Another idea is that the window drifts slowly, so everyone gets an optimal time. Make the period non divisible by 7 so it doesn't line up on the same day of week every time.
So far I'm 2/2 for ok batteries, but we'll see in a few years! Weirdly I've had more problems with apple products with bloated batteries, I had to replace two macbook batteries and an ipad. The thing I worry most about with the Razer is how hot it gets.
If your focus is programming, work with someone who is good at design. Don't expect to just be able to read some books and independently pull off interesting and innovative game design that will be commerically successful, unless you are very serious about diving deep and learning, to the same extent you would study art hard enough to call yourself a professional artist. Game design isn't some optional nice skill to have when making an independent game, it is literally all that matters. Coding is an important and useful skill, so find someone who feels confident about their design and implement their ideas together.
It’d be awesome to find a great designer to work with. Until then, maybe I should study design a bit myself and make some progress—that might help me convince a good designer to join me. Thanks for the helpful advice!
Anyone playing games would benefit from higher frame rate no matter their case. Of course it's most critical for competitive gamers, but someone playing a story driven FPS at 4k would still benefit a lot from framerates higher than 60.
For me, I'd rather play a story based shooter at 1440p @ 144Hz than 4k @ 60Hz.
Neat tech but people might mistake this as being useful for game development, where it'll be less helpful than useless.
Games are about interactions, and this actively works against it. You don't want the model to infer mechanics, the designer needs deep control over every aspect of it.
People mentioned using this for prototyping a game, but that's completely meaningless. What would it even mean to use this to prototype something? It doesn't help you figure out anything mechanically or visually. It's just, "what if you were an avatar in a world?" What do you do after you run around with your random character controller in your random environments?
I think the most useful part of this is the world generation part, not the mechanics inference part.
>It doesn't help you figure out anything mechanically or visually.
people sell entire franchises off of a few pre-rendered generic-fantasy still images -- I would have to disagree with the premise that this is useless as a visual concept tool.
I agree with your notions about integration into an existing game.
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