Make 3D Coin Collector Game in Unreal - Part 1 🚀 https://www.youtube.com/watch?v=C81nitRaydw

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Make 3D Coin Collector Game in Unreal - Part 1 🚀 https://www.youtube.com/watch?v=C81nitRaydw
Some Not-Shitty Stuff
Just some updates, goodies, and a few announcements.
TL;DR: TnyTxt | MakeGame are things I did...
Human Needs (Marek Kapolka)
"The idea was to reverse the social and commercial mechanics of The Sims. You send your character off to go to parties for 8 hours a day to gain social currency to buy friends, then you mingle and form friendships with household appliances." -- August 24, 2014
Noyb's remarks: "One thing about inverting The Sims' treatment of people and objects is that those life simulators already objectify people. Talking to a housemate or neighbor satisfies a character's need for social interaction the same way watching television satisfies their need for entertainment. Early Sims games lock out higher-paying careers until your Sim makes a certain number of friends, leading to the common behavior of packing neighboring houses with identical Sims you never intend to play, exclusively there for their financial utility to your main characters.
"Human Needs expands The Sims' Social Need into four separate metrics -- Violence, Sex, Humor, and Hope -- while compressing all other needs into a single Things meter. Letting any meter deplete prematurely ends the game, apart from Sex. (Prolonged abstinence only introduces a friendly onanistic fluid to the house.) The player buys friends according to what needs they fulfill and their efficiency at filling those needs, while furniture appears randomly in the house and a traditional love story with a leather chair plays out in the background. The writing exclusively refers to other people by their vocation, while most inanimate objects have both names and functions.
"The Violence Need takes this objectification to disturbing levels, regularly asking the player character to attack or kill their human houseguests, else risk ending the game. It reinforces the abusive, exploitative nature of the game's need-fulfillment mechanics by showing how easily it can model non-consensual violence. The game visibly tracks the player character's relationship level with every object, but not housemates. From the player character's flawed perspective, friends are interchangeable commodities. There is no relationship to harm."
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Gray Desert (Pierre Chevalier)
"These are the things I'm interested in at the moment : randomly colliding stuff through various procedures and exploring how these procedures and randomization can be used to create some sort of meaning." -- July 26, 2014
Noyb's remarks: "Gray forms emerge from a black screen, monochrome splotches that quickly grow to suggest the contours of a vast desert. Photography processed into almost unrecognizable, unearthly shapes: cracked earth, rolling dunes, uneven horizons, hints of clouds and trees and heavenly orbs. Clicking or pressing the up arrow key fades the scene slightly and overlays another, muted shades of both old and new clashing or cohering into a new image. This action gives a strong sensation of motion, landmarks fading or reemerging with every player-made step.
"Past images seem to remain in memory even after they visibly fade away, making the game struggle as the player continues, each new step taking a little longer than the last. This gives a sense of weight to the player's exploration of this space, an exhaustion that slows the player down until she eventually gives up and closes the game, implicitly choosing that screen to be her final resting spot.
"I didn't play much with the other available verbs. Pressing the down arrow undoes the latest movement, giving the player some small control over the screen's visual evolution, while the left and right arrow keys pan the topmost layer, marring the screen with prominent vertical lines at the image's boundaries. I feel some tension between my enjoyment of the journey's implicit narrative -- a design ethos foregrounded in the companion game The Wait with the inclusion of text, recognizable human figures and an explicit ending -- and actions that expose some of the drawing mechanics to the player, steps towards a McClure-like experience of facilitating the creation of compelling images through constrained exploration of a possibility space."
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