The Nuclear USSR [Version 7]

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jjmafiae
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Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

jasonisop wrote:I think starting over from scratch would be a great idea. I have had to do that from time to time, in the end the project was better because of it.
You would be able to take into account the issues players have with the game as it is and it will be easier to create it that way instead of working around what you have all ready done to make it work that way.

I have scrapped my RPG project 4 times now completly re-writing, each time getting better results then the last.
i will not re-write everything from scratch because its a stupid idea to rewrite months work, but i might end adding a better bullet direction system ^^
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jasonisop
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Re: The Nuclear USSR [Version 7]

Post by jasonisop »

What took you months before will only take days to redo and you will have a better product. Starting over is not a bad or stupid thing, there are tons of AAA games that get redone many times before they hit market. It lets you look at what you have done and make improvments to that, could be better way to write your class's or better optimization.
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Robin
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Re: The Nuclear USSR [Version 7]

Post by Robin »

jjmafiae wrote:i will not re-write everything from scratch because its a stupid idea to rewrite months work
You say that now, but consider this:
  • Rewriting everything will cost you less time than it took the first time around, because:
    1. You have more programming experience, and programming is now easier for you.
    2. This specific project is now something you've done before, and you'll have the general idea of it still in your head, which means you'll have to spend less time thinking.
  • If you don't rewrite, there is a cost to pay. Your old code is likely a bit clumsier, a little less useful, and every time you fix a bug or add a new feature, it will take more time and effort than it would have taken if you'd rewritten it.
Rewriting things sometimes is worth it, even if you'd think the rewrite would take a lot of time and effort.

(Ninja'd by jasonisop, but I hope I made some additional points.)
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jjmafiae
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Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

Robin wrote:
jjmafiae wrote:i will not re-write everything from scratch because its a stupid idea to rewrite months work
You say that now, but consider this:
  • Rewriting everything will cost you less time than it took the first time around, because:
    1. You have more programming experience, and programming is now easier for you.
    2. This specific project is now something you've done before, and you'll have the general idea of it still in your head, which means you'll have to spend less time thinking.
  • If you don't rewrite, there is a cost to pay. Your old code is likely a bit clumsier, a little less useful, and every time you fix a bug or add a new feature, it will take more time and effort than it would have taken if you'd rewritten it.
Rewriting things sometimes is worth it, even if you'd think the rewrite would take a lot of time and effort.

(Ninja'd by jasonisop, but I hope I made some additional points.)
i dont know what im gonna do anymore but im thinking to rewrite some systems and not all

but now i know all the bad stuff, what about the good stuff?
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jasonisop
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Re: The Nuclear USSR [Version 7]

Post by jasonisop »

The "good" is that your still working on it improving it.
The "good" is that your learning.

I like the theme, but the art itself could use improvement. I dont normly judge games by the art but how it plays, but most others regard art first. adding a little perspective and cleaning up the art would do wonders for the people that judge games on art alone.

Your concept is good, your execution is whats lacking.
jjmafiae
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Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

jasonisop wrote:The "good" is that your still working on it improving it.
The "good" is that your learning.

I like the theme, but the art itself could use improvement. I dont normly judge games by the art but how it plays, but most others regard art first. adding a little perspective and cleaning up the art would do wonders for the people that judge games on art alone.

Your concept is good, your execution is whats lacking.
i fixed a few bugs ,i have made a huge cut in loading time and zombies dont damage you in vehicles any more (in version v8, not yet out)

and i have also made the intro cutscene alot more nicer :D

the new version is much more clean and logical
Last edited by jjmafiae on Tue Jul 23, 2013 6:39 pm, edited 2 times in total.
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Davidobot
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Re: The Nuclear USSR [Version 7]

Post by Davidobot »

jasonisop wrote:The "good" is that your still working on it improving it.
The "good" is that your learning.

I like the theme, but the art itself could use improvement. I dont normly judge games by the art but how it plays, but most others regard art first. adding a little perspective and cleaning up the art would do wonders for the people that judge games on art alone.

Your concept is good, your execution is whats lacking.
How could the art be cleaned up?
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jasonisop
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Re: The Nuclear USSR [Version 7]

Post by jasonisop »

Well your game style plays like a top down, but your art is more sidescroller. Your should really only be seeing the "tops" of the objects in the game or a slight perspective. You could add in animations for zombies, player, tanks and such. You could use better graphics for the blood splatters. It's not hard to do the animating but what is hard is getting good art.
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Davidobot
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Re: The Nuclear USSR [Version 7]

Post by Davidobot »

jasonisop wrote:Well your game style plays like a top down, but your art is more sidescroller. Your should really only be seeing the "tops" of the objects in the game or a slight perspective. You could add in animations for zombies, player, tanks and such. You could use better graphics for the blood splatters. It's not hard to do the animating but what is hard is getting good art.
I don't think our game is exactly "top-down" it is more of a Don't Starve, type of perspective.
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jjmafiae
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Re: The Nuclear USSR [Version 7]

Post by jjmafiae »

Davidobot wrote:
jasonisop wrote:Well your game style plays like a top down, but your art is more sidescroller. Your should really only be seeing the "tops" of the objects in the game or a slight perspective. You could add in animations for zombies, player, tanks and such. You could use better graphics for the blood splatters. It's not hard to do the animating but what is hard is getting good art.
I don't think our game is exactly "top-down" it is more of a Don't Starve, type of perspective.
a bit like Pokemon too
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