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343
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Feedback / Playtesting / Re: PlatonicWar - RTS/Defense game, I guess...
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on: November 11, 2009, 02:57:23 PM
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Looks like it could be interesting, but when I run it (after installing) it brings up an error message. "PlatonicWar has stopped working: A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available."
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344
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Player / Games / Re: Langdell Troll Day
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on: November 11, 2009, 01:54:06 PM
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I haven't released Vertex Dispenser yet, but I should probably announce the expansion packs Edge Perturber and Face Transducer..
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345
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Player / Games / Re: "the best of" or "classic" indie games
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on: November 09, 2009, 06:33:26 AM
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Then we can't put things to "different" for them (like the rogue like).
Disagreement! For some people, Roguelikes are perfect as an introduction to non-mainstream games. Yes, a lot of people get put off by the ASCII graphics, but others are enticed in by their depth. Something like POWDER (fairly standard roguelike gameplay, but with a simple tutorial and GRAPHICS) or DoomRL (ASCII presentation, but based on a classic game many people will know) would be worth including. Also, y'know, Spelunky.
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346
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Developer / Design / Re: Gender choosing
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on: November 08, 2009, 01:48:06 AM
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@brog - Character customization is too broad. We're talking about two versions of the same character, not make your own character.
As I said, not interesting. Add some meaningful depth to the customisation or don't bother.
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347
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Developer / Design / Re: Gender choosing
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on: November 07, 2009, 01:19:57 PM
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"You can choose your gender!" as a feature in isolation doesn't make much sense to me.
Character customisation is part of the draw of role-playing-type games (and could work in other genres too), and as part of this gender-selection would be good. I can't think why anyone would want to only pick their gender, and not have a more full set of character options.
As for how character customisation affects the story, look at the difference between Planescape: Torment and, say, Neverwinter Nights. In PST, they were able to craft a marvellous story which all revolves around the main character. It's a personal quest, and that's why it works so well and why it's always being cited as a great game story. In NWN, because the plot has to work with any character you choose - male/female, wizard/fighter, even good/evil - the story is forced to be absolutely generic. But it's still a fine game; story isn't everything; you just have to be aware that when you allow full character customisation, your story will end up less personal than it could have been. It's a trade-off between two things which are both 'good', and you have to choose what's right for your game. But I'd definitely recommend going to one of those extremes - very personal (to the character) story, or very personal (to the player) character customisation - rather than aiming somewhere in the middle and doing neither thing well.
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348
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Player / Games / Re: IGF 2010 anyone?
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on: November 07, 2009, 12:49:51 PM
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In comparison to other fads, I think it's rather harmless and still catching when well done well, like in Limbo.
What I have to wonder is, how the heck does anyone know whether Limbo is great or not? Sure, it looks awesome from the video, but nobody here's actually played it, right? Maybe someone has; i.e. the developer, if he/she frequents this forum; but there seems to be a lot of judgement going on based on not very much evidence.
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349
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: November 05, 2009, 10:36:58 AM
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Let's collaborate and try to come up with a good generic walkthrough. I had a go at starting one: ----------- Cathedral ----------- You'll want to finish this level as quickly as possible. Try to avoid the dancing monks; they can't hurt you unless you don't have the belt, but they'll slow you down. Ignore the birds unless you're trying for the special ending. There's some health behind the stained glass window. ----------- End Boss ----------- Use your laser for most of this fight, until the boss changes form. Then close in and try to finish him off. Be careful of his beard. There's a bug you have to be careful of here: if you get too far to the left, the screen will sometimes spasm making it hard to see. If you wait a few seconds it'll go back to normal.
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353
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Player / Games / Re: IGF 2010 anyone?
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on: November 03, 2009, 03:42:37 AM
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So many games  My next game will have its first letter somewhere near the start of the alphabet, so I don't have to scroll through seventy pages to find it.
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356
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Developer / Design / Re: Icebergvania!
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on: October 29, 2009, 04:39:34 AM
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Yeah, that'd be neat. Most people walk right and stay on land. So just make the rest of the iceberg accessible via an ocean dive on the left side of the map. Most players will just walk through the surface on the right and finish the game. They'll never realize the depth they missed. :D
This is awesome. People assume water = instant death in platformers. At some point half way through the game they'll fail a jump, fall in the water, and realise there's a whole extra world down there they've been missing, and have to go back through everything. Great way to hint that there might be even more they're missing.
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357
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Player / Games / Re: IGF 2010 anyone?
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on: October 29, 2009, 02:56:43 AM
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- The FTP is upload only. But you can look at the filenames! - I had trouble logging in to the FTP too. For me, typing in manually didn't work, but using a different FTP client did.
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358
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Player / General / Re: Roguelikes
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on: October 28, 2009, 10:06:51 AM
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Tenuous.. the ground level tends to be the most difficult, because that's where dragons, goblin armies etc. show up. Meh, not important.
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359
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Player / General / Re: Roguelikes
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on: October 28, 2009, 10:00:18 AM
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What property does fortress mode have that adventurer mode doesn't?
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