You know I never even considered the fact that the most beautiful maps in forge look like 3rd grade claymation projects compared to examples using the available open-source mapping tools we have today. So I don't get it, why try so hard if half the people possibly including yourself hate the game you're designing for? I don't mean this in a negative or condescending way, but even if your just doing it for art, why not use something else?
Because, no matter how much some of these guys go on about all the bad stuff with halo, I think they do enjoy it overall. I know I do. And that's why I forge. And for those that say halo is dead. Or even forge is dead. For the past couple of months I've played on average around 2-3hours of customs almost daily with people like brusky0086 and theres always a full lobby and I've barely played one map more than once.
Halo 5 plays like a really shitty Halo game, but it still has the most active level design community for a shooter. Everything else is either dead, or has way less flexible rulesets for design.
It wasn't "criticism", but for your information, I hired somebody whose job is solely to tell me when my ideas suck. If I told you I was making a game with "kill times similar to Halo CE" and "a dieselpunk aesthetic" that "takes place in a grungey atmosphere" (which I'm not), all you have is a general idea of what I want. What do you as the player get out of that game? What makes the gameplay unique from every other shooter on the market? What features is the game pioneering? What makes someone invest in the gameplay? If you're getting defensive instead of giving direct answers for these, then you need to do more work. Because you've been publicly sharing your ideas for a while and you haven't had concrete answers. As a consumer or potential partner, I don't need to know about individual weapon kill times. You need to continue to illustrate what sort of depth the gameplay has and how the players interact with each other and the maps, and how the postmodern setting with your alternate history affects the visual identity and gameplay mechanics. You should be able to simplify the bulk of your vision into 5 sentences.
Anyway, now that I'm not distracted, I have a chance to thoroughly respond to some of the previous discussion: "Everything has been done before." Absolutely baseless claim with no proof or evidence beyond hypotheticals. "There is no way of knowing if an idea is original." This is true. Assume ideas are public domain. Execution is where originality lies. "Everything uses proven concepts." Sure. That's obvious and a more appropriate statement. "If you are using proven concepts, you cannot claim to have made something new." See above. Execution can be new even if the ideas aren't. Elemental bending was hundreds of years old before Avatar came along. Harry Potter has a pop culture monopoly on spellcasting and broom flying and it's barely 20 years old. "A work is defined by its fine lines and not its broad strokes." True. But those fine lines can still be similar between works, and it is there where extra attention is necessary to create identity. "Big Fish, Small Pond." Target audience. 'nuff said. Long story short, Xzamplez likes to pretend he is an arbiter of logic and reason - a defender of individuality - but looks vain and obnoxious speaking down from his lofty perch of dry cardboard boxes. Your constant deflections, contradictions, and demonstrably antiquated understanding of design is explicitly apparent, and it's laughable to read twisted and poorly articulated statements from someone who very obviously can no longer hang. Any respect I had for you on level design has evaporated. That is an attack. I don't value the opinions of narrow minded crab Forgers, especially the one whose body of work is arguably the most drearily dull there is.
I'm dodging the question because I'm gonna keep the answer tucked away until my game has a presentable build
For me, it's just because it's easy. And, yeah, there's a bonus that there's a pretty decent portion of the community playing custom content. Those who are truly serious about level design, and want to pursue a career in it should at least dabble in pro dev kits while they forge.
so here's a quick color draft because topdowns make people queasy - this is one corner of the remix that i'm throwing together because its easy to art and will be done faster --- Double Post Merged, Jul 16, 2017 --- original B/Ws --- Double Post Merged, Jul 16, 2017 --- is it possible to dabble with pro devkits with a surface? it has like... 256 GB of memory and 8g of ram
Unity could work, but I'd make sure that textures are almost solely diffuse maps because the integrated GPU just won't be able to render well with much else. Also try to limit the texture resolution as much as possible. For sure Unity 3D and Unreal have tablet-game development tools, but I don't know if they themselves can run on said tablets. If you want to make 2D games, I know that Unreal has Paper 2D, there's Unity 2D, and also Flash can work for that as well. Honestly, if you're cool with making a game with pre-2012 console graphics which, honestly, doesn't really affect gameplay at all, you can make a gaming PC around $200-300 dollars for what you want to do. Also, unless you want to play PUBG or Arma 3, you'd be able to play any game 1080p medium settings(unless it's a **** PC port). I can screenshot a build if you'd like.
Do you have a desktop made in 2012 or later? If it has a quad core cpu, I recommend slapping this in it. Otherwise I underestimated the price point :/
Haha desktops nice one buddy-o The only desktop I've ever owned was an iMac from 2008 and it could barely run unity widgets I'll do some digging though, thanks for the tip
If you want all new out of the box components, look at the attached file. Only the current combo deal and the total are shown. It's a mini-tower set-up, so it's pretty much the size of 1&1/2 OG XBones. Definitely look in pawn shops, craigslist, and a used PC outlet if there's one nearby if you'd prefer the used route due to it's cheaper prices.