|Hooker - 2015-02-08 |
Is that it? It's a neat feature that you could put into a game, but it's hard to call this an actual game.
Mr. Purple Cat Esq.
If you want to be pedantic you could say games like this are 'digital toys'. I think that is just a trivial matter of semantics but more importanty I feel that sandbox games like Minecraft, Kerbal Space Program, and Infinifactory are not just some of the best games ever made but they also pre-eminently embrace what it *is* to be a computer game (rather than some other media format)
ie. they are not trying to be like films, what happens in them is truly driven by the players imagination and creativity and the player is not subject to arbitrary restrictions.
Mr. Purple Cat Esq.
I havent played besiege btw. But after seeing this I am about to!
Think of it as Kerbal Space Program, where the line between success and failure is hard to find, even though it's on fire, because everything else is, too.
Lego isn't a game...
Mr. Purple Cat Esq.
@Gmork Tell me more, I'm a game developer!
I made this thing.
Wow, I am genuinely impressed Mr. Purple Cat Esq.! This is honestly some of the best fluid dynamics I've seen since From Dust (Although I realize their implementation was 3d and in a different manner).
Kudos on the liquid metal and magma.. and the displacement of the water is superb. You've definitely got something there. I haven't messed around with unity myself, but I hear its wonderful for 2d and sprite-based games.
I can't wait to see someone use your plugin in a full-fledged game!
I recently got into the Unreal 4 Development kit, it's a pretty nice deal for a 20 dollar a month subscription. Their tech support is amazing and they actually have people whose sole job is to help you realize the vision for your game (within reason).
Also, you can sell anything you make with it, and the deal is you pay about 15-25% royalties (I forget the figure, but it was incredibly reasonable).
MAKE IT HAPPEN!!!!!!!!!
Like, a sort of physics/ puzzle game, a la Where's My Water or somesuch. You're a Wolf, and you've got to piss on something - a patch of grass, somebody's mouth, an enemy wolf - only there's a whole bunch of crazy obstacles between your wolf dong and the thing that must be pissed on. To add to the challenge, other liquids and potential-contaminant particles (water, sand, blood) are littered around the map, and bonus points are awarded based on how pure the urine is by the time it reaches your target.
I would buy the shit out of something like that.
Just make a game that's like happy wheels but is actually stable and cared for by its creator. One with the ability to MAKE the things EvilHomer is talking about happen but ALSO allow it to be an insane physics playground for all the other neat things the engine can do!
Mr. Purple Cat Esq.
I didnt actually write the physics engine though. Its an open source project called liquidfun. I wrote an API layer for it to talk to unity (not trivial as this involves passing lots of stuff back and forth between C# scripts in unity and the C++ library itself) the rendering stuff and GUI stuff for the unity editor so people can make stuff with it easily.
Using the unity editor with our asset pretty much equates to the playground you were describing.
I've never done anything in Unreal (unless making levels for the original unreal game counts?) I'm curious about it. It seems Unity and Unreal are the two serious contenders for universal game engines atm. Unity introduced more stuff to make making 2d games easier about a year ago, and recently had an update with a really awesome and fast UI system though really it is a 3d engine at heart. Its weird that you tend to see more 'fancy graphics' AAA games on unreal and more indie fare on unity. Ive seen some tech demos in unity with super fancy graphics so you could do that if you wanted. Maybe they are designed for different worklows? Unity is designed for 1 person or a small team and Unreal is designed for large teams? I dont know though as I have no experience of Unreal for comparison.
Things about unity I like are that it seems to perform extremely well on all the platforms (way better than unreal in my experience) also you really can build to pretty much any platform with one click, and making games in its editor is extremely fast, also you can extend the editor as if it were a unity game almost and write GUI tools for your team to make the game. You can use the free version for free (and sell your game with no penalty) but the pro version (which has render textures and a few other things) is per month and another each for Android pro and iOS pro for example. Also their support is pretty much non existant. The actual developers remain completely stum and there isnt really any way to get support (unless you want to pay through the nose) You're reliant on the community and stack overflow, also I've discovered a few 'secret' undocumented things which would have saved me time if they had been documented.
