|
345
|
Player / General / Re: THINGS THAT MAKE YOU RAGE
|
on: September 17, 2011, 10:15:56 AM
|
...maybe people will realize who was really shitting up their lives and a new transferal of power can begin in America. Whether that transferal leads to strong leadership or just a new batch of different idiots to vote from will have to be seen. I can't say I'm too optimistic though.
I keep telling myself that but I can't bring myself to believe that people would actually get worked up about some of the crazier hypothetical situations if they happened. I suppose if the changes were extreme enough enough people might actually try to get things changed. As opposed to all the people who bought into Obama's "Change" campaign and stopped paying attention after he was elected. I suppose that's probably been true about most elections though.
|
|
|
|
|
351
|
Player / General / Phone Story
|
on: September 14, 2011, 09:48:43 PM
|
So apparently there's an iPhone game out about Apple's human rights abuses. It's called Phone Story. It was featured in a recent Yes Men newsletter. Quick cut and paste: "To the great surprise of its creators, a funny new iPhone game critical of Apple's human rights record was accepted by the iTunes store and is being released today. The app, called Phone Story, teaches players about abuses in the life-cycle of the iPhone by putting them in the manufacturers' shoes. To win, players must enslave children in Congolese mines, catch suicidal workers jumping out of Chinese assembly plant windows, and conscript the poorest of the world's poor to dismantle toxic e-waste resulting from obsolete phones. The seriously funny new game will sell for 99 cents on iTunes; all proceeds will go to organizations fighting to stop the horrors that smartphone production causes. Read more about Phone Story below. But first, a word from Phone Story's sponsors." Pretty amusing.
|
|
|
|
|
352
|
Developer / Audio / Re: Soundscapes
|
on: September 12, 2011, 09:23:48 PM
|
|
I disagree with Leonelc about the time dedicated to footsteps in the first minute.
I think it appropriately matches my own (over the top heroic, comic book) response to that situation. Without knowing what any of those sounds mean why would I assume they were the product of some undead man-beast?
On the other hand I don't like the children sounds at all. They just don't fit my personal perception of the environment. If you were telling a story through only your sounds you only brought the demon children in in the last chapter with no foreshadowing. I did hear a door open before the child voices showed up, along with the (fantastic) gore noises, but there was no hinting at that as a finale, no build up to it, no suspense for the listener.
Given what you had to work with though it was a lot of fun to listen to. I enjoyed it and again, these are personal opinions. I don't have any kind of professional experience in audio editing so take as you will.
|
|
|
|
|
353
|
Developer / Design / Re: Pitch your game topic
|
on: September 11, 2011, 01:44:49 PM
|
A co-op experience where you have to protect a fortress/building from an attacking force. Building up walls, setting traps, etcetera.
SourceForts pretty much uses that idea. I don't know if there are traps in it though.
|
|
|
|
|
355
|
Feedback / Finished / Re: Lone Survivor (Psychological Survival Adventure)
|
on: September 11, 2011, 01:21:38 PM
|
- ways of avoiding or disabling fleshy monstrosities
I've been trying to come up with ideas for this category but I just keep coming back to survival-horror cliches. Basic, underpowered weapons with poor ammo supply like in Silent Hill (except in the Police Station, of course.) Hiding anytime you hear something threatening like Clocktower (of which I've only played half an hour of a translated hack for the SNES sidescroller.) How 'bout a camera? I hear cameras are an excellent way to get rid of enemies. You could take the Dead Rising route and simply focus on what's available in whatever environment you're in. Hunting lodge? The hunting rifle, of course. Oh there's only seven rounds left in the whole place. Well what about that bear trap? You'd have to scale down the scope of weapons drastically, of course. Maybe have one "common" weapon with with ammo being relatively common throughout the game, one "rare" weapon with only a few uses, and the super powerful "unique" weapon with one use and some kind of adventure game puzzle to unlock. If you applied that, or something like it to each area, with each tier of weapons slightly harder to access, the player would have a small range of weapons and some extra reward for solving puzzles. 'Course that's assuming it'd all be easy to implement and well balanced but it's getting away from survival-horror cliches a little (sort of.)
|
|
|
|
|
360
|
Feedback / DevLogs / Re: Hellas - greek vase platform prototype v1
|
on: September 04, 2011, 06:50:07 PM
|
The platforming feels plenty smooth. I did notice that by holding left or right and tapping the opposite direction you can moonwalk. I thought I had gotten him to stand in the air next to a block while jumping around but couldn't reproduce it by my skills so that could have been a fluke. I find your strategic sword positioning amusing, all things considered.  
|
|
|
|
|