Sure there's life after death. But it won't be life as a complex system of organisms such as your current one, but rather your cells will be recycled for life's use elsewhere.
Above all, be confident in yourself, and never let the, "I won't get the job," attitude stop you. Hell, I never thought I'd land the internships I had, nor the workI have, but I did. Just stay positive.
A good statement. If you don't believe that you're capable of working in the field that you want to, then you've already failed. Just because a few companies give you the cold shoulder doesn't mean that any of the others won't give you the chance you need. The important thing is to always be improving, whether it be programming or 3D art, so that you can create a good impression.
I understand where you are coming from. You only have one chance to make a first impression, and if you lose at that impression - then even later if the map has been vastly improved, players will continue to disregard the map based on their first impression. That's why I suppose I should have specified in Alpha and Closed Beta that most of the polishing should be done.
I myself am a perfectionist, so I actually have a hard time creating anything if it doesn't look amazing from the get-go. If I focus on visuals at all during the beginning development stages, it's only to help keep my motivation up for the project as I'm testing it myself; but for the most part I still only create the essentials first.
The reason I emphasized deadlines was because that's how the actual game industry works - which may be entirely irrelevant to you if you don't plan on working in it - but if you do, then deadlines and milestones are what it's all about. If they're not met, then a project suffers and is either canceled, delayed, or released prematurely. Also, it's helpful to have a deadline because it motivates you to work on it more. If you think you have all the time in the world to finish the map, it's never going to be finished due to the nature of humans to procrastinate. Sometime's it's also helpful to set a sort of "daily quota" as in to work on the map for a certain amount of hours per day; even working on a map for just two hours a day or so can create very good progress.
"Polish" in itself means to refine something after the basic fundamentals have been set.
Polish is necessary for a good appeal, but is something that should be saved for last. In game projects, most of the polishing seems to be done in the beta phase. Also, you will never be completely satisfied with a project if you are a perfectionist, so you kind of have to set a deadline for yourself and discern what you have time to create and what you don't.
I believe the arcs are determined by absolute coordinates, as I remember having issues trying to use anything less than 360 also. I believe I ended up having to use triggers to find the exact facing angle in relation to the unit.
That's correct. It'll definitely have to be released soon, if the contest is going to go anywhere.
"If you're looking to get straight in to modding Skyrim then you'll be wanting to get your hands on the SDK that Bethesda have dubbed the "Creation Kit". However, Bethesda, as is their way, are not pinning any specific time or date on a release of the Creation Kit so we're going to have to sit-tight and wait patiently."
Sounds basically like a remake of Total War: Shogun 2.
Not too bad of an idea, but it would require a huge amount of investment to create due to having to create every custom model by scratch. I might eventually get around to making a map that is at least in the Japanese feudal era or around there, although it'd most likely be something besides a strategy game.
I created things with legos when I was a kid, also. Me and my brother had even created a judicial and combat system for it, hahah.
But I also know three other people I played legos with who never got into mapping.
So I think a better question would be...who hasn't played with legos?
I believe my first experience with mapping was with Warcraft 2.
Me and my brother made maps just for ourselves to play, as well as modded the game for our own purposes. We replaced sprites from the game with sprites from other games, like Seiken Densetsu 3. Good times.
Never done anything professionally though, at least not yet. Currently working on an indie game in UDK for my college program.
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Sure there's life after death. But it won't be life as a complex system of organisms such as your current one, but rather your cells will be recycled for life's use elsewhere.
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Radeon HD 7970 seems to currently be the best bet for a singular card.
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A good statement. If you don't believe that you're capable of working in the field that you want to, then you've already failed. Just because a few companies give you the cold shoulder doesn't mean that any of the others won't give you the chance you need. The important thing is to always be improving, whether it be programming or 3D art, so that you can create a good impression.
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@DogmaiSEA: Go
I understand where you are coming from. You only have one chance to make a first impression, and if you lose at that impression - then even later if the map has been vastly improved, players will continue to disregard the map based on their first impression. That's why I suppose I should have specified in Alpha and Closed Beta that most of the polishing should be done.
I myself am a perfectionist, so I actually have a hard time creating anything if it doesn't look amazing from the get-go. If I focus on visuals at all during the beginning development stages, it's only to help keep my motivation up for the project as I'm testing it myself; but for the most part I still only create the essentials first.
The reason I emphasized deadlines was because that's how the actual game industry works - which may be entirely irrelevant to you if you don't plan on working in it - but if you do, then deadlines and milestones are what it's all about. If they're not met, then a project suffers and is either canceled, delayed, or released prematurely. Also, it's helpful to have a deadline because it motivates you to work on it more. If you think you have all the time in the world to finish the map, it's never going to be finished due to the nature of humans to procrastinate. Sometime's it's also helpful to set a sort of "daily quota" as in to work on the map for a certain amount of hours per day; even working on a map for just two hours a day or so can create very good progress.
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"Polish" in itself means to refine something after the basic fundamentals have been set.
Polish is necessary for a good appeal, but is something that should be saved for last. In game projects, most of the polishing seems to be done in the beta phase. Also, you will never be completely satisfied with a project if you are a perfectionist, so you kind of have to set a deadline for yourself and discern what you have time to create and what you don't.
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Doesn't sound like something I'd play.
Then again, there aren't many custom maps I play unless they've required a good amount of effort to create.
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I believe the arcs are determined by absolute coordinates, as I remember having issues trying to use anything less than 360 also. I believe I ended up having to use triggers to find the exact facing angle in relation to the unit.
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Very nifty, I like the proof of concept video, especially all the different missile types.
I thought the hydralisks took way too long to kill, but that might've just been for testing purposes.
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1. Lucy (Elfen Lied)
2. Teresa (Claymore)
3. Enma Ai (Hell Girl, Jigoku Shoujo)
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@Keyeszx: Go
That's correct. It'll definitely have to be released soon, if the contest is going to go anywhere.
"If you're looking to get straight in to modding Skyrim then you'll be wanting to get your hands on the SDK that Bethesda have dubbed the "Creation Kit". However, Bethesda, as is their way, are not pinning any specific time or date on a release of the Creation Kit so we're going to have to sit-tight and wait patiently."
Got that from Skyrim Nexus.
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Sounds basically like a remake of Total War: Shogun 2.
Not too bad of an idea, but it would require a huge amount of investment to create due to having to create every custom model by scratch. I might eventually get around to making a map that is at least in the Japanese feudal era or around there, although it'd most likely be something besides a strategy game.
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Never even heard of "Modo" until this thread.
Currently, I'm fairly certain most game development companies only use a combination of either 3DS Max or Maya.
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If I'm not mistaken, the only current plugins (Which aren't official ones) are only compatible with 3DS Max. (Most likely either 2010 or 2011)
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I created things with legos when I was a kid, also. Me and my brother had even created a judicial and combat system for it, hahah. But I also know three other people I played legos with who never got into mapping. So I think a better question would be...who hasn't played with legos?
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I believe my first experience with mapping was with Warcraft 2. Me and my brother made maps just for ourselves to play, as well as modded the game for our own purposes. We replaced sprites from the game with sprites from other games, like Seiken Densetsu 3. Good times.
Never done anything professionally though, at least not yet. Currently working on an indie game in UDK for my college program.