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Jon Rista
Lives in Colorado
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Jon Rista

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Nice save!
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Jon Rista

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DAMN this girl is GOOD! Robot perfection!
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Jon Rista

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OMG, you are a friggin genius, Josh! :D The scanner space is just amazing! I love how you've integrated in directly into the gameplay as not just a "minigame", but as an actual function necessary to explore and discover. Really looking forward to seeing where you take this.

It seems pretty basic now...it's just picking up EM frequencies from space through an aperture? So effectively, it's passive scanning. Will you allow any kind of active scanning? Send out a signal, either broad or narrow band, and see what bits of that signal get reflected back to the scanning sensor? Will you allow the passive scanner to be constricted to a single or maybe multiple narrow bands (seems like that would be good for finding asteroids with specific compounds.) Any plans to include a spectrograph sensor mode, which might be useful for identifying which stars might best support life or something like that?

Well, anyway...amazing stuff. I think I'd pretty much pay any price to buy this game one it is released. You are one hell of an enthusiastic genius with an AMAZING eye for phenomenal graphics and badass game features. Love it all!
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Jon Rista

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WOW! The subtleties of the lighting...EXQUISITE! I LOVE how nearby objects light up just a bit from engine and weapon energy and the like. Simply fantastic. Very much looking forward to playing this game with the AI...sounds realistic and actually intelligent, which is something most games lack. Even the smartest game AI these days does ridiculously dumb things far too frequently.

Also looking forward to future UI updates. I really love what you have done with it so far. Intrigues me...makes me wonder how applicable it is to...well, as you said...EVERYTHING. Beyond the scope of your game...say browsing a file system, with nodes not only for files, but also for, say, buckets of metadata, then within each of those buckets, for pieces of metadata themselves. Imagine mapping the web this way! A node graph of my favorites, how they relate to each other hierarchically and relationally...I think you may really be onto something here. Well, enough of my rambling.

Last thing...love you work, love your updates. Your enthusiasm, your intelligence, and your exploration of this game and the variety of ways you can present the games information to us is extremely inspiring! You are a very inspiring individual, and I just wanted to thank you for that, and for all the work you've done on these videos. So, Thanks!!
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Regarding the UI...not exactly a suggestion, more of a question. I love the node based layout and navigation...however I am curious how you will show other information that is inevitably going to be found AT nodes. For example, if I am navigating a trading outpost, and I find a store selling ships. I navigate through the nodes for each ship...how do I SEE the ship? Will three be a more cohesive UI presentation for a ship, as well as it's key data points? While it is interesting to know that below the ship node, all the relevant data nodes describing it will probably also exist...but to be honest, that isn't the most useful means of displaying the information about a ship that I might want to buy. 

Instead, I think it would be nice to have call-outs or something similar, where instead of having to navigate the graph to learn about the ship, I can simply call out a data card of some kind that nicely displays the information about it in a more human-readable form. Show a wireframe of the ship design, along with its key data points or stats like mount points, tonnage, speed capabilities, weapon capabilities, etc. etc. in one largely text-based UI that I can rapidly read through.

Extending this further, if I want to compare ships, I should be able to pull up callouts for multiple ships from said vender, and array them on the screen in such a way as it is easy to compare data points/stats. Similarly, it would be useful to have the ability to pull up a callout that collapses a graph hierarchy for just about anything in the world...if ships have scanners, and I'm able to scan other ships, stations, asteroids, worlds, etc. for useful data points, while I think having a fully detailed graph menu is useful to completely explore every aspect of said objects, it would still be nice to pull up a callout linked to those objects that more cohesively displays the key data points and statistics in a more human readable form. The ability to switch or jump between graph view and callout view (and even link the two together on the same screen) would be immensely useful.

Sorry if this disrupts your current universal UI concept...but I think there is an "immediate-mode usability" issue if the graph was the single sole UI concept in the game. In other words, when you need quick access to important information about something, digging about in a graph can become tedious, even if each distinct kind of thing in the universe has a differently shaped graph, it doesn't display related information from sibling nodes or child nodes (or even ancester nodes) in a way that allows you to rapidly absorb the information then move on with gameplay. I don't want you to get rid of the graph UI...I think it is exquisite. But extending it a bit to provide high-importance data and statistics in less hierarchical and more flat callouts or popups or whathaveyou is probably going to be important in the long run, from a usability standpoint.

(BTW, I speak from some experience. I'm a software engineer myself, and I've done work with mass data mining with Hadoop, immense graph databases with trillions of connections and billions of nodes, etc. While graphs are most certainly a useful way of organizing related and hierarchical data, there is no question they have their drawbacks, and presenting critical information to a user always results in querying the graph for the relevant data points, then reorganizing it into neat, simple little UIs for the "lesser people" (read as: the average non-code-wiz, non-math-wiz human being. ;-P). Usually, development of those simple UIs involves countless man hours of custom web UI development. With your knowledge of procedural information generation, I have no question you could probably whip up some kind of procedural callout-card UI generator to solve the problem for any critical node in your entire game engine graph.)
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Jon Rista

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You, sir, are a Master! And maybe a little bit of Freak Beast, too! ;) Awesome work!
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Thank you. :)
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Jon Rista

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Phenomenal stuff, Josh! I have to say, your progress recently has been nothing short of astounding. I'm really getting excited to see where you take the recent developments, particularly your natural dynamic AI and this amazing new data editor. I have a feeling that LT will become an icon in the space simulator genera when it is finally released. Your enthusiasm is great, almost infectious, and it only makes me look forward to the final product all that much more. I look forward to every development update now, and can't wait till November's. 
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Have him in circles
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Jon Rista

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Loved the update, Josh. I've always come looking for them a little after they were released, so having them dead on the last day was never an issue for me. It's just been amazing watching your progress, and your constant enthusiasm throughout it all, as Limit Theory morphed from the limited prototype demo with good music to the absolutely incredible, beautiful, immersive universe it is today with wonderful music. Really looking forward to buying LT...I think this will be the best space simulator game of all time, and I honestly cannot wait to experience it all.
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Jon Rista

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Yeah, this is just creepy...
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Jon Rista

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Wow...WTF was that....I think my brain just got sucked through a black vaginahole into another universe... 
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Jon Rista

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Wonderful technique! Very helpful, thank you for the time and effort in this video. One thing I'd offer...the greenish/reddish haze along the horizon...I believe that is actually "air glow"...the electrical double layer high in the atmosphere. The auroras, when they occur, tend to "sit" on top of this layer and reach up into space. Depends on taste, really, but sometimes I like having airglow in my night sky photos. You can usually only see it when the skies are really dark (FAR away from cities), so it's the mark of a great sky.
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Jon Rista

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Those lightning shots were fantastic! Will have to look into this Nero Trigger...
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Jon Rista

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Have him in circles
39 people
Eric Anderson's profile photo
Shay Boudreaux's profile photo
George Cavanaugh's profile photo
Brett Paul's profile photo
Didier Fort's profile photo
Karen Rista's profile photo
Erik Rista's profile photo
Bert Seltzer's profile photo
Andrew McGinley's profile photo
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Web Development & Design
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HTML5, CSS3, LESS/SASS, Bootstrap, AngularJS, Node.js, MongoDB, ASP.NET, MVC, .NET, C#, Responsive Design, Mobile Design, Mobile Apps
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Nature Photographer
Introduction
I am a nature photographer by preference (software engineer by trade) living in the beautiful state of Colorado. I photograph birds primarily, but I love nature in general, and photograph it in all its forms. 
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Colorado