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1862
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Player / Games / Re: How is VVVVVV experimental?
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on: December 21, 2011, 02:32:39 PM
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You are one of those few people who fail to miss the point  You really shouldn't use double negatives, it clouds the meaning of your sentence. Only when you subtract.
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1864
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Player / Games / Re: How is VVVVVV experimental?
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on: December 21, 2011, 02:07:44 PM
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I try to say a game is interesting, not experimental or innovative.
You are one of those few people who fail to miss the point;)
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1865
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Developer / Design / Re: "Where's my water", "Cut the rope"... those games and their many puzzles.
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on: December 21, 2011, 01:31:29 PM
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Gold-Tip: There is actually a method how to get creative. If you want a great variety of puzzles then your best bet is to design the rule-set with as many complementary parts as possible. That way you will have great control over level-design. Each rule in your set might represent a certain number of according possible gameplay-concepts/situations. Try to filter as many as possible out by simply playing and thinking what you are actually doing. With a concept I mean a certain requirement how to solve a certain situation/s. I also refer to it as "tools". Because you use an intellectual property (idea/concept) to solve a situation. Perhaps this vid helps to make it clear (you can skip the first minute if you have no patience): http://www.youtube.com/watch?v=Exp3ewXGXic&feature=channel_video_titleSo in the end you are left with a large amount of that concepts. Then it is just about how and how many of them you want to mix into each level.
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1866
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Developer / Collaborations / Re: SeekingTeam (Full details inside)
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on: December 21, 2011, 12:30:30 PM
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I'm building a business, and you're building a game. It's a clone game, not a bad idea, but
You are mistaken, it is an original commercial game called Stardust Genom, I am enriching that genre. The only fan-game I want to do is Super Metroid Tournament - Advanced Combat (SMTac). Good luck. And make sure to read my thread. It is gold, possibly the best concept-thread you will ever find.
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1868
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Player / Games / Re: Games that could be masterpieces if they expand on their concept
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on: December 21, 2011, 11:56:15 AM
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I tried out Christmas Island and I have to say that it ultimately reminds me of what I am currently doing! Normally a platformer has a continuous feel to it, but here it is discretized and turned into a puzzle. So it is a bit unusual but stuff like that can be blast to play. Btw. I very much enjoed the lovely music, too, it's great.
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1877
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Developer / Design / Re: Against "modern" Tutorial levels
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on: December 21, 2011, 07:44:31 AM
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I will design the tutorial now without explanations. Every rule-piece will be discovered in a dedicated level through exploration. So when you have mastered all the tutorial levels you should know the rule-set, without reading anything.
I see the excitement in this way of approaching a game. But those who don't pass the tutorials should blame TigForums for that:P
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