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Re: Süpercan 2 [Re: Reconnoiter] #408979
10/09/12 22:45
10/09/12 22:45
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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Posts: 2,568
Germany, BW, Stuttgart
Originally Posted By: Reconnoiter
Quote:
That type of quality is what lacks in programmer's world
, true, but gameplay > graphics tongue.

Just think of DOOM...
It's fun. It's really fun! I have more fun playing doom than playing COD (>2)
But what happens if indies combine Graphics and Gameplay?


Visit my site: www.masterq32.de
Re: Süpercan 2 [Re: MasterQ32] #408996
10/10/12 07:23
10/10/12 07:23
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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I know. product is the game, the video of the editor is just for those who have not seen it in old thread (it shows the editor in 2009).
moreover it is a good example: if you make your own game specific editor, you can achieve more easily - and finally faster - what you want. and later can use it for further games, by continuous development of the same editor. sometimes it is enough to customize an existing game editor by plugins, sometimes requires a totally new one.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Süpercan 2 [Re: sivan] #409002
10/10/12 09:24
10/10/12 09:24
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Netherlands
Quote:
But what happens if indies combine Graphics and Gameplay?
, yes but most indie developers dont have enough resources (read time and cash) to get both perfect. So you will have to prioritize. I dont say it is wise to ingnore the graphics side entirely as a programmer, I just think gameplay has more priority than grahpics.

One solution for the lack of resources to create great graphics (high poly, high resolution, lots of detail etc.), is to be creative with the art style. Many good indie games have a great art style and so still deliver nice eye candy (nomnom). Though this is easier said than done ofcourse.

Last edited by Reconnoiter; 10/10/12 09:29.
Re: Süpercan 2 [Re: Reconnoiter] #409163
10/12/12 18:33
10/12/12 18:33
Joined: Sep 2012
Posts: 6
O
OmegaMu Offline OP
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OmegaMu  Offline OP
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Joined: Sep 2012
Posts: 6

Re: Süpercan 2 [Re: OmegaMu] #409166
10/12/12 19:09
10/12/12 19:09
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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Maaaannn! I love this game!


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Süpercan 2 [Re: alibaba] #409170
10/12/12 19:42
10/12/12 19:42
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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It seems they have reused a good bunch of last SuperCan stuff :
textures, levels, vegetation , rocks ...
But the result is great indeed laugh

3DGS can do it laugh

(But you'll have to spend lot lot of time writing your own 3D editor frown , impossible for non super programmers or 3D artists)

I Hope to see some demo of totally new level soon ?

Re: Süpercan 2 [Re: ratchet] #409219
10/13/12 22:08
10/13/12 22:08
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
I like the underwater levels too, Bethesda could learn something from that.

Re: Süpercan 2 [Re: Reconnoiter] #409222
10/13/12 23:13
10/13/12 23:13
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
I watched the video about the 2gen editor. It's neat.

Re: Süpercan 2 [Re: HeelX] #409224
10/13/12 23:28
10/13/12 23:28
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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It's a dream for some of 3D artists here :
3DGS with this editor for all people laugh

Re: Süpercan 2 [Re: ratchet] #409248
10/14/12 11:52
10/14/12 11:52
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Posts: 1,823
Netherlands
Quite funny that the physics work in the editor too. In video that HeelX mentions, watch the end where the editor moves the ball against a barrel laugh .

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