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Prikvačeni tweet
Well,I just released Debris Fishing as an actual game. You can win it and everything! Come fly through space and scan things!
#indiedev#indiegamehttps://craigp.itch.io/debris-fishingHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Streaming
#gamedev, doing chat UI. Underwater.http://twitch.tv/cperko/Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
All of these people posting roadmaps telling us what will happen "by 2050" are hilarious. If it's any later than 2030, it has no meaning. You have no comprehension of how climate change will gut economies worldwide.
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
I'll stream game dev in about an hour. Or it's free!
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Craig Perko proslijedio/la je Tweet
I have 20 Expo Plus passes to give away for GDC, for POC, women, and LGBTQ folk, especially those who can't afford to attend otherwise. The drive is to see more new faces at GDC, which is March 18-22. Apply via this google form, and please RT/spread!https://forms.gle/syEtiuCfNUfXSsst5 …
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Craig Perko proslijedio/la je Tweet
by hilarious, I mean https://www.netsparker.com/blog/web-security/hacking-smart-tv-command-injection/ …pic.twitter.com/kK2VWjQgGq
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
In game dev you have an FOV slider. The reason some games make you feel sick due to their FOV setting is because of this. But you can also use it to give your game the impression of speed you want.https://twitter.com/AkiyoshiKitaoka/status/1224691032173842432 …
0:37Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Craig Perko proslijedio/la je Tweet
Birds! A big thanks to everyone helping out with tips on animation and steeringpic.twitter.com/2JtKqfe1Kx
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When a villain points a gun at your head and says that there is nothing anyone can do to stop him.https://twitter.com/environment/status/1224773935448973314 …
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Craig Perko proslijedio/la je Tweet
As someone who bought Lawbreakers, I can assure you it was its confused overall design, really high skill floor aimed at squarely at longtime shooter fans, and saturated multiplayer shooter market that killed it, not that a few characters were ladies. https://twitter.com/VG247/status/1225065658838388738 …
Tweet je nedostupan.Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Anyway, that's my morning thoughts today.
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
This is why, in Watch_Dogs2, the smug enemy hacker was a way more interesting villain than the main villain. Her arrogance is her undoing. You chase her and thwart her plans. And she pushes you to step into her shoes and start to lead. That's a good antagonist.
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If we examine someone like the CEO in Watch_Dogs2, we see he doesn't do any of those things, except in very vague ways that the player never has any investment in. But when Lex Luthor shows up? He does all three. That's the point of an antagonist! They're an AGONIST.
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3) When they show up, it is a growth opportunity. They are the main foil. It's their job to push the hero characters. It's not their job to get you out of a corner you wrote yourself into. That's YOUR job. Their job is to prod the hero characters along their personal stories.
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2) Having an internal arc that mirrors the player's. Typically, villains are hoisted on their own petard. Sure, the player fights them, but normally a big part of the villain is that they are the anti-hero. They show a bad alternative to the player's own growth and personal arc
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There are three big traits I like in an antagonist, narratively speaking. 1) Chasing them. If the player isn't responding to their schemes in-game, then the schemes don't exist in-game. The PC should be working to foil the foil.
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That's not off limits, of course. A good antagonist should be available to wreck stuff. But that's like noodles. Yes, you can serve noodles. Most restaurants do. But normally you cook them and put stuff on them.
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I figured it out. All the antagonists I hate exist solely as cudgels to get the writers out of corners. There may be a bit at the beginning and end that's otherwise, but during the course of play... they exist just to screw scenes up so we can all move on.
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I was thinking about why I hate certain antagonists. There's a list of features of antagonists I hate, but a lot of antagonists I like have the same traits. Why is the CEO in Watch_Dogs2 annoying, but Lex Luthor and Robotnik are fine? They've got very similar setups... Well!
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
What I'm saying is that 90% of these are impenetrable.
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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