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After graduating from the University of Lübeck with a diploma in computer science I worked as a video editor and database programmer for nearly ten years now. After a few years of non-professional visual effects work my passion for games took over and I recently started to dedicate my free time in learning Unity. Currently I'm working on my first game with a friend of mine.

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OJeskulke
OJeskulke @ ARENA 3D is now available on STEAM!

Good luck, I hope the game gets all the attention it deserves :)

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OJeskulke
OJeskulke @ Rise of Ages - Update #10 - The path to a nation!

I like the bear :) Maybe you could add some more strategies to survice an attack from him. Like hiding behind a bush, throwing sand in his eyes etc. I don't know how to survive a bear for real but maybe you could look it up :)

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OJeskulke
OJeskulke @ Slurping Dead - 2nd Demo

Thank you! :)

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OJeskulke
OJeskulke @ New Buildings Can More…

I like the new, user-friendly additions. And I support the idea of going new ways and by that extending/exploring what ist left to do in this genre. Some things may not work, but some may as well find their way in future city sims to come.

Reply Good karma+2 votes
OJeskulke
OJeskulke @ Corpses 'N Souls – Dynamic Snow FX

I'm just in awe...:)

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OJeskulke
OJeskulke @ CitiesCorp Concept - The Ugly Duckling

Haha sehr cool. Ich grüße zurück aus dem hohen Norden in Lübeck (bzw. momentan aus dem kalten Spanien). Ja, bleiben wir gern beim Englisch :)

Yes, please list me as beta-tester, from what you are telling, it sounds pretty interesting. One thing I can't quite figure out is how to advertise such a game. If you put "new", "innovative" or "different" or for the worst: redefining the genre out as tagline, this may backfire, because sadly it is overused a lot. But as you already have a fanbase I think the spreading word will do just fine :)
I'll drop you a line in a minute.

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OJeskulke
OJeskulke @ CitiesCorp Concept - The Ugly Duckling

To be honest, I am not one of the bravest players of Capitalism, I gave up very quickly. But now that you mention it, I have to pick it up again. It's the best training for CityCorps ;)

I support your neglect of the grid structure, regarding the layout, "European" cities are more interesting to look at (I may be biased here). What I meant, was being able to reproduce some road shapes so when you connect them, they will line up perfectly and you can place the same amount of equaly sized houses on the road. Believe me, being from Germany, this is something some people need ;D So giving infos about length and angels si very sweet. Maybe you can also implement some kind of snapping, let's say the road length only increments by 1m (or user defined) if you drag it, and you can only place roads in angles that are multiples of 5 or 10 degrees. This would also be nice for rotating houses etc. Yes, you will loose the little pieces of randomness you see in real cities but some people want to have it neat and tidy (Germany at least ;)
The "chaotic" placement would be nice for some settlements/smaller towns on the outskirts. Or maybe you can start the building from a small settlement and by time, if you treade the ressources, you can build streets and such...oh, I get carried aways, ignore my brainstorming ;)

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OJeskulke
OJeskulke @ CitiesCorp Concept - The Ugly Duckling

Thank you for the explanation and the link. Looking very nice. So it is more like playing with lego bricks and being able to control everything directly instead of the other sims. With the addition of the blueprints (reminds me of the good old game Capitalism) this is looking very complex. The placement of the streets is very nice, too.

From the video I would make two suggestions:
-if you stack a few buldings together to create a custom shape it would be nice if you could safe this as a user shape (like prefabs in Unity).
-the placement of the streets would be very very nice (but complex) if you could paint freehand and the game would calculate a smooth version (using beziers) and place the street. I don't know how to tackle this and the free placement and "melting" streets to a bigger street like you have is already beyond my Unity knowledge). Also copying parts of the streets would be nice to get a consistent pattern.

I will watch out for further updates :) Keep up the good work!

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OJeskulke
OJeskulke @ CitiesCorp Concept - The Ugly Duckling

Nice wrap up of the dev process. The new graphics are surely a win. But could you please elaborate a bit further on the "different" gameplay? Thats what bothers me too sometimes, though I only play city sims one in a while.

