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Re: X4: Foundations - Continuation of the X Universe

The development has had its (usual) share of quality assurance issues. The where problems popping up all over the place. Something normal testing should have found easily. It feels like they hack in a feature, and then hope for the best. (cowboy programming I would call that) Also moving to Vulkan d...

Re: Random

Ooooooh. That is nice -- seeing these immediately makes me want to get down in there and start exploring. Some quick (and maybe inaccurate) thoughts: 1. Do you use a "biome" concept? I see what look like broadleaf (deciduous) and conifers mixed together, which feels a little off (at least from a "h...

Re: Random

Wrote a world generator tool for 7 Days to Die, as a replacement for the buildin RWG world generator. It offers customization options for the maps and building placement, and uses a different aproach on generating the random terrain. (7DtD uses layered noise functions, I use prepared terrain stamps,...

Re: Mass Effect: Andromeda

Oh well, the Reviews for Anthem come in, placing the the "ultimate" game from Bioware around the 60% mark. Maybe Andromeda was not so bad after all... compared to what else they can currently pull off. Lets see if Anthem sells, and Bioware survives 2019... But whoever wrote the story for Anthem bett...

Re: Generation Ship

Unity pretty much covers the range from basic newbie development up to serious mid-size commercial teams. (7days to die, Empyrion, Stellaris just to name a few) I would estimate 1 to 3 month time investment for an already experienced programmer to get productive with it. (after dabbeling with some ...

Re: Generation Ship

Given the time invested into making a game, for that budget, the amount of actual game-content created, and also the visual quality that can be archived ... I would certainly suggest Unity here. There is also the option to switch to either a desktop, WebGL-browser or even mobile version of the game ...

Re: Generation Ship

To make the journey be some more dynamic, and not just contained within that one ship, I would have the trip have planned stops at stellar bodies along the way. (rogue cold planets, solar systems, comets) Here the crew can mine resources, depending on a gained mining-tech level. Explore the location...

Re: Generation Ship

On that topic: researchers calculated, that the minimum viable population would be around 160. (with normal procreation) https://www.newscientist.com/article/dn1936-magic-number-for-space-pioneers-calculated/ -> but that would generate a lot of social conflict. There certainly would be no "love marr...

Re: Procedural Greeble

I think, especially in a game, where the player can spend time investigating the world and structures within it (in contrast to a movie scene with a precrafted short visual impression), its important also to get details interesting ... or abstract them away by using an appropriate artstyle. If eleme...

Re: Procedural Greeble

I like Greeble in spaceship design, especially if it looks somewhat like functional components, not just random boxes. Also a variation between more plain and very populated section of the structure., and not just an even distribution. http://crongame.com/screenshots/spacegameAmbiance.png http://cro...

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