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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 29, 2014, 12:03:15 AM
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421  Developer / Design / Re: How realistic it too realistic ? on: June 06, 2012, 08:05:33 PM
I say it, and get told that the hunger thing was about Minecraft being a creative sand box
# says it and is told he has an excellent point.
 Lips Sealed

Perhaps you mistunderstood Geeze's reply to your post.

As a sandbox, minecraft's premise is to allow the player to do and create whatever he wants. So here the hunger mechanic adds realism that works against this premise.
So I think the key is to add realism that adds to the game and doesn't work against it.

He said that hunger was not a creative sandbox mechanic and actually defeated the functionality of the game being a creative sandbox game BECAUSE it had hunger. He was agreeing with you.
422  Developer / Art / Re: itt: good character designs on: June 06, 2012, 04:11:19 AM
Shouldn't this be in references?
423  Developer / Design / Re: How realistic it too realistic ? on: June 05, 2012, 10:02:23 AM
In short, if you're going to make it realistic, do it NOW, before the players of your game become discouraged with an update that seems to make the game generally harder.

Another good point. Having a minor gameplay mechanic may not completely affect the entire gameplay and concept, but it will DEFINITELY affect the player's interaction with the game because change is pretty good. But a big change won't put smiles on everyone's faces.

A good example for that would be DotA. You know, how every version there's gonna be a changelog and people are like 'wtf what happened here' and sometimes they just bring back the old mechanic instead of the new one that everyone hates.

So when making your realistic survival game, make sure it's not heavily annoying to have mechanics taking over the game while having the game not focusing on those mechanics (the Sims only focuses on your stats, right before they added Aspirations and other stuff like that)
424  Developer / Creative / Re: How to get game ideas and inspiration? on: June 05, 2012, 09:58:12 AM
Anything, to be honest - just live life, but be open to inspiration (i.e. don't just walk around not-thinking)! It works! I swear! Carry a small notebook around. Try to avoid things that are others products for a bit (others music, games, etc), so your own ideas can grow. It's okay to use those for reference sometimes, but most of it should come from yourself

I love this so much. so true. It's normally the gimmick that sets your game apart from others that come from your own idea. Because right after the gimmick, most games share or maybe even possess the same remaining features.
425  Developer / Art / Re: Inspiration for weird enemies on: June 05, 2012, 09:51:30 AM
Wow, this game just looks too amazing!

@ontopic: hmm, I'm not a fan of horrors but in a game I'd fear a creature that follows us slowly and doesn't attack atm but you never know if and when it will, and you can't outrun it for a long distance.

I've heard this before and I think it came from you too. Am I right?

Anyway, I don't like your steam-robots but those aliens are awesome. If you want awesome enemies, frankenstein some animals. Place bird heads on bear bodies or stuff like that. That's what you usually see in modern games right?
426  Developer / Design / Re: I Want to be a Game Designer!! on: June 05, 2012, 09:48:25 AM
This is the kind of replies that you'll be receiving. You don't want to be the idea guy

The idea guy is basically a boss with so little to contribute besides the idea itself and the design docs. Unless you have something to pay your programmers or artists, you won't be able to form a team hence making it hard for you to make your game. Any member of the team can be the idea guy so you have to think of a way to contribute besides those you have already said. If the programmer/artist can make a game themselves, why would they need you right? Surely they have their own ideas and goals as well.

Especially since here in the Indie Gaming Scene, we are more sensitive. Mainstream game makers develop their game everyday and are in the office getting paid everyday as here in the Indie Scene, a lot of motivation is required for a game developer that only good developers actually finish their game, which takes much more time. This sort of sentimental value to the game is what makes Indie Games such masterpieces.
427  Developer / Design / Re: How realistic it too realistic ? on: June 05, 2012, 09:43:13 AM
Well IMO a game can never be too realistic. But it MAY be if the levels of realism of mechanics in the game aren't on the same level.. If one aspect of the game is too realistic compared to another aspect of the game, that's gonna be a tough call. You'll have to either get the other aspects on the same realism level or drop down the most realistic mechanic you have. This is what the Sims does well, balancing the mechanics.
428  Developer / Art / Re: show us some of your pixel work on: June 04, 2012, 08:08:49 PM
Heroes of three games I'm planning to make, I've been trying to improve at character animating.