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OJeskulke
OJeskulke @ Battle Splash Dev Update #009 - Good Old Prototypes

She fits in perfectly!

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OJeskulke
OJeskulke @ 2016.01.17 Boss 101 Robo-Fighting Hotline

Really nice graphics!

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OJeskulke
OJeskulke @ The Facility (Prototype)

I'm always hooked on such games. So I will keep track of yours.
May I suggest on thing about the story, I think the military would not be afraid to test on their own soldiers. And abducting normal people seems a bit odd. But you could either say these are homeless poeple that no one would miss (social statement!). Your main character could be an invetigative journalist who tries to find out about the disappearances and pretends to be homeless and lives on the street and gets abducted by accident. Or you could say they use military prisoners and you are one of them (yes, poitical statement, I know).
Perhaps you should keep the experimentation a bit in the dark, maybe at the begining of the game it seems more like the work of aliens and the player wants to do a research or whatever.

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OJeskulke
OJeskulke @ Settling the settlements

Ok, thanks again for the info, I can see the improvement. I will simply be tracking you, so I can't miss it. And no I won't pester you any more so you can work on the game again ;)

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OJeskulke
OJeskulke @ Dev Log #01 and first gameplay demo!

Thanks! I never played Deadly Premonition but from what I read right now I think I should (Twin Peaks fan here). Thanks for the hint!

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OJeskulke
OJeskulke @ Settling the settlements

Thanks, cool concept with pre-rendering (what about the barriers in the first screen, are they part of the sprite or separate?). I will browse through your videos now. Keep up the nice work!

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OJeskulke
OJeskulke @ Dev Log #01 and first gameplay demo!

Thank you for this positive comment! :)

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OJeskulke
OJeskulke @ Settling the settlements

Impressive as well, is this Unity terrain or did you do some custom work?

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OJeskulke
OJeskulke @ Settling the settlements

The amount of detail in the settlements is very very nice. This will - at least unconsciously - increase the level of believability a lot.

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OJeskulke
OJeskulke @ BAMN Version 4.54

I like the meteor spell very much, reminds me of the epicness of some of the FF7 spells :)

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OJeskulke
OJeskulke @ Saint Alice development blog #3

The screenshot of the new region DOES look appealing, at least for me, because it is always nice to see work in progress, how others tackle stuff etc. Designing a level or whole region is a huge task so seeing the beginning of it is nice :)

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OJeskulke
OJeskulke @ Overview

Thank you for the info!

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OJeskulke
OJeskulke @ Sugarmill : City builder : Dev Log 2: All Products In

When I can find the time I will evaluate it and write my findings in detail. I will be very harsh of course, in the interest of the game ;)

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OJeskulke
OJeskulke @ Overview

Wow, what a nice, varied, detailed world. You did this as hobby project? How many guys are you at this time? And are you planing a solo game in this world? Would be a waste not to use it again ;)

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OJeskulke
OJeskulke @ Rush Rover on Green Light

Nice, got my vote! :)

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OJeskulke
OJeskulke @ First Post and this week works

Congrats on your first post :)
Your database system is nice, definiteley not as wonky as mine, I made prefabs for every item %-D
Is it an editor extension? And how do you transfer the data to the game?

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OJeskulke
OJeskulke @ Dev Diary #9: Combat Animations, Mini Map and new Characters

The clothes are really beautyful!

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OJeskulke
OJeskulke @ Sugarmill : City builder : Dev Log 2: All Products In

Thanks for the clarification! Nice how events from our lives enter the games sometimes... :)

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OJeskulke
OJeskulke @ Sugarmill : City builder : Dev Log 2: All Products In

Thanks for the update. Glad your routing works fine, can't wait for the details :)
Thats a great idea with the density, if I understand correctly, so if one worker produces 10kg wood, you know how much space this will ocupy? So 10kg of feathers are bad for storage :D

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OJeskulke
OJeskulke @ Introducing our first single-player game mode - Stealth!

This is looking really great. And 8 player co-op sounds fantastic. Are there any other games out there doing this? The graphics are really fitting and the variety of options seem like a really neat package. Will try this for sure. Good work!

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