Work Blog - JeffR

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Duion
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by Duion » Sun Jul 15, 2018 9:42 pm
There is lot of Unity games made using plugins and game templates by people that don't know anything about coding, and hundred mobile games also made without any coding.
It looks like you are not very aware of Unity vast possibilities
A game using "plugins" and "game templates" that is made without any coding is called an "asset flip".
Yes, if you quickly want to make lots of mobile "games" without any efford and scam money out of people Unity seems to be your best choice.
Razer
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by Razer » Sun Jul 15, 2018 10:36 pm
There is lot of Unity games made using plugins and game templates by people that don't know anything about coding, and hundred mobile games also made without any coding.
It looks like you are not very aware of Unity vast possibilities
A game using "plugins" and "game templates" that is made without any coding is called an "asset flip".
Yes, if you quickly want to make lots of mobile "games" without any efford and scam money out of people Unity seems to be your best choice.
Nope.
You mean fps creator or rpgmaker are asset flippers ?

When you change almost nothing and sell the game template as a game, it's an asset flip.
When there is lot of work to change all art or cutomize scripts making the game template almost no more recognizable, it's not an asset flip.

I have some insight within some games made by indies and i tried their sort of pre alpha demos, after they told me what plugins or templates they used, i was very surprised how far they could customize or push some plugins and game templates to get such great games.
Without those templates their game would not have been possible, game templates are a very huge boost to start making your own game , every major 3D engine has default game templates for free and directly included as starting point to make your game.
Why loosing time re inventing the wheel ?
JeffR
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by JeffR » Mon Jul 16, 2018 4:19 am
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Razer

At this point, I'm not even sure what your point is.
Azaezel
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by Azaezel » Mon Jul 16, 2018 5:38 am
Pretty sure he's referring to stuff like the old racing game vs fps type deal we'd discussed as wanting to do as part of the template refactor. Is that something you would want to assist with speeding along, @
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Razer
, or another feature request?
JeffR
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by JeffR » Mon Jul 16, 2018 5:47 am
Oh, dang it people did some replies when i went to post. heh.

Ok, so this discussion originally started with talk about engine-side contributions. If you were trying to discuss having a solid launch-off point so people focusing on doing a game rather than engine work can get on with that, then sure, I complete agree.

I've made mention in here that what I want is to have a series of Rapid Prototype Kits - basically micro demos of assets to fufill a basic gameplay mechanic or whatnot that you could take a few, drop them in and use it as a starting point to build the actual unique elements of your game upon. It's definitely a good thing to have plenty of those workable bits for people to jumpstart on, or skip having to re-implement a common gameplay mechanism over and over every time like say reloading a gun.
Duion
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by Duion » Mon Jul 16, 2018 10:19 am
It is simply a marketing lie to claim people can make games without any skills.

Sure you can make it so easy anyone can produce something, but that does not improve the situation at all, from my experience in level design, as the level editors got easier, the quality of levels designed dropped rapidly, we have the same with games.

And to my opinion game engines and templates are the same, for example with Torque the template first helped me greatly, but after some time it hindered me, since I did not build the foundation and therefore did not know how it worked, so I had to learn how to make the engine work without template later anyway.

Same with "sample" art assets, the Torque demos are of such high quality since they are made by professionals, that almost no hobby developer will ever reach that quality himself.

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JeffR

So I think the idea of having Rapid Prototype kits is a good thing, but don't start making super complex templates or too good "sample" assets, otherwise most people will never achieve anything better on their own as I described with the Torque demos.
However I still do not think having those super better templates will help anything in making Torque3D more popular, almost the only thing that increases popularity is marketing, you have to advertise first, then deliver something later, on the other hand when you create a product where there is no market nothing will happen.
JeffR
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by JeffR » Mon Jul 16, 2018 3:50 pm
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Duion

Oh yeah, for sure. The RPKs would absolutely not be full demos with fancy polish or anything.

I did figure on some larger-scale ones that act as a baseline for a general gameplay style(similar to how the full template acts like a basic FPS deathmatch shooter) but it obviously wouldn't be intended as a stand-in for a full project.

The RPKs would be fully design and intended to act as a foundation for people to jump past the really common things so they can work on THEIR actual gameplay. Never figured them to be fully polished fancy demos or anything like that.
damik
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by damik » Fri Aug 10, 2018 12:29 pm
JeffR
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by JeffR » Mon Aug 13, 2018 4:37 pm
Ah, yeah, I've seen some similar techniques before. That one does look to produce some pretty nice results. Main thing for the horizon/hemisphere sampling techniques is they can be a little expensive but if works in PoE it's probably pretty efficient.

Good find :D
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