Forged Alliance Forever Forged Alliance Forever Forums 2018-05-30T09:20:40+02:00 /feed.php?f=39&t=14491 2017-06-17T16:20:15+02:00 2017-06-17T16:20:15+02:00 /viewtopic.php?t=14491&p=150874#p150874 <![CDATA[Re: Game developement]]> Statistics: Posted by JJ173 — 17 Jun 2017, 16:20


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2017-05-27T12:06:55+02:00 2017-05-27T12:06:55+02:00 /viewtopic.php?t=14491&p=149688#p149688 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
biass wrote:
what i think you're trying to model on the bottom of the grip is a ranger plate?

Spoiler: show
Image


they either A: raise your barrel back up to the direction you were looking at standing (one you hit the floor)
or B: make it easier to draw from your plate/rig/bandolier/whatever when reloading

they're popular in games but like, why would it be on the grip, do magazines load in the grip? (they dont, the stock has a place to enter mags apparently)


no, it was a bullpup rifle but without magzine.

Deleted this trash model.

Statistics: Posted by Masyaka — 27 May 2017, 12:06


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2018-05-30T09:14:23+02:00 2017-05-27T12:04:17+02:00 /viewtopic.php?t=14491&p=149687#p149687 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
AdmiralZeech wrote:
Just looked at your GDD, out of curiosity.

You don't talk about gameplay mechanics at all, which seems to mean the gameplay is just "generic FPS." I would find it much more interesting if you thought more about customisations that can give unique gameplay. Currently you seem to only talk about minor stat changes like run speed, bullet spread, health etc.

This means that the main uniqueness of your game is the weapon and player customisation system.

However, all the customisation is done outside of the match, by creating builds and grinding for parts. This means some players will start the match with an advantage? So even though it's not P2W, it might be grind-to-win, and also Build Wars.

If you say that the customisation options don't improve your power very much, then it becomes somewhat boring then, since you just customise for fashion.

It's an impossible dilemma, which is why there hasn't been any serious competitive games with RPG customisation systems.

Of course, if your game is not intended to be competitive, then that's fine.



Assembly system doesnt upgrade your weapon, it just massively changes its role. It's for production cost optimization and that badass customization system. Yes it's very like for just the fashion, but using the system its possible to create many kinds of weapons using just 9 bases.

Statistics: Posted by Masyaka — 27 May 2017, 12:04


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2017-05-24T13:13:26+02:00 2017-05-24T13:13:26+02:00 /viewtopic.php?t=14491&p=149535#p149535 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
Spoiler: show
Image


they either A: raise your barrel back up to the direction you were looking at standing (one you hit the floor)
or B: make it easier to draw from your plate/rig/bandolier/whatever when reloading

they're popular in games but like, why would it be on the grip, do magazines load in the grip? (they dont, the stock has a place to enter mags apparently)

Statistics: Posted by biass — 24 May 2017, 13:13


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2017-05-24T12:52:46+02:00 2017-05-24T12:52:46+02:00 /viewtopic.php?t=14491&p=149534#p149534 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
You don't talk about gameplay mechanics at all, which seems to mean the gameplay is just "generic FPS." I would find it much more interesting if you thought more about customisations that can give unique gameplay. Currently you seem to only talk about minor stat changes like run speed, bullet spread, health etc.

This means that the main uniqueness of your game is the weapon and player customisation system.

However, all the customisation is done outside of the match, by creating builds and grinding for parts. This means some players will start the match with an advantage? So even though it's not P2W, it might be grind-to-win, and also Build Wars.

If you say that the customisation options don't improve your power very much, then it becomes somewhat boring then, since you just customise for fashion.

It's an impossible dilemma, which is why there hasn't been any serious competitive games with RPG customisation systems.

Of course, if your game is not intended to be competitive, then that's fine.

Statistics: Posted by AdmiralZeech — 24 May 2017, 12:52


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2017-05-20T16:54:04+02:00 2017-05-20T16:54:04+02:00 /viewtopic.php?t=14491&p=149277#p149277 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
biass wrote:
You model? you have some examples of your work?


Just updated thread with combination of starter parts. Ugly, but maybe resizing them in-game would help.

Statistics: Posted by Masyaka — 20 May 2017, 16:54


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2018-05-30T09:09:56+02:00 2017-05-12T16:01:32+02:00 /viewtopic.php?t=14491&p=148475#p148475 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> Statistics: Posted by Masyaka — 12 May 2017, 16:01


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2017-05-12T15:25:25+02:00 2017-05-12T15:25:25+02:00 /viewtopic.php?t=14491&p=148470#p148470 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
Masyaka wrote:
biass wrote:what the deal with this http://imgur.com/a/CsA52


You dont like this? I was too lasy to make this wep look good.


why would there be a knife there ? Looks like it's designed to cut the user's fingers off

Statistics: Posted by Zoram — 12 May 2017, 15:25


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2018-05-30T09:09:44+02:00 2017-05-12T14:25:04+02:00 /viewtopic.php?t=14491&p=148461#p148461 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> Statistics: Posted by Masyaka — 12 May 2017, 14:25


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2017-05-09T11:12:21+02:00 2017-05-09T11:12:21+02:00 /viewtopic.php?t=14491&p=148234#p148234 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> http://imgur.com/a/CsA52

Statistics: Posted by biass — 09 May 2017, 11:12


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2017-05-09T10:56:17+02:00 2017-05-09T10:56:17+02:00 /viewtopic.php?t=14491&p=148233#p148233 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> Statistics: Posted by Masyaka — 09 May 2017, 10:56


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2018-05-30T09:20:40+02:00 2017-05-08T14:38:19+02:00 /viewtopic.php?t=14491&p=148094#p148094 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> Statistics: Posted by Masyaka — 08 May 2017, 14:38


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2017-05-08T08:09:27+02:00 2017-05-08T08:09:27+02:00 /viewtopic.php?t=14491&p=148072#p148072 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> Statistics: Posted by biass — 08 May 2017, 08:09


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2018-05-30T09:20:21+02:00 2017-05-08T07:47:43+02:00 /viewtopic.php?t=14491&p=148070#p148070 <![CDATA[Re: A job for a c++ coder who has nothing to do]]> Statistics: Posted by Masyaka — 08 May 2017, 07:47


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2017-05-08T05:42:26+02:00 2017-05-08T05:42:26+02:00 /viewtopic.php?t=14491&p=148068#p148068 <![CDATA[Re: A job for a c++ coder who has nothing to do]]>
You should learn enough UE4 in order to get something that can run around a level.
Then make a really nice level, a gun or two, etc, to show off your skills.
Possibly you need to have a game design document with your game rules, ideas, etc.

Once everything is ready and just needs some code, people are more likely to be interested.

Statistics: Posted by AdmiralZeech — 08 May 2017, 05:42


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