Author Topic: HUSK  (Read 4332 times)

I would have bumped the old thread but it was too old

Neither engines are very out of date, and not all new developers should dive into more complicated engines and concepts and all that, it's overwhelming it gives a huge lack of motivation. Let them work with what they can as they begin game development, as they might change later on if they feel the need.
wait what? neither? we're talking about a single enigne called "unity".

and change engines? from unity? ahahaha.

good luck with that one.

wait what? neither? we're talking about a single enigne called "unity".

and change engines? from unity? ahahaha.

good luck with that one.

He's pretty new at making games, give him a break. He doesn't need to be using top-notch equipment with no budget or anything.

And it's not very hard to switch engines.

wait what? neither? we're talking about a single enigne called "unity".

and change engines? from unity? ahahaha.

good luck with that one.
unity is really up to date.


feel free to develop a better engine for him


unity is really up to date.


feel free to develop a better engine for him
its performance and some of its tools are utter garbage.

make an engine for him? don't get all jumpy on me.

He's pretty new at making games, give him a break. He doesn't need to be using top-notch equipment with no budget or anything.

And it's not very hard to switch engines.
i know he doesn't. but he should at least hold himself to higher standard than unity.

lol okay. depends on what engine you're switching to and from. that's such a situational argument it's almost not even worth talking about.

for example, if you were switch from unity to unreal 3, your entire codebase is p. much useless because unreal 3 is C++/Unreal Script iirc.

its performance and some of its tools are utter garbage.

make an engine for him? don't get all jumpy on me.
i know he doesn't. but he should at least hold himself to higher standard than unity.

lol okay. depends on what engine you're switching to and from. that's such a situational argument it's almost not even worth talking about.

for example, if you were switch from unity to unreal 3, your entire codebase is p. much useless because unreal 3 is C++/Unreal Script iirc.
but all of your models are A-okay which is a huge portion

but all of your models are A-okay which is a huge portion
when compared to having to rewrite an entire codebase?

no.

when compared to having to rewrite an entire codebase?

no.
I'm sorry, do you make models and code?



Have you had deep experience with Unity and UDK?
deep experience with the engines specifically? probably not lol.
enough to know what's garbage and what's not? yeah.

in my experience (and I don't have much - that's why I was booted off of the husk project lol), unity is fantastic when the developers know EXACTLY what they're doing. otherwise it's kinda gross.
I don't like 3d programming in general. canvas + js master race

in my experience (and I don't have much - that's why I was booted off of the husk project lol), unity is fantastic when the developers know EXACTLY what they're doing. otherwise it's kinda gross.
I don't like 3d programming in general. canvas + js master race
unity's provided resources don't teach things very well - the results are often clunky and gross to look at and use.

aside from that, the performance is terrible. the popularized horror game Slender is a prime example of this.

Honestly, the idea isn't very original and the gameplay is eh.

Multiplayer "scary" games don't work together to well, it's usually not scary, or creepy overall as you have others there as "comfort". And with the design you're looking for, it looks a bit more strategic than scary, too.


It has potential, but with the very little information given doesn't make it sound interesting as a concept, to be fair. But it's also very early in development, so there are many more ideas that can come up along the way, of course.

Being open about a project this early in development isn't the best, but it's not a bad sign. As a matter of fact, he can get help from others opinions and such, so as a "new" developer, it's more of helping than anything from what I see.

Neither engines are very out of date, and not all new developers should dive into more complicated engines and concepts and all that, it's overwhelming it gives a huge lack of motivation. Let them work with what they can as they begin game development, as they might change later on if they feel the need.
i disagree, some of the scarist moments ive had in gaming were in zombie panic: source. that feeling when youre out numbered by zombies and youre running low on ammo is extreamly tense.