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1075753 Posts in 44139 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:17:02 PM
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1361  Feedback / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: February 26, 2013, 08:02:51 PM
Heh. The dwarves use dollars. Is this game the story of a bunch of midget Americans?
1362  Feedback / DevLogs / Re: TIGS Coop. Game Dev, Now 50% More Roguelike-ish! on: February 26, 2013, 05:11:43 PM
If we want to focus on exploration, perhaps permadeath is a bad idea. It stops the player from truly exploring, as they feel that they may lose what they have. This promotes wary gameplay, and that is not what we really want. I suggest a system of checkpoints, where the player can drop a save stone. When they die, they will respawn at the save stone with only three of their items, which they will choose.
1363  Feedback / DevLogs / Re: TIGS Coop. Game Dev, Now 50% More Roguelike-ish! on: February 26, 2013, 05:38:27 AM
I vote overall goal or storyline, such as: You are looking for your princess (highly simple, but we can make an actual one later), and you have to go through a strange land which has just been morphed. As you go through the land, you will meet people who will give you quests. Perhaps one or two quests per setting, which will try and bring you closer to your princess.
1364  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 26, 2013, 02:00:22 AM
Art (for arts sake) is a rather new invention (19th century) where crafts and design go back much much further.(stoneage) Unless you mean something else with art?

What about all those Renaissance artists? The Renaissance happened in the 14th to 16th centuries, and from it, we have Leonardo da Vinci, Michelangelo, Botticelli.....

I'm sure they made art for art's sake as well.... Maybe a little bit for money.
1365  Feedback / DevLogs / Re: TIGS Coop. Game Dev, Now 50% More Roguelike-ish! on: February 26, 2013, 12:39:43 AM
Anyways.. away from the platform war...  (Actually, we should have a platform war thread.)

The basic concept for our game so far is that it is a world that just has different areas with different themes, am I correct or not?
1366  Feedback / DevLogs / Re: TIGS Coop. Game Dev, Now 50% More Roguelike-ish! on: February 25, 2013, 10:16:44 PM
Will this game have a story or simply we make it up in our head as we play?

Probably make one up. If we have a proper story, then it'll be hard to mod stuff, without making it look weird.
1367  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 23, 2013, 10:05:48 PM
We need to change HTML5 into something cool....

Hotmeals.

A Hotmeals Voyage.
1368  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 23, 2013, 07:41:43 PM
Dimensia

Jenneisborug

The adventure of Charlie, the slightly failed wizard

An HTML5 Game

Voyage


1369  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 23, 2013, 07:42:46 AM
Alright. So, should we decide now the amount of different settings that we will use, or will we allow people to build their own tilesets?
1370  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 23, 2013, 03:16:27 AM
Perl is a scripting language that is supposed to be quite obtuse (compared to python. Perl lovers, please don't kill me). I'm guessing regular expressions in Perl are really hard?
1371  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 23, 2013, 03:10:28 AM
That's what I was thinking. There is a wizard's tower in the center of the game, and there you can heal, buy items, save... And from that tower, you can go to one of 8 different dimensions. Then it's just a roguelike in a special setting, with different monsters to fight and specialized loot. Maybe if you die, you can restart at the tower?
1372  Feedback / DevLogs / Re: Screenshot Saturday on: February 23, 2013, 02:46:10 AM
Here's a screenie of a game I built for school. I'll release it someday. It's a puzzle game, with color switching as a mechanic.

1373  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 23, 2013, 02:22:51 AM
Quote
I mean, your use of scientific terms is too careless, but the general idea sounds ok.

Heh. Dimensional anchor. Scientific.  Durr...?
1374  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 23, 2013, 01:48:19 AM
Alright. So, the storyline is that a wizard's apprentice has accidentally morphed all the alternate universes together. He now has to go to each of the 8 dimensions to get a dimension anchor, which he will remove to let the universe go free.

Sound good?
1375  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 22, 2013, 11:52:20 PM
nerdiest gif of the decade, who can spot the reference?
thats not nerdy lol, a phyics or maths reference would be nerdy
1376  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 22, 2013, 11:35:18 PM
The quick red fox jumps over the lazy brown dog? But the dog isn't really brown...
1377  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 22, 2013, 11:21:42 PM
Oh.
1378  Feedback / DevLogs / Re: Teenage Mutant Co-Op Game Dev - Secret of the TIGSauce on: February 22, 2013, 11:07:21 PM
Name: Time warp 7: The TIGS experience.  Hand Thumbs Up Right
1379  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 22, 2013, 10:58:50 PM
Waoh waoh.  Crazy Why can I suddenly see this "Mancrib" board? It's "Hidden". Am I going to suddenly go back to level one?  WTF
1380  Developer / Business / Re: Indie Dev Marketing companies - Do they exist? on: February 22, 2013, 10:55:36 PM
Well, there is Devolver digital. They published/marketed Hotline Miami and Luftrauser. I recently read an article about indies being comfortable with them because they were indie as well, and wouldn't take over anything.
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