Hey!
@cybernescence
Quote: "The assets you create and then use to build your worlds always invoke in me a strong sense of other worldliness that I’m very strongly drawn to want to visit. "
Thank you! Thats a huge compliment as its also precisely what I try to invoke.
Quote: "Hope you still get time to pursue the hobby as I think there is still a lot more you will get out of the creative side despite being somewhat tired of the technical perhaps.
"
At least for now but I expect that to shift a lot later this year. And yes, the technical aspect of learning a new engine has been so tedious that I just couldn't bring myself to it. Paradoxically enough (I hope thats the correct term), I really enjoy that part in Game Guru. Its more statisfying to me to get a character working in GG than it is in UE for example, despite the result in UE being superior.
Speaking of characters, that has been an ongoing issue with my game that I finally solved. I can't show anything yet but I finally settled on what characters I will use.
Here I was wondering if you ever worked on something like that: Head tracking, as in characters turning their head towards the player independantly from their body once the player is close enough. If you have and if its not too much to ask, could you give me a brief description of how you pulled that off and if its doable on regular animated entities?
Cheers!
@osiem80 Quote: "i there a demo for download or its full comercial?"
There is no demo for this game, only older test games which are rather basic gameplay wise.
LINK
This is also not a commercial project. If it happens to be really good, run stable and last at least 2 hours in game time I will reconsider this but at its current state my work is not good enough to be sold.
@Avenging Eagle:
Quote: "There is a danger though of getting in too deep with the world-building and never being able to fully realise our creations. Either that or we start to second guess ourselves and lose confidence in our approaches and scrap our projects. Or we simply run out of steam, perhaps getting beaten into submission by Game Guru along the way. "
Oh absolutely, I have a whole graveyard of games that died because of this.
Quote: "This is the approach I took with Extraction Point and the end result was arguably greater than the sum of its parts. "
I find that admirable as you are the only user on here who took a good hard look at GG and what it came with and designed your game around that. You also did it in a manner where you could rely on some GG stock content without it ever feeling like that.
Quote: "You should definitely experiment with literature though. As with all creative endeavours, maybe start small and do a short story, then build up to the fully-fledged novel. "
I've written a few short stories and then sent them to my girlfriend, who is a book seller and reads a lot, and she absolutely demolished it. It felt like back in school where you'd get a paper returned that was just full of red ink.
But yes, I'd have a lot to learn if I where to pick up creative writing but at least its less jarring than picking up another game engine.
Quote: "I totally agree with you on the engine shopping point as well"
I'm always glad when I am not alone with this sentiment as so many other devs simply don't understand why I willingly use GG or MS3D rather than the
oh so superior, modern, fantastic and glamorous alternatives. Time and joy are strong factors and given that you work long hours on a computer for a living, the last thing you probably want to do is come home to work some more long hours on a computer.
Quote: "
Basically I just wanted to say good luck with whatever you do next, be that more 3D work, short Game Guru games, or turning your hand to writing! "
Thank you and to you too! I slightly envy you for having a creative job, thats so hard to get and I wish you best luck with your film making career as well.
-Wolf