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877305 Posts in 32856 Topics- by 24295 Members - Latest Member: raithza

May 19, 2013, 05:35:19 AM
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Pages: [1] 2 3 ... 118
1  Developer / DevLogs / Re: TRIGGER HAPPY HUSTLE on: May 18, 2013, 03:30:13 PM
Looks cool, is this going to be a phone game?  I see on screen buttons.
2  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: May 18, 2013, 12:16:27 PM
Why is this the first time I've heard of any of this Eurovision shit?
3  Player / General / Re: The "Why the fuck is there 1700 guests viewing Minecraft" thread! on: May 18, 2013, 05:07:42 AM
$20 alpha test, stroking Notch's beard $10,000 extra.
4  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: May 17, 2013, 09:31:42 AM
http://www.thestar.com/news/city_hall/2013/05/16/toronto_mayor_rob_ford_in_crack_cocaine_video_scandal.html

Ohhhhhh boy.
5  Developer / Design / Re: A strategy game idea: Interlocked economies-of-scale (and other ideas) on: May 17, 2013, 04:18:52 AM
Ultimately, though, the idea here is basically to capture that satisfyingly vindictive feeling of smashing an opponent's carefully built fortress by pulling down one flagstone- that sort of trolling/griefing where you just completely ruin something that took a long time to reach with minimal effort, and make it into a competitive strategy game where the entire game is basically the players griefing each others' infrastructures one after the other. If there's a simpler way to reach that sort of gameplay, I'm all ears.

All you've done is ensure no players will ever defeat the others because it's so easy to sabotage their infrastructure, thus leading to all players unable to progress beyond a certian point .. and you've really only replaced "Tech tree rushing" with "Attack the other guy's infrastructure".  It's also rather obvious what parts of infrastructure to attack in order to cripple them.

While the idea isn't completely bad, the way you have it planned out is too effective for too little effort.  A better idea would be to give more incentives for military and economic attacks on other players, or restrict it to attacking certian parts of infrastructure that slows down tech development, but doesn't cripple it and cause the player's entire civilization to collapse overnight.
6  Developer / Design / Re: A strategy game idea: Interlocked economies-of-scale (and other ideas) on: May 16, 2013, 08:36:24 AM
As others have said, maximum realism is not always fun.
7  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: May 16, 2013, 06:29:58 AM
The universe is brown.

Damnit, now I'm craving another cup of coffee.  This is all your fault, universe.
8  Developer / Art / Re: show us some of your pixel work on: May 15, 2013, 02:46:36 PM
That is the most derptastic sprite I've seen in some time Durr...?
9  Developer / Feedback / Re: BLOB, feedback wanted on: May 15, 2013, 12:31:30 PM
What's up with the level with all the cannons on the ceiling?  I can't get the timing down right .. D:
10  Player / Games / Re: Nvidia Project Shield $350 on: May 15, 2013, 08:52:31 AM
Better have some kick-ass exclusives or that thing is going to sell as well as a rock.
11  Developer / DevLogs / Re: Century on: May 15, 2013, 07:18:10 AM
Nice arts.
12  Developer / Design / Re: Where's all the Bubble Bobbles?? on: May 15, 2013, 07:11:44 AM
Yeah, best way to do it would be some sort of portal effect, maybe with arrows pointing at it.
13  Developer / Design / Re: Where's all the Bubble Bobbles?? on: May 15, 2013, 06:37:40 AM
It does run contrary to most videogame rules which say if you fall off the bottom, you're dead.

I think it works better in puzzle games to be honest.
14  Developer / Creative / Re: So what are you working on? on: May 15, 2013, 06:35:37 AM
I'm re-doing Strat Tech's interface to fit in 640x480 instead of 800x600.  IMO it looks better now, with less wasted space.

15  Developer / Art / Re: show us some of your pixel work on: May 15, 2013, 04:47:56 AM
Nice alien monster face :O
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