   

     

They're really cute and all but three games? Really? How about just making 1 good game? Anyway, I don't really like how slowly the first guy blinks. If you want him to blink a bit slowly, at least remove the transitioning frame from his closed eyes to opened eyes when he does it.

@AMAZON - Incredible!  Kiss

@Veo - that style is so Veo lol how long has that been in progress?
429  Developer / Collaborations / Re: Looking for a good artist and a good programmer on: June 04, 2012, 02:24:34 PM
1. I do have some programming knowledge, enough to read the language in a program and understand that, for example, OK this is a loop and it's doing this; I just don't have the interest or the knowledge or the patience necessary to actually go in and write an entire program on my own. I do understand the terminology that I see programmers use, for the most part, though, and worked closely enough with my junior year programmer that I once identified the exact few lines that he needed to delete in order to make a level run properly.

This is a basic skill everyone has. It's simple logic. Anyone can recognize all those things you just mentioned
430  Feedback / Playtesting / Re: Super Rainbow Cat on: June 04, 2012, 09:09:41 AM
so it's like Robot Unicorn Attack... except with CATS? pretty cool if you had a background at least Smiley have to try it sometime
431  Developer / Design / Re: What games level design has stood out for you? on: June 04, 2012, 06:49:55 AM
Metroid 3: Search for the Metroid Larvae
432  Developer / Creative / Re: So what are you working on? on: June 03, 2012, 11:06:10 PM


that's great i love akuma

i also really love that box anim
433  Developer / Art / Re: show us some of your pixel work on: June 03, 2012, 10:54:10 PM


I'm not really reading the upper body very well.. I'm not sure if I'm supposed to be seeing a face or what.. The sprite also looks off-balanced and the legs/feet are a pretty large factor..
434  Feedback / Playtesting / Re: Reflect on: June 03, 2012, 03:18:56 PM
No, that's not supposed to happen. I'm not sure what's going on there. Can you clarify what you mean by that?

I often let go of the shield once i reflect the enemy's attack because I don't like holding on the shield without any enemy. Normally after I reflect the first shot another shot comes right at me for some reason and I die because I let go of the shield button earlier  Durr...?
435  Developer / Creative / Re: How to get game ideas and inspiration? on: June 03, 2012, 01:38:08 PM
Reading books

i lol'd at that one
436  Developer / Art / Re: show us some of your pixel work on: June 03, 2012, 01:36:42 PM
Thanks guys!. You mean the sprite is difficult to identify, I'll remember, giving more shine to the sprite could perhaps be better visualized.


no i mean objects like tables and chairs are TOO shiny (if they're not collideable)
437  Developer / Art / Re: show us some of your pixel work on: June 03, 2012, 08:54:33 AM
@Shao that's really great but maybe tone some stuff up or down because the it's kind of difficult to read.. unless that's the kind of feel you're going for..
438  Developer / Creative / Re: Tips for Keeping Motivation on: June 03, 2012, 08:53:32 AM
I love this so much realizing I am following these rules right now and my progress is sweet. My friend is suffering from feature creep thought because he talks about a lot of stuff he wants in his game that are incredibly hard to implement and he is too ambitious. Iterating is the key I guess to making a successful game because motivation comes not only from you but from other people when they play your tiny demo and say "no let's not have sex tonight. make your game"
439  Feedback / DevLogs / Re: Screenshot Saturday on: June 03, 2012, 08:31:53 AM
i think that's supposed to be the neck area and other shoulder. anyway probably make the neck's pixel black or something to represent it being in the head's shadow since it's below it.
440  Developer / Design / Re: starting the game off with a boss battle on: June 03, 2012, 08:27:40 AM
My suggestion is to just bring up a key config screen when someone starts a new game. It doesn't feel like holding the player's hand, but at the same time it gives them a glance of the controls.

well of course the player would know the controls when visiting the options section in the main menu and stuff. it's really going to be similar to Metroid and Megaman
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