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1076093 Posts in 44163 Topics- by 36129 Members - Latest Member: UmmagummaGames

December 30, 2014, 10:22:20 AM
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Pages: 1 ... 16 17 [18] 19 20 ... 38
341  Player / Games / Re: Games that could be masterpieces if they expand on their concept on: December 22, 2011, 09:41:08 AM
Almost any simulator game.

They could bring in playable characters, NPC's, goals, maybe some RPG elements.

342  Developer / Design / Re: Ideas that just didn't work and how you proposed to fix them on: December 22, 2011, 04:00:32 AM
The idea is much more important than execution and functionality.
343  Developer / Creative / Re: My thoughts: Still a childs toy. on: December 22, 2011, 03:56:26 AM
Orbiter is quite mature.

Not sure about other games.

I could also add Capitalism to this list.
344  Player / General / Re: Am i an idiot? on: December 21, 2011, 05:03:01 PM
It is funny how this thread becomes obsolete when OP gets his signatures sorted out.

345  Player / General / Re: Am i an idiot? on: December 21, 2011, 04:50:28 PM
346  Player / General / Re: What are you listening to at the moment? on: December 21, 2011, 04:45:39 PM
I think this will be my soundtrack for Christmas

http://www.youtube.com/watch?v=f_tXNbDKnpk
347  Player / General / Re: Piracy experiences? on: December 21, 2011, 05:33:20 AM
Steam works fine preventing piracy.
348  Developer / Design / Re: "Where's my water", "Cut the rope"... those games and their many puzzles. on: December 21, 2011, 03:20:10 AM
You must be intelligent to design puzzles, I am not, so I never design puzzles.
349  Developer / Design / Re: Worst/least explored game genres? Ways to expand them? on: December 20, 2011, 09:10:26 AM
I'd like to see some very realistic and serious adventure/exploration games. Biosys was in this direction, but the actual exploration part is quite limited as those who played it knows.

There is also game called Explorer for C64 which could be think as spiritual father...

Myst is also similar, but that tend to be too much biased to fantasy setting and has quite a lot puzzle solving.

350  Developer / Design / Re: Best game UI experience you've had? on: December 20, 2011, 08:54:57 AM
Civilization 2

.
351  Player / General / Re: If you make games you can get with this girl on: December 19, 2011, 03:59:28 PM
You guys, they designed a game that can function with the controller not even plugged in.

What if it is a cordless controller?
352  Developer / Design / Re: Tale of Tales discussion (now with more "state of arcade game") on: December 19, 2011, 03:51:17 PM
what's the name for 'people should make the kind of art they want and art can be anything'?

I am thinking something like "positive postmodernist"
353  Developer / Design / Re: RPGs not based on fighting on: December 19, 2011, 01:46:24 PM
a "story game" without fighting is an adventure game.

So does adventure game that has fighting in it, become a RPG?`

 Concerned
354  Developer / Design / Re: RPGs not based on fighting on: December 19, 2011, 12:52:18 PM
I was wondering exactly that until I found that life sims, pets game and management game are basically just that. They don't use the rpg tropes that is all. So an "rpg" without combat would be those games in an "rpg" like setting.

I don't think so. RPG as we generally understand it, is almost always quite focused on some sort of story. Those games you mentioned don't have story telling. At least when OP asks for non-fighting RPGs, he is not looking for The Sims.
355  Developer / Design / Re: RPGs not based on fighting on: December 19, 2011, 03:13:42 AM
Does your game have a website? Or somewhere it shows itself off?

I'm sorry there is none, one very wip and old screenshot of dirty hotel:
356  Developer / Design / Re: RPGs not based on fighting on: December 19, 2011, 02:46:06 AM
TIGsource, the RPG. Find a way to prove that games are art through long and drawn out debates. Guest starring Gilbert Timmy and Paul Eres as dungeon bosses.

After loading screen game would crash because of "semantics error"
357  Developer / Design / Re: RPGs not based on fighting on: December 19, 2011, 01:57:13 AM
How would you Design à RPG not based on fighting? What character stats could one use? And how would One Level up/ Advance skills without fighting?

Leveling stats can be used for ANYTHING. By default, they dont have to do anything with fighting. Fighting is just one element/objective that happens in game, and fighting skills tells how good the character is in doing it. Fighting can be replaced with anything, sex, discussion, machine tool usage, flying a helicopter, crime solving,... you name it. Skill levels only measure character ability of doing something in game.

I am already designing RPG/adventure that doesn't feature any fighting. In my game, they are used for example "appeal as politician", "skill of lying", "dating skill", etc etc.
358  Developer / Design / Re: Worst/least explored game genres? Ways to expand them? on: December 17, 2011, 03:13:20 AM
Also just the general feeling of exploring a vast unfamiliar world that you want to see more of, and in a way that allows you (the player) to piece things together themselves, without having stuff shoved in your face.  I can't think of any game I've played lately that has done that.

I want this

You could try Noctis, thou there is no pieces to put together.
359  Player / General / Re: RIP christopher hitchens on: December 16, 2011, 03:55:10 PM
The waterboarding video he made is absolutely terrifying.

http://www.youtube.com/watch?v=Efh_6_-tHgY

If you are referring to this, yes it is very terrifying mostly because the music.
360  Developer / Design / Re: What DON'T you like about these popular series? on: December 16, 2011, 03:41:25 PM
1) Sonic The Hedgehog
2) Donkey Kong
3) Kirby (traditional suck-shit-up Kirby)
4) Megaman

Well none of these are my favorites, but I have to give credit to some Megaman musics.

1. I never played single Sonic game, because I was Nintendo-dude.
2. Too old and simple. Was boring already in 80's when I played it in those mini-arcade machines.
3. WAAAY too childish looking. I was into DD2 and Contra and etc style games.
4. Good musics, nice graphics. Way too frustrating.


I think that, yes, you should be better at a game because you know its layout, but I don't think not knowing should make you suck. If I'm running into things every ten seconds it doesn't much motivate me to replay the level until I know the location of every obstacle just to be able to play without sucking. I guess some people like that but to me it's just frustrating and makes me not want to play even more.

20 years back you really didn't have a choice. If you wanted to see the ending screen you had to suffer for it. Also when we were kids, there were a lot more time and stupid persistence in use.
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