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martingee

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  1. martingee

    Games Workshop, An Appreciation Thread

    Yeah I've got the app and obviously the paint guide from the Dark Imperium box set. When I ordered my paints I think I got caught between the two and didn't have a full set to follow either :d I think I just need to find a style that suits a limited palette and some combinations of layer and shades that work. I like your Helbrute for example
  2. martingee

    Games Workshop, An Appreciation Thread

    Is there a particularly decent online forum for painting/tactics/etc for 40k? Something akin (dare I say) to rllmuk as I assume official forums and Reddit can a bit of a shit show? I'm slowly but surely assembling the Death Guard from the Dark Imperium box set and have 2 Plague Marines 70% painted. I knew the models were detailed but I'm finding I don't quite have the paints to pick out all the details I'd like to. The Death Guard seem prone to lots of detail since they have fleshy appendages/teeth poking out everywhere as well as grenades, ammo, straps etc. It may in the long run, work out fine as I do find the officially painted Death Guard to be a bit "busy" for my liking, some of the form and shape gets a bit lost, the paint jobs posted in this thread do a better job imo.
  3. martingee

    Pokemon Go

    My interest is starting to wane. Despite catching the right type, I still haven't caught a Ditto and I'm slowly trudging towards been able to evolve an evolved grass type. RNG can suck my balls.
  4. martingee

    Games Workshop, An Appreciation Thread

    Yeah, I don't have the money to pay someone else and I think half the fun is painting the models yourself, even though i'm not very good.
  5. martingee

    Games Workshop, An Appreciation Thread

    I broke and have ordered the Dark Imperium box and Death Guard Codex from a local independent game store. They have a 15% discount on the box too which sweetened the deal. The store owner seems a nice chap and they run gaming nights through the week, he even offered to do a run through of a game sometime to help me get going. Pick them up next Friday as they didn't have them in stock and that's the next time I can get through. Squee!
  6. martingee

    Games Workshop, An Appreciation Thread

    God dammit! I chucked out all my GW stuff 10 years ago, as i'd not played them in ages, but I'm hankering to get back into 40K after having some painters in my twitter feed and watching a bunch of YouTube vids. Not that any of the stuff i chucked out would be viable today, it was at least 15+ years old then (so 25 years+ if i still had it today). I always played Nurgle so the Dark Imperium boxset is shoe in for me but i presume the world and his dog plays Death Guard? Also, 40K's on it's 8th edition, is that likely to change anytime soon? I don't trust GW not to rinse it's fan base but them models look so damn good. Hngh...
  7. martingee

    Pokemon Go

    Bah, I need to concentrate when I read, I do need to evolve an already evolved grass type. Not sure it makes anything easier but at least I know what need to correctly do
  8. martingee

    Pokemon Go

    Stuck on a couple of things at the moment. I need to catch a Ditto for two of my professor research story(?) lines and just can't seem to get one. I've looked it up and am catching the types it imitates but it just doesn't seem to be dropping and it's all quite frustrating tbh. Particularly as I've caught at least two before i needed to, doh! Also stuck, sort of, trying to catch grass type Pokemon for one of my daily research's. I need to evolve a grass type but i don't seem to get many round my way. I get hybrid types (grass/poison) but these don't count as I've evolved a couple and its not counted them.
  9. martingee

    Are AAA games killing themselves?

    I've never played BLOPS; can you buy the red dot with some kind of in game currency or are the coins purely bought with real money? If the coins are in game currency how long does it take to get 100 of them? I only ask because I used to play Planetside 2 and they did something very similar (for every gun) but it didn't take very long to get the 10 (or whatever) certs to unlock the red dot sight. I never felt cheated by that but that's not to say they weren't adverse to some scummy practices.
  10. martingee

    Spending a year developing a game that sucks

    I don't know how widespread it is but I know Ubisoft lean heavily on mathematics and algorithms to appeal to certain types of gamers when initially designing a game, thus creating game mechanics and systems their target audience will find "fun". I don't know if this adds or relieves pressure on the designers since they're presumably following a blueprint churned out of computer. The creative director on For Honour did a talk a few years back where he explained traits of certain gamers and how you adjust the amount of certain mechanic to appeal to them. I'll try and find the link but I assume they've taken his research and mashed it with a load more of their own. Edit: not sure if this is the one I saw but it seems cover what I remember He's built upon theories I know other studios use but really takes it to the enth degree.
  11. martingee

    Spending a year developing a game that sucks

    Just to add to this; it also depends on how invested you are in the project. I don't think I've ever actually been on a game right from the beginning; when ever I've joined a company or moved onto a project, it's in some state of been made. Chances are the fundamental decisions have already been made (perhaps are nearly completed) and the only way you can influence the quality of the game is through your discipline (ie the work you get told to do). I've seen industry veterans bemoan people getting caught up in the process of making a game but to be honest, it's possibly all that them people, "own" of the game. Again, if you're not managerial then you're there to implement someone else's idea usually in a set time frame, with a set outcome and how you best go about that may be left to you decide; at best. That been said, you are working on a game so chances are what you're doing is interesting and you find value in it somewhere.
  12. martingee

    Spending a year developing a game that sucks

    The problem I've found working in any sized studio is really how much input you have in the overall game. For the most part you are a cog (of varying sizes) in a game making machine and if you're a junior to mid ranked employee then chances are all that's expected of you is to turn up and do the work. Decisions are made and that gets passed down the chain and somebody does it; like every other workplace and industry. There may be times when your thoughts are asked about or you help out and do a big test play but most of the time those who get to decide if something is "fun" and worth the effort are usually managerial level since they are the ones with the budgets. I've written this post several times now and can't really get the words right, but suffice to say i'm always amazed any game gets made, whether its shit or not.
  13. How much of this down to the players ability to respawn/regenerate health? You wouldn't end up slaying hundreds of NPC's or doing incredible stunts if you had permadeath and had to start over again? I suppose stealth games do this to some degree but it's still contained in levels.
  14. I worked at Bizarre Creations, on contract, on the Bond game. The Chudley's sold the studio to Activision but continued to work there although I didn't have any dealings with them. Activision run an independent studio system where they fund the game and seemingly let you get on with making it but the studio lives and dies on how financially successful the game(s) become. I was only there for 10 months as a lowly animator so never got to hear a fraction of what went on but my contract ended in august and the following February(?) they were closed. The Bond game suffered because it had no movie tie-in, iirc there was a script writers dispute going on at the time and the Bond film was on a hiatus. I don't know if there was ever going to be a movie tie-in but with the situation the way it was it was never going to happen. Plus the story for the game had been approved and production was in full swing when I started working there. Blur suffered from horrendous marketing, which was handled by Activision. The basis for the marketing campaign was to essentially slag off Mario Kart as a kids game and promote Blur as the grown up version (anyone remember Brock Lee?). I remember filing out of the weekly company meeting after the launch trailer for the campaign had been shown; people were already muttering about the direction it was going. I think the reasoning was it was hard to sell the idea of real life cars shooting balls of energy at each other but what Marketing came up with seemed to be slightly disrespectful and arrogant at best. It launched a week after Split Second and just before some other racing game so was essentially sent out to die but it had the potential to be a massive and successful game that was a lot of fun to play. The dev team knew how to make a driving game, after all, they had done PGR and F1 previously.
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