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Bonk

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Posts posted by Bonk

  1. @gobbez:

    > a middle level cap (from 120 to 150)

    That's your idea of a mid-point? What do you think is a high level cap?

    The general formula for levelling sounds good, but I think 150 might be too far, especially when you think RuneScape is 126 and that's when people are super-obsessed with it.
  2. @JeffSventora:

    > teapot

    I've always wondered why 3Ds Max left that in the primitives…

    Anyway, that's if you're going into programming and the like. I muchly prefer graphical work with Photoshop to anything in programming or modelling.
  3. Well it doesn't need to be realistic. It just looks like quite a light-hearted, fun game and you could ruin it by trying to make it coherant with real paintball.

    I like the duality of a backpack/inventory and a team marker.

    Will items (Like paintball types, grenades, guns) be selected via a hotbar?
  4. Exactly. Being 19 and being grouped with all the 13-16 year olds the communtiy is mostly made of seems slightly nonsensical.

    Is there a particular reason, or are you just looking into the demographics of Eclipse?
  5. A high-ish level cap and easy levels.

    If you push your game into the mainstream then people are most likely going to get bored trying to level up and quit.

    Games with difficult levels and low level caps rarely provide good combat and if you have someone that trains 24/7 then they'll get bored after reaching your low limit.
  6. Make sure they're all in .bmp format, and make sure you save it as .bmp, don't just rename the file. You should read the tutorial on adding graphics, too. Have a read through [this](http://www.touchofdeathforums.com/smf/index.php/topic,68363.msg736616.html#msg736616) before you do anything. You might want to read the rest of the tutorials, too. They're rather very useful.
  7. Games development. If you don't mind doing another College course beforehand, there's courses on games development that will prepare you for the University course so you can get a foot in the door (I'm doing one right now).

    There's a lot of assignments, but if you like 3D modelling and you put the work in, you won't find it difficult. It also might be a good idea to find out what software they use so you can get some experience in it. I'm using 3Ds Max, Mudbox and Maya for 3D modelling, UDK, Unity and Game Maker for engines and Bamboo tablets for use with Photoshop. That's pretty much the standard kit.

    The course I'm taking right now involves a break-down for 3D Modelling Lessons, Digital Graphics, Storyline and Character Development, Industry Studies and Life Drawing. Each individiual lesson tends to interlace for your assignments which can end up with some good results.

    Games Design is more interesting for the course content, but jobs can be difficult to find. Try Gamasutra and Edge Magazine for job listings and keep up to date with news.

    It's really a case of staying at pace with the industry whilst acknowledging the mistakes of the past. If you can identify the common pitfalls and traps, then you'll fly through. Just keep your work original, otherwise you'll end up working on a FPS like most of my classmates. And another generic FPS is all the World needs, really.
  8. Yep.

    And the fact that anything good made by those with talent would be messed up by those who don't know what they're doing. When you water it down to the people you really need, then you just have your average EO project team. Plus I doubt EO could handle 36K admins working away at it.

    The idea of the community working away on something together sounds good, but in truth there'd be too many arguments. Eclipse is pretty judgemental, rude and egotistical in the right circumstances (Most circumstances, really), but if you research before asking, you're productive and you're not rude or anything, you should be fine.

    Soo… Enjoy your stay?
  9. @Alison:

    > That makes no sense. If you don't know how to program and you want to make a game you have to find a programmer to do the work for you or with you. That's why games with a team of 1 person alone usually don't end out to well. Unless the person is an expert in all the areas of game development. you rarely see someone like that.

    It makes every sense.

    If you applied for a job as a level designer using UDK, no-one would expect you to be able to program or script in UDK because that's not their job. Just like if I got a job as a pixel artist on someone's project. I'm not the one programming the game, so I'm not expected to understand it.

    @Alison:

    > You can't really call it small.

    He means it's meant for small-scale games.
  10. Well, no.

    I've said this many times, but it doesn't click for me. I cannot make head nor tail of any of it despite looking through the scope of tutorials abundant on the internet.

    As for not working with an engine, do you really think everyone in the computer games industry understands how to program the engine they're using? Of course they don't. Which leaves us right at square one.
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