I know how you played them. It's how I still play them now because I turn that shit off: you played them with hands that weren't numb from the controller using its immersion breaking rumbling way too much. I'm just trying to figure out why this fad of vibrating controllers ruining immersion hasn't died yet. It shouldn't have made it into PS2/GameCube/Xbox, and yet it also got into PS3/Wii/360, and now it's getting into WiiU. Augh. They should at least default it to off so those who want that rubbish have to turn it on. Options should not be set to "make games suck a bit" by default so that I have to go change them to "make the games not suck".Bayushi_Kouya said:I agree. Before the vibration of dualshock controllers, I wonder how I played FPSes (I don't much now, but I like the clatter when I do).
You said a key phrase there though: "too much".mjc0961 said:you played them with hands that weren't numb from the controller using its immersion breaking rumbling way too much.
I hate to get all 'when I was a lad' on you, but that's how we used to do things. My first few games were purely me. And then the NES came along and I had the luxury of having an artist alongside me.... I still had to do everything else though. Ah, those were the days.... ;-)captainjackofms said:People don't always appreciate all the little things, but it's worse when the developers don't. You have to really study everything about a game to get the full effect. I wanna be a game developer, but so far it's been daunting. Right now I'm a crew of one man doing the programming, graphics, and sound all together. Not easy....
Oh I enjoy it all (maybe programming the least), but it can still provide a challenge. I started working with game maker to work on the programming, majored in art and graphic design to work on my artistic skills, and have been in various bands and worked with music programs to work on creating my own sound. The idea's are plentiful, but it's the time and resources that take a toll.DiamanteGeeza said:I hate to get all 'when I was a lad' on you, but that's how we used to do things. My first few games were purely me. And then the NES came along and I had the luxury of having an artist alongside me.... I still had to do everything else though. Ah, those were the days.... ;-)captainjackofms said:People don't always appreciate all the little things, but it's worse when the developers don't. You have to really study everything about a game to get the full effect. I wanna be a game developer, but so far it's been daunting. Right now I'm a crew of one man doing the programming, graphics, and sound all together. Not easy....
Seriously, though... it will actually be very beneficial to you to learn all disciplines so that you understand and appreciate them (even if you don't enjoy, say, the audio portion of it). The industry today is full of people from 'game development courses' (ugh) who have narrowly focused on one discipline and, even worse, a subset of a discipline - an example being a programmer who has *only* focused on shaders, and can't really do much else. A person like that is of limited value to my team.
Sure... DM me with your questions - I'm happy to help if I can.captainjackofms said:Oh I enjoy it all (maybe programming the least), but it can still provide a challenge. I started working with game maker to work on the programming, majored in art and graphic design to work on my artistic skills, and have been in various bands and worked with music programs to work on creating my own sound. The idea's are plentiful, but it's the time and resources that take a toll.DiamanteGeeza said:I hate to get all 'when I was a lad' on you, but that's how we used to do things. My first few games were purely me. And then the NES came along and I had the luxury of having an artist alongside me.... I still had to do everything else though. Ah, those were the days.... ;-)captainjackofms said:People don't always appreciate all the little things, but it's worse when the developers don't. You have to really study everything about a game to get the full effect. I wanna be a game developer, but so far it's been daunting. Right now I'm a crew of one man doing the programming, graphics, and sound all together. Not easy....
Seriously, though... it will actually be very beneficial to you to learn all disciplines so that you understand and appreciate them (even if you don't enjoy, say, the audio portion of it). The industry today is full of people from 'game development courses' (ugh) who have narrowly focused on one discipline and, even worse, a subset of a discipline - an example being a programmer who has *only* focused on shaders, and can't really do much else. A person like that is of limited value to my team.
What I'm very interested in is that you've been working on games for awhile, and if I could I'd like to talk to you sometime to ask advice. Though in this industry, you normally have to charge for that, so I won't be surprised if that is answered with a no.
Have to say I agree here. In the end for Oblivion I made an on touch spell that dealt 100 points of damage in every area (Frire, Frost, Thunder etc..) purely since if its going to feel like I'm massaging the enemy to death it might as well look like it.Phlakes said:EDIT: Also, swords in Oblivion feel terrible. There's no force behind those swings and enemies usually have no reaction. The only thing that makes heavier weapon better is the impact sound. Bows on the other hand, one-shotting someone with an arrow feels amazing. It would be better if the physics sucked less.