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 Post subject: Re: [Game] Scavenger
PostPosted: Tue Jul 24, 2018 8:23 am 
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It does look very good, congratulation !


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 Post subject: Re: [Game] Scavenger
PostPosted: Tue Jul 24, 2018 12:56 pm 
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Looks terrific. Big thumbs up! Good luck with the sales!

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 Post subject: Re: [Game] Scavenger
PostPosted: Tue Jul 24, 2018 3:48 pm 
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Looks very good.
How did you created the levels? Used your own editor?

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 Post subject: Re: [Game] Scavenger
PostPosted: Wed Jul 25, 2018 3:02 am 
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Saboteur wrote:
Looks very good.
How did you created the levels? Used your own editor?


Thanks, everyone!

I never really had a level editor in this project.

The planet maps are procedurally generated. I wrote a program that makes the terrain and builds a series of mesh tiles of it at different LOD levels. It makes maps by layering a lot of random generators together.

A neat trick for building good looking yet navigable maps is to start with a fuzzy voronoi field - that gives you something like shattered glass with large directional features in it. Make those edges be the obstructions. That isn't navigable at all, yet - it's all isolated islands. So, then -subtract- a different fuzzy voronoi field from that, so that the web of new edges make passes through the obstacles you created in the first pass above. It'll be mostly interconnected, but with wandering indirect paths through it.

The ship was designed directly on graph paper, and then in the 3D modelling program I use. I divided it into rooms by hand, and then hide the meshes you can't see based on what room you are in - the map was small enough that I could basically hard code that vis table by hand.


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 Post subject: Re: [Game] Scavenger
PostPosted: Wed Jul 25, 2018 11:31 am 
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Awesome work!


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 Post subject: Re: [Game] Scavenger
PostPosted: Wed Jul 25, 2018 12:03 pm 
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Hi

Could you tell us the reason why GOG declined your game?

neuronic


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 Post subject: Re: [Game] Scavenger
PostPosted: Wed Jul 25, 2018 4:41 pm 
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neuronic wrote:
Hi

Could you tell us the reason why GOG declined your game?

neuronic


GOG requests that I not share that, or I would.

Some other developers, of "Krum - Edge of Darkness", "The Hungry Mouse", "Gnomes vs Fairies: Greckel's Quest", and "Jetpack" for instance, have disregarded that request.

GOG aims to run a curated store, and they are entirely allowed to pick and choose what they want to carry - there's times that's frustrating, but Steam's current extremely open door policy is also at times frustrating. I think that there's no perfect way to run a store - the GOG approach declines a lot of games that some people would have bought, and the Steam approach ends up including a lot of junk.


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 Post subject: Re: [Game] Scavenger
PostPosted: Wed Jul 25, 2018 8:19 pm 
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Nice!

Most people don't know asset creation is way harder than programming, and that's before even factoring voice production and voice animation... These days you don't even need to program, but animation, modeling, and texturing is still like it was decades ago..

I got so annoyed with broken blender exporters, blender ui/ux(even though I basically mastered it), and complete lack of format support under better tools like zbrush, that I've been avoiding it for the better part of a decade.. MakeHuman is pretty much the only innovation I've seen in the 3D world in terms of tooling. You're one of the rare few who can't just pay 3D artists that tolerate it long enough to get somewhere with a game design.

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 Post subject: Re: [Game] Scavenger
PostPosted: Thu Jul 26, 2018 8:36 am 
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Looks awesome, purchased :-)


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 Post subject: Re: [Game] Scavenger
PostPosted: Sat Jul 28, 2018 9:14 am 
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Good work, i like it.


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 Post subject: Re: [Game] Scavenger
PostPosted: Fri Aug 10, 2018 3:11 pm 
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Awesome work! Well done!

Do you have a demo available?

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 Post subject: Re: [Game] Scavenger
PostPosted: Fri Aug 10, 2018 4:00 pm 
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dman wrote:
Awesome work! Well done!

Do you have a demo available?


Thanks!

Re: demo - I did not write one. Steam has got a for-any-reason automatic refund policy, so long as you're under 2 hours of playtime and 2 weeks of ownership, and I've found that a lot of people use that for evaluation.


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 Post subject: Re: [Game] Scavenger
PostPosted: Wed Aug 29, 2018 11:26 am 
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Congratulations :!:
Great work!

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 Post subject: Re: [Game] Scavenger
PostPosted: Fri Sep 21, 2018 6:58 am 
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Indeed it looks like the biggest game ever created with PB. Impressive!

Would be very cool to know a bit more about the technical. I suppose you created all your libraries? (that is, apart from the ones PB provides obviously)

How did you organize your code for such a project?

What was the most frustrating things you encountered (about PB and how it could be improved)?

Did you finally manage to fully solve the false positive problem?


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 Post subject: Re: [Game] Scavenger
PostPosted: Fri Sep 21, 2018 7:23 am 
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Joubarbe wrote:
Did you finally manage to fully solve the false positive problem?

Yes, this is the big question. :)


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