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Pages: 1 2 3 [4] 5 6 ... 58
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46
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Developer / Design / Re: Pitch your game topic
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on: February 01, 2013, 06:16:56 PM
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This may warrant a new topic, but heres a NeoGaf thread of things from old games that people want to see more of: http://www.neogaf.com/forum/showthread.php?t=510552. Has a ton of amazing ideas/mechanics. It sort of surprises me, I'm not programmer but people seem to design games more when they're playing with code rather than "wouldn't it be cool if". Maybe there's a reason for that.
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47
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Developer / Art / Re: 3D thread
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on: January 25, 2013, 10:39:06 AM
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Mmmm yeah, awesome to hear you're coding your own, can't wait to play a demo or something with your style.
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48
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Developer / DevLogs / Re: Son of Nor
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on: January 21, 2013, 01:26:57 PM
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By grandeur I mean the wonder and mystery that players will find in the game. Powerful spells, more about the dark history of the land, who the Sarahul are and what sort of force from what kingdom they bring against you. I watched the 2012 GDC trailer which was very effective actually, but still a bit early in terms of content and animation for widespread appeal. The scene of the statue in the village helped, though it was surrounded by some boring houses in small valley cave. I also really like the concept art on your webpage.
Seeing the low percentage on the DevLog is a good thing, I know it's important to hammer out all of the engine features before building up the world to its full potential, and even more not to show your best stuff off in a trailer, but once more content is designed and polished I don't see a reason why you would not get more attention naturally.
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50
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Player / General / Re: In-game tutorials for players
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on: January 20, 2013, 11:54:34 PM
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Metal Storm NES.
Tutorials are just learning. Much of that can be done on their own by their own observation, intuition, and intelligence. Yet, you gotta learn to crawl before you can walk. As noted, Megaman X is a brilliant example because you learn your abilities through mimicking another character, much like we literally learn how to walk. Having people tell you what to do all the time makes for a bad school, and bad game. Let it lead by example.
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51
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Developer / DevLogs / Re: Son of Nor
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on: January 20, 2013, 03:22:12 PM
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Game's still looking so darn good. Sounds like its been a hard road and I'm glad to see it moving along. I really want to play it once it's ready.
I'm no marketing specialist, but the social media plan can be a bit like pushing a rope. It's difficult to manufacture buzz, and giveaways seem like a bit of a distraction. From what I've seen the most effective way to gain a fanbase is posting regularly (which you guys excel at) and showing off bigger previews to "gaming news" sites. I hope you get a lot more attention, and a demo and a bigger trailer somewhere down the line will be your best hope in my opinion.
Again, not completely sure what I'm talking about, but the honesty of your technical/plot updates aren't quite as attractive as more visually unique updates. Until we can play it, what we have to go by is exciting sounding tech and and an empty desert with lizardmen and bugs. It's missing a bit of... grandeur? Maybe it's still a bit early. Either way, sorry if this sounded negative, I'll try to help spread the word aswell.
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52
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Developer / DevLogs / Re: Owlboy Development
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on: January 20, 2013, 12:35:03 PM
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Enjoy? Don't mind if I do!  My eyes have been stuck like that for six years or so after my first look, and now my ears are in similar shape. Amazing work everyone! 
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53
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Developer / Art / Re: I totally made a comic!
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on: January 17, 2013, 02:20:08 PM
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Professional quality work as always kinnas, I still hold on to the dream I will play your game someday. I agree with these guys, both styles are so solid and effective. Personally I would allow them to bleed together a bit, using the Mignolaish one for shadowy scenes, or let things get more abstract when the story requires it, punchy impacts for emphasis.
Also, you've told a nice arc with several pages. If you've got an idea for a comic you've definitely got the chops to keep going!
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54
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Player / Games / Re: What are you playing?
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on: January 15, 2013, 03:12:29 PM
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Trip World, for Game Boy. I'd argue its a better version of Mr. Gimmick! the awesome and beautiful and underrated NES title. Also Metal Gear GBC, Survival Kids for GBC, and Metroid 2 for GB. There is some amazing quality here.
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58
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Developer / DevLogs / Re: Shu, Secret Lunch
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on: December 23, 2012, 12:08:09 AM
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Visuals are looking mighty professional. Makes me want to play for sure. And mechanics working thematically with the plot and visuals, so good.
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60
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: December 18, 2012, 04:00:55 PM
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The sentiment is right because you don't tackle a huge problem all at once, but it sounds like conditioning and gamification.
In my experience, the best way to change deep habits is to actually remove rewards and cues. Acknowledge the problem is hard, be honest with your flaws and limitations, and start from the bottom. Motivation should be desire for personal benefit such as caring about yourself and wanting to do more things with your life, rather than cookies. You give yourself a cookie after a run, then you don't have time to run but you wanted to so, half a cookie. The next days you realize you have a box of cookies that requires no running. But the satisfaction of doing good in the world is hard won and hopefully worth fighting for.
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