wing. There are a few external studios that really have shown a lot of love for handling old IP. Next Level did a fantastic job with punchout.
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The Idle Thumbs Lords Management Consortium - Dota 2, LoL, other Lords Managers unite
Forbin replied to Sean's topic in Multiplayer Networking
I keep forgetting to ask to get into the dota today guild. Steam: Forbin -
I seriously don't think price point is that important to quality. For one, I think it's a drastic assumption that they'd have to make something shitty and cheap. And also, I don't think high price points have stopped them from dumping shovelware on previous console or handhelds. In my opinion I think Nintendo would make better software if they weren't focused on hardware. Honestly I don't think they've had a really good hardware idea since the rumble pack on NS4. The Wii sold well, but it was a total gimmick, and a bunch of first party Wii games had weird tacked on motion waggles that seemed out of place. Super Mario Galaxy's waggle spin felt like a complete afterthought, as if there was some company standard that it had to be included. All the theoretical cultural disturbance that would come from Nintendo closing down hardware operations aside. I think if you took the software teams they had right now, and had them pick the platforms they wanted to work on, they'd make better games. If they took the resources they spend on hardware, and spent them on making or publishing games, I think we'd have more high quality Nintendo games.
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Just bumping this after today's cast, because of course Jake was right
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I've really wanted to play it on a VR headset. Glad to see he'll be adding support
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I came accross some references to Shitty Wizard in Dota recently. http://dota2.gamepedia.com/Shitty_Wizard
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I felt like the start of this episode sounded a bit like a trial against Sean, especially when Brad called him Mr. Vanaman. My brain was so busy with the thought of "The Crown vs Lord Vanaman" that I missed a lot of the podcast and had to rewind.
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You're probably just experiencing the mouse1 click listener rather than the input manager having a specific listener for mouse1 + mouse2 at the same time to do the same thing as mouse1. I'm not saying they shouldn't do it, but I think it's understandable that certain key bindings from 20 years ago aren't still enough of a convention that people remember to put them in. You should post in the Double Fine forums and they might add it in before the second half.
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no, but I never do that at all. I've played a lot of adventure games and never picked that up. Tbh it feels like an obscure user interaction, it's hard to fault them for missing or abandoning it.
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I liked that a lot. It was to prevent you from accidentally skipping scenes. I'm not sure if it's true, but I think spacebar will quick skip without double clicking. If it was set up the way you say, I'm certain I would have missed a lot of the game or felt afraid to click. It makes clicking the mouse a completely safe activity, which is important. Also I disagree completely with people saying it's designed for tablets. While they are going to release on tablets, and I'm sure it came up frequently, I seriously don't feel like the UX was driven by that. It's just a nice tight modern design.
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I have to say, the idea of being able to seamlessly switch between two characters is a stroke of genius. If the puzzles ever get hard to the point that you get stuck, you can jump over to the other hero and give your brain some time to think about the other problem subconsciously.
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ObjectiveGameReviews.com - A Subtle Journey of Discovery
Forbin replied to TychoCelchuuu's topic in Video Gaming
I don't know if this would tip your hat hand or not, but I think it'd be interesting to see you take the next big console exclusive and give it a lower than average score. edit: typo/brainslip -
Mein Thumbcraft—IdleT Dedicated Minecraft Server
Forbin replied to MrHoatzin's topic in Multiplayer Networking
it's only 115 pages -
Mein Thumbcraft—IdleT Dedicated Minecraft Server
Forbin replied to MrHoatzin's topic in Multiplayer Networking
You can lock at a certain version by uploading that versions server jar file and using it as a custom version. It doesn't really help with the problem that bukkit isn't supported yet though. I don't think we should roll back versions either, I think all the stained glass would disappear.