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/digipen/ - DigiPenitentiary

talking mess about the best worst school around

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748f06 No.968

Anyone got any stories about working in teams (blah blah confines of the rules, don't identify your teammates that stuff)?

b0eacb No.969

>>968
Wait about a month and I will have a long, angry rant.

748f06 No.970

>>969
Will hold you to that.

c28f23 No.1031

So far, I honestly have not had troubles working on teams at digipen. And I'm not even the kind of person to plan out the game over the summer, I just kinda wing it when the semester starts. Most students care about what they do, and if they don't you can fire them.

I did have to fire one person because he never did anything, but even that would've been fine if he just stopped saying that he was useless and that we should fire him and instead tried doing stuff.

522b92 No.1056

Dear Producer,

I am a bad teammate. I humbly apologize and thank you for not firing me all twenty of those times I promised something and didn't deliver on time, or the seven or so times I didn't deliver at all.

Thank you,
(Signed)

WorstMemberOfYourTeam

748f06 No.1058

Story about 100:
>team on one with Doug Schilling
>teammate is playing league
>(revealing just how long I've been here)
>hasn't even tried to install project fun
>doesn't answer when Schilling tried to engage him in conversation
>next day comes in with nicest fucking music I've ever heard.
His work ethic sucked, but that dude became one of my best bros at DigiPen despite it.

b0eacb No.1059

>>1058
>project fun
When were you in GAM100, old man? The 1930s?

b54415 No.1060

Guy you completely carried in project fun (game 100 you young'uns) gets internship before you -_-

748f06 No.1061

File: 1426757782309.jpeg (379.33 KB, 677x1203, 677:1203, Dec 28, 2014 11:15:39 PM.jpeg)

>>1059
Back in my day, we used to call sandwiches 'flat Freddies'

>>1060
It was still gam100, we just had to use prokectFUCKD instead of being spoiled with zero

b0eacb No.1063

>>1060
>>1061
I was just kidding btw; despite enrolling in DigiPen in fall 2013, I was in ProjectFUN (the summer courses) 2006 and 2007, and got to use ProjectFUN (the software), and jesus christ was it bad. Like Game Maker if it were made by someone using Visual Studio on a weekend while drunk.

2a4005 No.1078

>>1063
>jesus christ was it bad. Like Game Maker if it were made by someone using Visual Studio on a weekend while drunk.
Sums it up even in 2012. Holy hell it was shit.
>someone made a networked nexus wars game
That still amazes me. Networking in project fun. 10/10

I'm envious of incomings able to use Zero for both semesters. Sure their gam200 might be more of a cluster fuck, but to have that enjoyment that first year of false promises of how easy it'll be the following years. I'd trade for it. Then again Chris Peters is missing so maybe not.

3d3a37 No.1080

>>1078
ProjectFun networking guy reporting in.
They never did implement my fixes to that terrible thing. The inbuilt networking system didn't even work. I had to modify the fucking headers and redirect parts of it to my own code.

It might be stockholm syndrome, but I like to think we learned a lot about how /not/ to make an engine from ProjectFun.

c81bfb No.1084

>>1080
I don't think it is, we can all agree that handing students something terrible to use specifically to teach them how not to do something isn't optimal. I do think we can all agree that there is value in that experience though. Ranging the full gamut of just working in a framework that doesn't feel right, to actually trying to break out of it to fix things like the networking, there's certainly value in that. It's just perhaps not the most efficient way to spend that time, and it brings moral down on top of that.

Not to say that Zero doesn't also have problems, but when I worked in it (I never used Project Fun), I learned a lot about what I liked. There were things I didn't like, but usually I'd talk to Chris to at least better understand them, and I think I always came around. I can't think of anything in Zero itself that really bugged me.

Barring documentation of course, because unless you're super good (and I know some teams are) any self made engine won't be well documented and the designers will have to ask you all kinds of questions.

b0eacb No.1094

>>1084
Zero is mostly awesome software, but one thing that I've noticed is that it teaches people a "designery" mindset of game creation instead of a "programmery" one. What I mean is, when you open Zero, first and foremost you have the level view. From here, you can create and drag objects around. This teaches students that the basic action you as the game maker will be doing is positioning things in the world, and making them behave, instead of writing code that makes things do stuff.