If I knew Unity better I'd be able to answer the question about why people choose one over the other. My guess is, since both can achieve very slick graphical output, maybe the UDK is better set-up for games with heavy multiplayer?
|EvilHomer - 2015-02-08 |
Please tell me this isn't going to be one of those "early access" / permanent-alpha conceptware games. The idea sounds great, but the cynic in me can't help but envision that, four years from now, the developers will be millionaires and the game itself will look just as unpolished as it does now. Only difference will be that maybe they'll have added some holiday skins or a new playable race of space cowboys.
1. It is an alpha game, yes.
2. What it gives you to play with IS pretty fun, but if it's not for you, then don't buy it.
3. If you DO buy it, it's a whole 7 bucks.
7 bucks is about .50 more than you should be paying for an alpha. If they've got a demo or a Skidrow version, I might try that, but the early-access trend has really got to fracking stop, particularly for new and untested developers. Pay now, get the game maybe never?
Alternately, buy Assassin's Creed and get the game definitely never?
Early Access is a lot like Kickstarter. If I buy into an early access game, I do so because what I see is worth it thus far (and Besiege fits that bill), and I want them to make more of this game.
It's worked well for Minecraft, so-so for Starbound, and this one is 7 dollars worth of fun as it stands.
I can see if someone goes off buying Early Access games willy-nilly, of COURSE they're going to get burned. Can you show us where one of these games touched you inappropriately?
SPK, there's no reason for you to get rude or defensive. *You're* not to blame for shitty early-access games ruining the indie gaming scene, so please don't think I'm making a personal attack here.
So far, the only title that's used an early-access scheme and not resulted in the developers getting lazy and dropping development of the game once they realized there was no longer any financial incentive to finish their product, was the original one: Minecraft. Actually, that's not entirely true - Minecraft *was* largely abandoned by it's developer once he realized that there was no longer any incentive to finish his product, but at least in Minecraft's case, you had a) a large community of modders ready and eager to pick up the slack, b) no prior empirical knowledge of what the business model was going to lead to, and c) a substantial, immersive game already. Judging by the preview video, that does not appear to be the case here. You've got some neat physics, some neat building... and a small handful of pre-programmed tasks to accomplish on levels that are devoid of almost everything. Would Minecraft be worth all the love it gets, if all it was, was a big white room with three blocks to move around?
Now you can feel free to blow your money on a game that may never actually be released, all for the privilege of paying game companies to do something that game companies used to pay you to do for them (testing). Lord knows, layaway exists for a reason, and if the fedora crowd wants to get in on the sort of prepayment fun that's historically been reserved for desperate rednecks, then Godbear bless 'em. All I'm saying is, as an informed consumer, it might be nice to know where in all the bollocks this particular game lies.
When it goes beta, or when Paradox picks the title up, then maybe I'll pay for it.
I'm not sure where you got the idea that Minecraft was ever abandoned. Just look at the official changelog on their site. It's been in constant development and continues to be developed, even under its new Microsoft owners. Notch left, but Jeb, Dinnerbone and others are still employed and trucking along. AND it's still moddable, so there's that, too. I've seen you be wrong on things before, but this one's pretty up-is-down wrong.
Preordering is a little different, since that is, indeed, the promise of a game to be finished and shipped by a certain date. Those have been going out broken and bug-filled (Ubisoft) when the studio is (in theory) completely funded and full of pros.
The "layaway" comment is odd to me. Are you saying you pay now for a beta version and then you have to pay more for the finished version? Most of the time, part of the reason you get into early access is so that you pay less up front and get all of the updates through the game's completion. Minecraft also worked that way, and as far as I know, that's usually the MO for most early access games.
But it's still caveat emptor, which, again, I'd say is worth it for Besiege, if you like physics-oriented mayhem.
|Old_Zircon - 2015-02-08 |
Stars for the ending.
|Nominal - 2015-02-09 |
That first one is straight out of Caligula.
|Jet Bin Fever - 2015-02-11 |
Part 2 is really great too. Mariobot, deathtrapbot, and Suicidebot all make it worth watching.
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