djchump wrote:...IAPs ...TRCs....
Brooks wrote:Ooh, a question.
So, y'all know about that "soap opera effect" motionplus interpolation thing they whack in tellies now that bumps up the framerate and makes everything look weirdly higher-fidelty - has anyone ever tested this with videogames nominally locked at 30fps?
djchump wrote:Analytics are prevalent these days - mostly down to wanting to max out IAPs it seems.
Very good points - aye, I was being a tad too cynical and dismissive; kickback against the somewhat prevalent drive to add IAPs and monetisation that I see creeping into all kinds of games that I'd rather not see them in.nick_md wrote:Analytics are a huge part of balancing and refining a game once it's live, not just to boost IAPs. In fact I'd argue game balancing / tweaking is the key purpose, but I guess that depends what department you're working out of. Analytics allow you to spot difficulty spikes / drop off points early and address them, as well as giving info on player interaction with features etc, all of which let you build on what you know is working, and either improve or bin what isn't. You can also use analytics to entice sponsors / investors, if you're using ads, "hey look X feature gets Y amount of users per Z, if you advertise there you'll reach XYZ people" or something. There are loads of uses, saying it's just for IAPs is kinda lumping it in with the IAP / no-IAP argument, or at least that's the end of the stick I got.djchump wrote:Analytics are prevalent these days - mostly down to wanting to max out IAPs it seems.
Sure, feel free to fire away with any techy stuff - if it's out of my depth I'm sure others like muzzy can help out as wellLazyGunn wrote:I'm glad this thread exists but nothing to add thus far, well, i dont know, i do have things to fire at chump regarding personal interests, (some very ambitious intentions regarding volcano reproduction/simulation) is that in the remit of this thread?
Wow, okay, some initial thoughts and I'll have a think about it over the afternoon as well:LazyGunn wrote:Right you are then! The challenge is thus: To create a sustainable hour or two long analogue or simulation of a volcano at that stage and scale. And wether I should be using particles, volumetric reproduction or a mix, and wether i'm almost certainly looking at implementing it in some form on the gpu. There's several great raymarching examples on shadertoy one might use to create a volume, but its going to have to be very fine, and I cannot see it working on its own. Would particles belie their billboarded origin as soon as you get closer to the volcano and navigate around it? Dilemma!
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