Closed mattconsto closed 9 years ago
Public sounds good to me (have voted too ;) - I'm doing some rejigging of the Play class at the moment, but it's a fairly hefty rearrange, so will be a chunky commit next week most likely. Hopefully after that it'll be easy to start picking off a few smaller bugs.
Hey guys, What we need is a story teller/writer to direct the flow of the game. I'm talking with one at the moment.
Voting negative(not done so yet) in opening the source, yet.
For the game generally, I'm thinking now we got a bit of time, can we switch to using the Unity Engine and target mainstream consoles - PS4 and XBox 1?
Recall the difference between us and the guys that won the game hack was the use of Unity, we had way more features.
Same story, same logic, different platform and easier to build.
Regards, Let me know.
On Wed, Feb 11, 2015 at 11:53 PM, Mike Jewell notifications@github.com wrote:
Public sounds good to me (have voted too ;) - I'm doing some rejigging of the Play class at the moment, but it's a fairly hefty rearrange, so will be a chunky commit next week most likely. Hopefully after that it'll be easy to start picking off a few smaller bugs.
— Reply to this email directly or view it on GitHub https://github.com/mattconsto/gamejam/issues/46#issuecomment-73990923.
Erm, using a game engine like unity doesn't necessarily make a game better. The entire game would require a complete rewrite for little to no benefit. For many game devs, the ability to understand how all of the objects interact with each other in the source code is very valuable. Using unity could severely limit us in the long run If we decide to make a change and the engine simply won't allow it. Btw have you ever looked at the prices for unity? Why on earth would we spend the money on a game engine for features we will never use? It's mostly a 3d engine... Sorry but I couldn't disagree with you more.
Thanks Oliver, Was thinking more industry terms. The unity engine abstracts most of the object interaction in code and there's a bit of feature restriction if we do not use PRO version. But to be fair, it does save time and yes it's makes 3D games more intuitive to build. Since we on the object of rehashing the code base, just figured we could take a LONG look at the platform(s) to deploy on, and particularly where the users(gamers) are going to be spending most of their gaming time on - consoles. For starters, there's a FREE version..Even if we stay on 2D it's still fine, just means it's a different target niche.
Cheers, Jonah.
On Thu, Feb 12, 2015 at 5:18 PM, Oliver Steptoe notifications@github.com wrote:
Erm, using a game engine like unity doesn't necessarily make a game better. The entire game would require a complete rewrite for little to no benefit. For many game devs, the ability to understand how all of the objects interact with each other in the source code is very valuable. Using unity could severely limit us in the long run If we decide to make a change and the engine simply won't allow it. Btw have you ever looked at the prices for unity? Why on earth would we spend the money on a game engine for features we will never use? It's mostly a 3d engine... Sorry but I couldn't disagree with you more.
— Reply to this email directly or view it on GitHub https://github.com/mattconsto/gamejam/issues/46#issuecomment-74111825.
The game doesn't (currently) lend well to console controls so personally I don't think it's worth it. You underestimate the market share of PC which has already overtaking consoles in market share and use. Unity will not be as simple to use as you seem to think it will be. We will still have to generate the tilemap manually (using even more complex methods than used currently), We will loose the possibility of implementing cool post processing shader effects (Which I am planning to implement) and that's still forgetting the work that will be needed to port the code to C#, Javascript or Boo... I'll wait for the others to offer their opinions though.
Just took a look, PC gaming is on the rise to be fair. Means we have to target social media gaming platforms and deeds PC.
Guys take a look at our - myself and Barry's - game "Stripes 'n' Shadows" on Google Play. It's based on Yin Yang, oriental traditions, basically a balance between mental strength and intelligence. Promoting it at the moment to market and challenging gamers to get to score 100.
Cheers, Jonah
PS: Share with a few friends.
On Thu, Feb 12, 2015 at 6:57 PM, Oliver Steptoe notifications@github.com wrote:
The game doesn't (currently) lend well to console controls so personally I don't think it's worth it. You underestimate the market share of PC which has already overtaking consoles in market share and use. Unity will not be as simple to use as you seem to think it will be. We will still have to generate the tilemap manually (using even more complex methods than used currently), We will loose the possibility of implementing cool post processing shader effects (Which I am planning to implement) and that's still forgetting the work that will be needed to port the code to C#, Javascript or Boo... I'll wait for the others to offer their opinions though.
— Reply to this email directly or view it on GitHub https://github.com/mattconsto/gamejam/issues/46#issuecomment-74129698.
What you don't realise is that this is NOT a triple A title. We don't need to 'target' anything, this is mostly for fun. I'd prefer not to have to port the entire game because let's face it, it's not going to be you! You have 2 commits to your name on here for sound that was supposed to be 3 methods. This took you over 24 hours before I took over and implemented it within 5 minutes. If you'd managed to finish that task you could have moved onto implementing more features within the game but you seemed more interested in talking about football on the phone! Why do you think you can persuade us to take on such a large change when we've seen little to nothing from you?
Sincerely, Ollie
jemeson007, there is absolutely no way this is going to be ported to Unity and no chance it will ever run on consoles. You contributed nothing during the jam, in other events, (I would love to be proved wrong) and nothing to this since. We don't want you in this team.
Feel free to submit pull requests.
Heya, Anyways this is turning into a bit of an odd discussion. Unity - Mute point for this game, this game is about being in Java and being from scratch - If we had used unity we would not have done this game full stop :) (Same argument applies for other platforms)
Back to the repo public Idea - I have been a bit busy recently so haven't been able to contribute as much as I would like. Would public readonly be another option ?
Regards, Andrew L.
Read only is the default. In order for someone to commit changes they need to be listed as a contributor or have their pull request approved
Sounds good to me then :) (Especially now you guys have improved the repo contents)
Ollie, That's fair enough. I was under the impression that the game will be played by 'others'. If it's for fun that's one thing, but if you intend to have a market for it then you might want to consider a business perspective as well. Had minimal coding participation, does not mean I can't further the group's agenda for engineering the game in other areas.
Thanks for the heads up though, I already introduced Barry to the team to help out with coding and I will do more than the sound class on next pull. That's if you don't mind of course!
Regards, Jonah Emeson
In reply to @steppers
As far as I am aware, development has slowed/halted, so should we make this repo public or keep it private? My plan is to go with the majority vote in a weeks time, unless someone makes a truly convincing argument.
http://strawpoll.me/3619098
Personally I am in favor of making the repo public.