Game Development Community

March 2002 - Community Discussion

by Matt W · in General Discussion · 02/26/2002 (3:29 pm) · 28 replies

Share your thoughts and opinions on the issues mentioned in the Community Discussion of the March 2002 issue of the GarageGames Community Newsletter!

Read it here
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#21
03/03/2002 (11:06 pm)
ha ha josh, i thought the entire conversation was just a big exaggeration. thats pretty bad...
#22
03/04/2002 (5:23 am)
Yacine:

Yeah, I guess we'll have to wait and see. Over time the community should develop. However, if I could make a final point, not everyone is using an engine, some people like to make their own, (like me, foolish person I am!!) and that's where a community could help each other out with tips and tricks and so forth.
#23
03/04/2002 (8:30 am)
I always thought the NPR thign was because people were figuring out just how hard it was to get everything looking "real"

I mean, look at games like DOOM 3. It looks pretty real, but we still have to have lots of darkeness to avoid showing us just how bad it looks. Movie effects CGI has gotten pretty darn close, to the point where every so often I have to look *real* closely to tell, but I still can always tell.

NPR gives people an "out". I think of it as people saying, "Gosh, real life is hard, but we can do cartoons really easily!"

Note that this doesn't mean I think NPR is bad or ugly or something. You can still do some really beautiful things with it.

Josh
#24
03/04/2002 (11:21 am)
James:

ok, I guess I misunderstood you. Obviously if you're developing your won engine, it won't have its own community right away. It would be nice to get support from people who have walked the same path you are walking.

I'm also developing my own engine (on the side), and a resource section containing some tips and common pitfalls to avoid would probably be very useful.

There's also a couple good books on 3D engine design.
#25
03/04/2002 (1:10 pm)
About the Cel-Shading

I personnaly think that this technique offer a blend of 3d and the fonctionnality of 3d to 2d styled images. Of course it also offers to nostalgic like me the opportunity to see things that do not reminds us of the box-made 3d character we saw too much a long time ago...
"remember virtua fighter 1?"

So i think its a matter of putting more style and blending original 2d with 3d techniques.

Christian Roy
#26
03/06/2002 (10:21 pm)
Je crois que beaucoup trop d'importance est accord
#27
03/07/2002 (9:00 am)
Vous allez avoir du mal a vous faire comprendre sur ce site si vous repondez toujours en Francais. Je vois au moins que vous comprenez l'anglais assez bien pour pouvoir repondre au questions, mais serieusement, je doute que plus de 5% des gens ici comprenne le francais.

Essayer de repondre en anglais.
#28
12/07/2002 (10:10 pm)
Regarding Zelda + Cel Shading:

Fans are mostly disappointed with the upcoming Zelda because the character design for Link has been reduced to an ultra-cutesy look probably designed to appeal more to kids instead of the traditional heroic character that I suspect most adult gamers would prefer.

So they are mistakenly bashing the cel shading technique as the culprit instead of realizing just the character design is at fault here; surely the cel shading technique is not a limitation in designing a cooler-looking protagonist?
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