Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075867 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 11:15:01 AM
  Show Posts
Pages: 1 ... 15 16 [17] 18 19 ... 38
321  Developer / Art / Re: Post Your Old Work on: December 30, 2011, 04:29:08 AM
I made this when I was 20

322  Developer / Art / Re: Why Pixel Art? on: December 30, 2011, 04:28:20 AM
And enough time, pixelling in high-res takes much more time than digital painting and I'm almost sure of that (never pixelled anything high-res)

I am not going to buy that. When artist makes something, he/she should consider the skill and time available in comparison to what artwork requires. And I am analyzing that particular artwork as it is because that how it was presented.
323  Developer / Design / Taking simulators further with characters (free baffling) on: December 30, 2011, 04:17:39 AM
(if you lazy, jump into "Question arises" part)

I don't know how many simulator-players are hidden in this community, but I certain that most know what these so called simulator games are. If not counting roleplay simulations, these games rarely feature common thing called a character. Being that either the player, or NPC.

This is mostly apparent in "cockpit simulators" which include car simulators, flight simulators, ship simulators, war simulators, etc etc. Characters are usually missing from business simulation games as well. With characters in this sense I mean entities that are either NPC or player controlled which have plausible "life" and reason for their existence. I am playing with idea of bringing roleplay elements to simulators. For example, you could have Fallout 3 style mechanics in simulator game. While in Fallout your goal might be successfully to finish the story line of the game, in simulator your goal could be successfully finish the given task/objective which is the actual simulated element of the game.

Question arises, what is the point of the character in such game? This is what I have been thinking. It is not something that such feature should be added just for sake of it, but because I personally feel that simulators lack something. At his point, I have always felt that the lacking feel comes from not to be possible to have any sort "real life" human interaction. Simulators often are all about real life anyway. So what kind of interaction would be enough, what would it need to be to seem or feel meaningful? I will address this challenge through racing simulations which is most close to my personal experience. (I'm certain that same mechanics and ideas can be applied to other type of cockpit simulations as well)

In a imaginary racing sim, you as a player play your character who is the driver of the car. (This example is about offline racing sim, not multiplayer.) In a basic form it should include track and a pit area. Pit area is where the cars are tuned and repaired, and where most of the drivers and team staff are staying and sleeping for several days (normal race weekend). This is where RPG style character interaction happens. Of course there is no story in a normal sense, there is just objective of making the best out of the upcoming race.

So what is the goal of the interaction? I can quickly come up with two major meanings, one is psychological "warfare" with fellow competitors (NPC) and one is tuning the race car with team staff. Example: you just talk with your staff how the car feels and what could be done better, and they fix it. Surely, this is not as accurate as if you would do it yourself. But then you really need to know about how to tune the car. And of course, everything needs to be time restriced because there is only that many hours in day.

There is other interaction possibilities as well like possible strategy planning with crew chief and just regular small talk, which only purpose is to support the immersion. You can also give media interviews, sign autographs. And these are of course dependant on your success or actions at the track. In other words, the simulation is not restricted inside the car, but also around this.

Then, major feature: It is possible for you character to injure himself, or in worst case, die. If death, it is game over then. You have only one life. Depending on injury it is possible to recover to race again with that character.

Other important feature: All fellow competitors are NPC's with personalities and traits which are shown on and off track. Your actions towards them affects their actions towards you. Of course we must try to avoid over exaggarating because this should be realistic racing sim, not Ben Hur. And all NPC drivers are dynamic and they have history. They develop, or not. And they can die too... Etc. Possibilities are limitless.

I feel that such elements would grow the exceptions and anxiety towards the actual race situation a lot, thus simulating what real life drivers feel. Not to talk about constant possibility of injury or death which you have to deal with to be successful driver.

Thoughts?  Evil

I really would like to see simulators to be expandend into more immersive and realistic experiences.






324  Player / General / Re: Jessica Nigri cosplays as Curly Brace on: December 30, 2011, 02:56:42 AM
Who is Jessica Nigri?

This was rhetoric question, no need to answer.
325  Developer / Art / Re: Why Pixel Art? on: December 30, 2011, 02:51:41 AM

my babby

This has very nice style and color usage, I like.

But...

The actual content is again completely average. There is no "story" to tell, no imagination, no message, no vision, ...no good art. Sometimes pictures still work without any of this, but this example is way too unfinished looking. The character has not even been placed anywhere inside the frame. If that is supposed to be night or darkness, it would still a lot better if the surroundings would have gotten some artistic touch instead of plain 0 0 0 black.