Hypothetical, not-at-all-a-thing-that-actually-happened example: I am working on a 2D side-scrolling game that has a parallax background. The other designer on our team places a "background" object with a Sprite component (our engine is set up very similar to Zero), and a "follow camera" component he made and a "parallax" component he made into the level. The former makes the object follow the camera, and the latter makes it move based on the player's velocity (for some reason, and not the camera's position… don't worry about it). He repeats this for every layer of the parallax background, twice, because when the one background moves to the left, you need to seamlessly show the other one on the right, meaning that because we have five layers of background, now there's ten objects. (I am fully aware that this can be done using UV coordinates to just make the textures "wrap", but our engine isn't built to support that, and I'm not in charge of how the graphics systems work.) This meant that every level JSON file was littered with ten or so entity definitions, and that if we wanted to change the way the parallax stuff worked, we would have to go and edit the same thing in multiple different levels.

Then I made a change to the way the camera works that completely broke all of this, so I had to fix it. I rewrote the system from scratch, instead making a sort of "parallax manager" component that one entity in the level has. When the level begins, it spawns the background entities, and keeps references to them and manages how they move, all from this one manager entity. Better yet, I modified the level loading code such that our JSON files have a list of all parallax layers, and how far "back" they are. This way, when we have different parallax backgrounds in different levels, all you have to do is modify the items in that list in the level file, and boom, different background. No copy-pasting large JSON objects. No worrying about keeping track of all the JSON objects (because the serializer serializes objects in whatever order it sees fit). Simple and easy.

In my opinion, my solution is the better, more "programmery" solution. It is simple, changes to it can be easily made since it's all in one place, and it easily facilitates making different parallax backgrounds on different levels.

But the way students are learning game making these days isn't about programming first; it centers around this idea of placing objects in a space, and attaching bits of code to them to make them do what they want. This is obviously useful for many things, but I think having the programmery mindset gives you a huge leg-up over your competition, and learning Zero right out of the gate (with the first lesson being, "place these physics objects in a level to make a Rube Goldberg machine") isn't necessarily helpful for that.
Post last edited at

748f06 No.1219

>>968
Not a team story but the douche I had to room with because of DigiPen housing is a fucking Nazi about his desk. I set an empty glass I found on the floor on it and he threw a fit. Crying and everything.

6abb12 No.1234

Haha, if you want to talk about shitty roommate stories, I can tell you about the guy that literally shit on everything and I had to live with him.

3d3a37 No.1237

>>1234
I had a roommate who didn't flush toilet paper. He put it in the trash can, and never took out the goddamn trash.

b0eacb No.1242

>>1234
Yo my DigiPen housing roommate first semester used to get wasted drunk almost every night and masturbate in our shared room when he thought I was asleep, and then we started second semester and he overslept and missed class, but he had shaved his pubes in the shower (presumably drunkenly) the previous night and not even washed them down the drain, so I started my second semester off by taking a hasty shower in a shower full of pubes, then running to class (don't have a car). Thankfully he dropped out a couple weeks into second semester and I got the room to myself for the rest of the semester, but Jesus, he was a complete sack of shit and I'm glad he's gone.

a278ec No.1244

>>1234
Fucking tell us the story already you cock tease.

My contribution I guess: First year, I had some BFA faggot roommate who was scrawny and introverted as FUCK. He was incredibly non-confrontational and super passive-aggressive, the usual shit. Except he'd never take out the recycling (each roommate did a chore, that was his) so by the end of the year we had actually filled out our apartment deck with cans and boxes and shit (he drank a fucking lot of soda).

Furthermore, he left halfeaten food all over the place, and when someone else put the food on his desk to get it out of our way, he flipped out and emailed his mom saying we were bullying him. More fun shit: he stole rent money from us, tried to get his lawyer mom to kick us out of the apartment (they failed, idiots), and slept on the couch under a blanket that sometimes had pizza slices on it.

Also one of my other roommates in Junior year tried to jerk off when I was in the room one morning. All it took was a "Dude, come on, fuckin stop" but shit, really? Fucking digipenners, get your shit together.



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