Like 100 billions.Treellama wrote:If they employed RyokoTK for six months, they'd have 100 very detailed levels. How much could that possibly cost?
1. research and develop a time machine
2. send Ryoko back in time 50 times
3. paying Ryoko's salary
Like 100 billions.Treellama wrote:If they employed RyokoTK for six months, they'd have 100 very detailed levels. How much could that possibly cost?
Then ride a dinosaur.Goran wrote:Like 100 billions.
1. research and develop a time machine
2. send Ryoko back in time 50 times
3. paying Ryoko's salary
The game engine has a window of time where it's considered modern. It's important to release the game within this time window, otherwise more advanced games will overshadow its release.MoppyPuppy wrote:I'm just glad Bungie is getting smarter with its planning and time management. It allows for great games despite ridiculous deadlines.
What exactly determines their deadlines anyway?
No, I'm not a professional game developer, but if I were, I'd follow those guidelines.Treellama wrote:This is how the release date for Syndicate was determined.
I suspect Treellama was jokingGoran wrote:No, I'm not a professional game developer, but if I were, I'd follow those guidelines.
They are not based on thin air, but on my experience with several industrial companies here
in Sweden. The line of business is different, but I do think the same principles apply.
The release date for syndicate is determined by the start of my master thesis.
The project is not based on money. I don't pay the project members. We won't get
any income from it. Deadlines for us are based on available time. Also, there are
a couple of us who want to leave marathon behind after syndicate. The earlier
we finish, the better.
Oh snap!irons wrote:Send a phone for a quicker response.
This should make you feel better:gmanyo wrote:I really hate it how the map I am making sucks so much ass compared to the ones posted here.
looking good there kurinn, log on to aim i wanna talk with you.Kurinn wrote:Mostly done with two levels, just tweaking now...
IMAGE
He blocked you for a reason.CryoS wrote:log on to aim i wanna talk with you.
Yes, that last comment about mayonnaise and using a ham sandwich for unnatural acts was just way over the line.W wrote:He blocked you for a reason.
Because I wrote this, I feel I should post due to the fact that I will not be contributing.MoppyPuppy wrote:I...
...am going to contribute to this project.
Don't give up so soon. I've had the same problem in the past, but if you look at it carefully enough it can come together.MoppyPuppy wrote:Because I wrote this, I feel I should post due to the fact that I will not be contributing.
I can't make big maps.
Multiple objectives, 1024 polygons, tons of architecture, and even more enemies.
Duration required to beat level: 3 minutes.
I don't know how to give a map longevity.
I redact my post, I will not be contributing to this project.
its not about that really, just wanna chatKurinn wrote:Yes, that last comment about mayonnaise and using a ham sandwich for unnatural acts was just way over the line.
No. I'm just lazy. MPDX is on hiatus again. If you want to get me to do anything about it, post in the MPDX thread.
It would be nice to see other people come up with stuff or show interest, but otherwise it just isn't worth it right now with other stuff on my plate.
Well I wasn't until you told me the name of the map, so go for it.Dugit wrote:Ryoko, do you mind if I used the actual Paradise Lost patch with my map (which I'm calling "Hekate's Fiddle")?
I'm pretty sure that you only need to merge with the shapes patch after you're finished texturing the map, while you texture you only need to select the shapes file in environment.Dugit wrote:To texture with a shapes patch, do you have to merge it first, or do you select it in Environment, and then merge it? Or both?
If you downloaded the Paradife Loft shapes file, it should have come with an already-merged .shpA (as opposed to .ShPa) file for you to use for texturing.Dugit wrote:To texture with a shapes patch, do you have to merge it first, or do you select it in Environment, and then merge it? Or both?
So, don't make a map. You said you'd contribute, so do something else.MoppyPuppy wrote:Because I wrote this, I feel I should post due to the fact that I will not be contributing.
I can't make big maps.