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Grow Home was a tech demo that got a full release, and from the little I've played is a very fun "chilled out" game. You just kind of run around and explore. It's very minimal, and actually works well for me when I'm too tired/weak to play anything that you actually have to think about.
I think it provides a very enjoyable experience, without qualifying as a "great game" of the generations. |
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God that looks gorgeous.
>Art direction/inspiration from Zdzisław Beksiński. 100/10 |
Also Varrok, I don't think Unity is targeted at big devs. I mean shit, from their website:
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But yeah UE4 is a much better choice, if you know C++. e: I think the thing that bugs me most is just outright calling an engine good or bad. Different engines are good and bad for different things in different situations. Unity is good for being free and fast to get into, if you have no experience making 3D games. |
Does it bug you guys when somebody calls pizzas from restaurants better than cheap frozen pizzas from supermarkets?
I mean, they're cheaper and faster to get into (your stomach, you just unfroze it and vioula) |
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Even then, they have licensed Unity for smaller projects: Hitman GO and Lara Croft GO, Mobius Final Fantasy, Fallout Shelter. |
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I've never actually worked with Unity so I don't have first hand experience of its features, but I wouldn't say it's a shite engine.
Currently UE4 is the go to next gen engine because of it's graphical capabilities. It looks outstanding, and of course it's free so everyone has it at their fingertips. Although Unity doesn't reach the graphical capabilities of UE4, it shouldn't be disregarded. It's a very powerful engine for creating specific types of games, especially for the mobile market. It just works well in terms of actual game design. |
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Yeah of course, but I've never really seen that scenario. It probably happens but it's not like I was advocating for it or anything. I was just making the point that you don't need a budget to make good looking games.
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Wow I leave for two days and it becomes pick-on-manco thread.
That being said now it's my turn :
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As far as anything varrok said, I think I'd need to make another thread for how much I wanna say so I'm just going to not. . . . And you all made fun of my thread for not being active and having no content. |
You're thread is shit and you're shit.
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I'd just like to add that, regarding that marketing honesty topic, Undertale's Steam page Reviews section has listed the disadvantages of the game and I think It sold very well, still. I also think the description was pretty honest.
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Best post. Breast post, even.
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I love you, Mac Kastloin,
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I appreciate low-fi art styles as a way for devs of limited time/budget/artistic talent (presumably compensated for in other areas) to get their work out there. What I will say is abstract and simple =/= big pixels. Using a limited palette like NightSky, or block colours like the Another World remaster, can save just as much time, and while it doesn't look any "better" or "worse", it's sure as fuck less overexposed. This actually applies to 3D, too, in Kairo, FRACT and their ilk - flat textures, low complexity models.
And if anyone thinks "I'd get sick of silhouettes and paper cutout styles pretty fast too", remember that the point isn't to find some "perfect" aesthetic for every penniless indie dev to use, it's just to have enough variety that none of them start taking flak individually for being too popular. Because ultimately, that's the only sin that the sterotypical Retro Indie Platformer ever really committed. You guys are all behind the times, anyway. First-Person Jumpscare Horrors are the hot thing to hate right now. |
lo-fi is usually fine. sometimes when the animation is super shit I have issues. The game that made me make this thread was "Realm of the Mad God", which is just shit
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http://images.eurogamer.net/2014/usg...nia3-spot1.gif There's an elegance in how basic and lightweight pixel art is. I wonder how many thousands of times more cpu intensive rendering those graphics are. |
I don't have a problem with games that use blocky graphics that are aligned to higher resolution grids, but you have to do it right. Mario Maker does a good job of that, but that's part of it's self-aware design - it knows it's a level editor and uses drop shadow in a way that makes me think of stick puppets.
RotMG has poor graphical design though, for sure. It's a pity they sold out, the game used to have a certain charm to it. It was endgame grind: the game, but grinding was a high-risk challenge and skill was the deciding factor in how good you were at it. Unless you played Rogue. But if can be done well, like any other style. It's just very easy to do badly. |
Rep for MoxCo for mentioning Castlevania artstyle.
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Now, we *could* try to isolate from 2.33Ghz the power needed for operation system, but I don't wanna |
How did they generate that minimum required spec though? Also NES games were usually written assembly, compared to RotMG which was either made using either Java or Flash if memory serves.
You can't compare like that. It just isn't meaningful. And even then all you prove is that good artists can do good things in spite of limitations, which I'm fairly sure everyone ever knows. e: Also the NES hardware was specifically designed with pallet based sprite rendering in mind. |
tbh, you can't easily compare cpu requirements when the cpus themselves have different instruction sets.
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I wasn't comparing what would happen if RotMG was written in bytecode, because it didn't happen. What did happen, however, was the game requiring Windows/Mac and >2,0Ghz processor.
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I mean, it's not accurate, but not very far from accurate. It's not like the preponderance won't be overwhelmingly high |