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Calum.McManus

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Calum.McManus last won the day on March 13 2015

Calum.McManus had the most liked content!

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About Calum.McManus

  • Rank
    Professional Programmer
  • Birthday 05/13/1996

Profile Information

  • Gender
    Male
  • Location:
    Bedfordshire
  • Interests
    Programming(C#, C++ and Java), OpenGL, Direct X and Vulcan (Working on my own Graphics Engine for my final university project), music, guitar

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  1. I guess this works, but using IMGUI at run-time is a real liability on performance, even the head of having an empty OnGUI function in your project can cause a huge overhead. The effect can be done with either post-processing or even better simply with uGUI Images scaled to the screen width would be easier to make and also not have the excessive consumption of the processor. I once was working on a mobile game and simply putting on an IMGUI FPS counter docked the fps by 45 This is before we think about the overhead of creating a new Texture every time OnGUI is called.
  2. I don't think any game uses live updates for viewing player information, you would just call the current data and display it and then players would have to re-open the page to see new updates. Overwatch is a good example, it takes about 2/3 minutes to update stats based on a game you just played. If anything forcing update while the person is looking at them might be seen a glitch/bug.
  3. "If someone doesn't have time to make the level design, how is that person expect to be successful in game development?" This, I for one do not have time for level design, I am a programmer and at work the artist do the design and when making person pieces for a portfolio I will in most cases use free pre-built maps as the only thing I care about showing off is my programming skills. For all I care the map could be a scaled cube but some extra detail never hurt. I simply thought it was a bit of a false statement as me and many other programmers, Animators and other professions simply don't have time for something outside of our profession yet I have been working in the games industry making commercial products since I was 17, so without ever having time for level design, I think I am doing pretty damn well.
  4. Although I agree the quality of this is lacking I don't think you need to be so harsh. If you are a programmer by trade, you could go your whole life never doing any form of level design or making any artistic decisions and be a senior/lead programmer as a AAA company. The real people who don't get far are those who think they can or try to do multiple roles. In a 50-60 year career in this industry you will only become truly great at one of the roles, you might be good at others but never great, and if you want to be the best you would have to focus on one role your entire life.
  5. Maybe unique was the wrong word to use, I meant more, how to separate your game from others of the same genre. Diablo 3 has great game play, but if I just copy it then it becomes a less polished clone of it. So how can I take the same style of game and alter it to make it feel less like a clone and more of a "new" game. I have been think that if I change the combat to work more like regular rpg (so less hack 'n' slash and more ability based [most dungeon crawlers aim at simply clicking on the target to attack with a few powerful abilities with a cool down]). Maybe doing this could make the play feel more involved. Also thinking about ability types so using different abilities against different enemies is better (e.g. water spells vs fire enemy would work better compared to trying to set it on fire... when it's already on fire). I feel like what Diablo is missing is that level of interaction, it relies more on just getting good armour more than focusing on how much player actually has to interact.
  6. So I've finally settled on what my next project will be and will hopefully be starting work on it once I'm back at uni, but, like most idea's it has taken inspiration for mother games. So my question is what are some good way to really set it apart (besides story/narrative). I am aiming on making a game that is somewhere between Torchlight and Diablo 3 (so a dungeon crawler) but it has been done over and over, but what can I do to separate it from the others? I was thinking about aiming this towards the combat system and trying to reinvent the combat of dungeon crawlers but I just have no idea how to go about it!
  7. I was thinking about a top down rpg (dungeon crawler) I was looking at packs like this one https://www.assetstore.unity3d.com/en/#!/content/33955 and then mixing it up with ones like this https://www.assetstore.unity3d.com/en/#!/content/34245 to get lots of different types of scenery. But with the characters I feel like that has to be unique.
  8. So I posted earlier about not being able to finish a game due to loosing motivation when I can't get make the game look nice. So what about creating environments etc from pre-made assets form the Asset Store? Although with environments you can mix packages and maybe get away with n one picking up on it, but with characters/animation and some sounds they are the part that stick out and if you have a character that 100 other games might have suddenly it feels like the game is just stolen or copied. What's people opinions on this? Would it be worth spending the extra to higher a artist to make characters and animations that would be unique (remembering this can cost up to $800 for something good).
  9. So I completed my first year at uni back in early may, since then I have been working back at my old job as a Unity3D Developer. So for the past almost 2 years I have only been doing either graded work with C++ or using Unity to make programs for someone else and I really need to get my motivation back to work on my own games and get back into the Indie scene. My issue is that when ever I try to think of a game idea I end up with 10 different ideas, pick one, then after 2 weeks decide one of the other ideas was better, try that one, then give up because of limitations in my skills (I am a programmer so when I start needing Art and Animation) I loose motivation as I can't make it look nice or sound nice etc. As I am use to working professionally I never have to worry at work, we have a team of artist/animators that make what ever art assets we need. Due to this my standards have become really high, all the project I've worked on have been created by a team of seasoned artists and there is no way I can replicate that. I was wondering if anyone else find this to be a issue and how they get around it? I have so many ideas but just can't get motivated to see it all the way through!
  10. The devs did state that the BluePrint system is for tech demos, fast prototyping and basic mechanics (such as doors opening ect) that an artist can use to show case models. As blueprints work with sections of code and loads of template function it is unoptimised compared to writing the scripts yourself in C++. Games such as Borderlands: The Presequel although made in UE4 did not use any visual scripting.
  11. World of Warcraft haha
  12. I would guess not as much as you would think, from what I know it uses C++, so it probably has a few base classes for different controllers and animations then uses template functions that feed into these base classes, so like a power template hold damage/travelspeed/effectpartcle ect then sends the info to a power base class then reads the template and uses it to heal damage/heal ect
  13. Baking light only affects LightMap Statics (see the static drop down on the right top side of the inspector on the game objects.
  14. Baked mode on a directional light stop all real time lighting, you have to go into the lighting window and hit "Bake" then it will bake on the light (this is fixed lighting, light won't change or have shadows)
  15. You misunderstand, it was not a mockery, but nic cupcage will rule the internet one day