tag:blogger.com,1999:blog-11758224.post6914673725408188250..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Games as WafflesCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-11758224.post-29487378484738766032014-01-18T05:14:13.879-08:002014-01-18T05:14:13.879-08:00If I had a say in the matter I'd vote for fini...If I had a say in the matter I'd vote for finishing the mech game you posted a series on. I'm exploring a few options on how to fix the performance drop since unity update right now. It's been very helpful to see your approach to terrain generation (there are a few minecraft starter packs floating about but most of them are extremely cluttered). I'd say it's still worth the effort to finish.Scorpiohttps://www.blogger.com/profile/06010214749479251472noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-24335636153948634162014-01-17T20:19:56.176-08:002014-01-17T20:19:56.176-08:00I'm exploring some areas further afield from m...I'm exploring some areas further afield from my standard approach.<br /><br />The thing is, I don't think the art half of the game has to take away from the gameplay, or visa-versa.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-34161640859300031262014-01-17T18:51:39.154-08:002014-01-17T18:51:39.154-08:00Great post on game design! I have to agree that vi...Great post on game design! I have to agree that visuals play a big role in immersion and that in turn reflects on the quality of the experience. I'd debate the weight of arts in the grand scheme of things tho. As much as it is fun to see AAA CG It's my opinion that the industry nowadays has forgotten that gameplay should be about.. well... playing. You mentioned games being linear and I agree. It would seem that art has taken precedence over the substance of gaming and turned most modern games into a "null skill interactive movie". Think about the most popular FPS series out there. If one were to strip the high vertices (pun intended) count to the level of what it was when say the second of third installment was the most current we'd notice a stagnation in gameplay mechanics. To make things worse that is the best case scenario. Dollars to donuts we'd see a decline in level complexity and the options available to the player when tackling certain situations. <br /><br />I've discussed this issue with a number of people trying to figure out why it's being done that way and the only sane reason we've found each time is that the CEOs think gamers are more and more brain-dead. Sure, one might argue that giving the player more of the aforementioned would cost more - very true - yet it would boost the quality and (if done well) also add immensely to the replay value. It is my opinion that is a mainstream company can't do it right they should not be doing it at all because if it was possible and has been done in games targeted at the 400MHz CPU it surely can be done now with the strides that were made to ensure that gamdev is more fun less pain. I dunno about You - reader/gamer/dev but I'd rather play a game with 16x16 visuals but offering depth and meaningful choices than a guided tour of just how many polygons my GPU can handle. More often then not one that is refusing to push back when shoved. I ask you all: Where is the sense of accomplishment in taking a kids lunch? Sure, a challenging game can be frustrating at times but the warm fuzzy feeling of conquering that obstacle is well worth it in my humble opinion. That goes for both making games and playing them regardless of your skill level. Too hard? Start small. The "Insane" difficulty was never meant for newcomers. You gotta earn your wings. <br /><br />As far as the kerbal lean vs mean design goes it's all a matter of why you choose to play. A V12 engine sounds sweet but don't expect it to run on a drop. <br /><br />Cheers and happy coding/gaming.Scorpiohttps://www.blogger.com/profile/06010214749479251472noreply@blogger.com