This would be nice unfinished title screen to some game, but it probably is not.



326  Developer / Creative / Re: Inspiration Thread on: December 30, 2011, 02:25:33 AM
Too few games are been designed/made under influence of cocaine and lsd.
327  Developer / Art / Re: itt: good character designs on: December 29, 2011, 10:38:14 AM
These, little lively faces full of expression


328  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 04:29:36 PM
it seemed liked a legitimate answer to me.  so I'm done.

Accepted.
329  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 04:24:51 PM
exactly.

Try harder.
330  Developer / Design / Re: Worst/least explored game genres? Ways to expand them? on: December 27, 2011, 03:40:53 PM
All space games I've seen follow the natural model of solar systems, galaxies, etc. But what about something completely different? Coils of matter that extended into infinity? A bubble-verse made of water with pockets of air to harbour terrestrial life? A game in which you don't move, but only grow or become smaller?

Yes I also feel that space and universe is so studied through-out already that it is far more interesting to come up with something completely different.

 Ninja
331  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 03:37:10 PM
the outcome is not determined by the medium but by the artist.

This doesn't mean anything.
332  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 02:30:12 PM
What original characteristic? A pixel is a pixel regardless of how big the sprite it is.
And what the hell do you mean the medium of high resolution has very little to do with "good art"
I guess you wouldn't know what good art was if it smacked you in the face.

I didn't talk about pixel characteristics, but pixel art characteristics. High or low resolution doesn't define good art, I said that plain technical execution over ideas very rarely provides good art. And to be honest, in case of most high-res pixel art the technical execution is exceptional, but the actual pictures are simply nothing. Again and again the same cliche stuff which we already have seen in other 2D art forms.



From pixeljoint hall of fame.
333  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 01:52:54 PM
We literally just had this thread. Fuck off.

At least I will type different things than last time.
334  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 01:45:17 PM
Not to mention that pixel art allows for sub-pixel animation.

It does not allow anything special. It is born through restrictions.
335  Developer / Art / Re: Why Pixel Art? on: December 27, 2011, 01:43:08 PM
Fuck off

Well, I really don't see point in very high-res pixel art. Often it starts to look like 3D-rendering or digital painting. Medium is pushed so much that it loses it's original characteristics. Then it seems to become only showcase of artists technical skills, which has very rarely little to do with good art. What is the point in showcasing it as pixel art?

This is painting. It is lousy painting, and lousy photograph.



336  Player / General / Re: Dvorak keyboard layout. on: December 27, 2011, 01:31:03 PM
I want to be different too.
337  Player / Games / Re: What is your favorite sport in terms of game design? on: December 26, 2011, 12:51:05 PM
Or rather, what defines a sport?

Discuss.

100m dash is best sport in means of game design. It is easy to learn, hard to master.
338  Player / Games / Re: Games that could be masterpieces if they expand on their concept on: December 23, 2011, 02:51:55 PM
Watch every episode of Star Trek and rip it off

/edit:
Same with Flight Simulators really, they keep on diving into more and more obscure realms of realism. Some of those can't be played without memorizing a 400 page manual. Cool I guess, but give me story and crew interaction like in the old days. Gosh I want another crimson skies. I want another Strike Commander. Not another button push simulation (which are fine for those that enjoy them, but please, just something for everyone else too).

Even better, watch and ripoff Space: 1999 (first season at least). Way better than Star Trek.

I agree super fully in everything you say there. So much as I would like to love space games, it is impossible because they are dumb as fyuck. There is no feeling of exploration, what lays behind, and in simply - what is everything... Okay again fyuck this, I feel sad for reading this and again remembering how it is and how it could be.

I'm going home. To vast universe. To look for an answer. For a question I didn't even know I could ask.

Fock games.


What is that? -I don't know, but one thing is for sure, it ain't a shitty video game.
339  Developer / Art / Re: Art question - drawing isometric graphics on: December 23, 2011, 08:24:50 AM
Isometric is not that hard. You have to think everything 3-dimensional or something.
340  Developer / Writing / Re: Redefining The Classic RPG Story on: December 23, 2011, 03:54:32 AM
Personally I feel that there are already to many "classic" rpgs to the point that most of those notes you took are now clichés. 

To me, a more interesting rpg would take these notes and then expand and subvert them.

Good and classic formulas becoming a cliche is a problem in any area of art. Either you don't mind it, or then try do something different. I think this is matter of taste eventually.
Pages: 1 ... 15 16 [17] 18 19 ... 38
Theme orange-lt created by panic