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3561
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Developer / Design / Re: Implicit RTS
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on: May 21, 2008, 07:02:21 AM
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Edit: Alevice, that idea is totally epic, and totally along the lines of what I'm thinking!
Chris Taylor, going on about bringing "strategy" back into RTS games... He should have spoken to you! Just because a map is big doesn't make it any less of a tactics-driven game.
Man, you make me blush 
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3564
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Developer / Design / Re: Implicit RTS
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on: May 20, 2008, 07:21:38 AM
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This got me thinking for an RTS concept:
You start your match with a fixed (and rather large) budget. Before actually playing, you have to pick your "roster" (much like an sports game), selecting a set of squads of different types, each with a cost (and perhaps a cap) associated to it.
You can set their moment for arrival - transporting your squads to the battlefield has a cost, that varies depending how long should it take said squads to arrive; the sooner, the more expensive.
Once in the battlefield, you really can't control directly your squads - to order them, you can deploy a sergant/general who will lead these squads upon an established strategy. Rather than ordering to move, you will just set a bunch of node accross the map that will serve as reference as to where should they move towards, during their existence on the map. You can define a behavior upon a set of given scenarios: if they find enemy camps, you can chose to werther order them to attack, evade, merely capture and arrest, look for hostages, etc., all of them under a set of criteria: proportional squad sizes, morale, whatever.
Please note that you really can't give all these orders real-time. You chose all of this before actually starting the match. If you want to change order, you must send an informer, who will attempt to meet the squads and update them on their given orders. You could also send them by radio, but the opponent may try to intercept the signal, and know about your plans, which might prepare them for a counter move. This also adds the option of hiring spies, who will serve the same purpose than intercepting radio signals, only that he can join opponent's squads, and keep you constantly informed.
Squads also have an associated expense due to supplies over time - the longer their time in the battlefield, the longer they keep draining your wallet. You can reduce (but not dissapear) this effect by setting up encampments accross the map (where hosteages can also be held, unitl you send them to HQ). Please note that encampments can be captured by enemy squads and take advantage of whats available there, including information.
Day and night also effect the battlefield, other than just line of sight. Your squads have an associated, and will try to rest at night when possible (unless otherwise specified), with a single member keeping watch. This is when they are at their weakest, for a sniper can kill the watcher and kill the other ones while sleeping. You can equip your squads with certain items, like tents and night lens to prevent such situation (and also others i have not thought about).
There is no way to generate an economical income, so you must spend your money wisely on your strategy.
Man, I really wish I had a bunch of slave game programmers at my disposal to make this game.
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3566
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Player / General / Re: Video Game Summary Generator
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on: May 18, 2008, 09:36:04 AM
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Also, nouns and adjectives should be randomnly created too. Like a giant mechanical ex-girlfiend. Also: Your game is a collectable card game with the monster training of Pokemon where the player is an ex-girlfriend, repairing machines to defeat a dragon.
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3569
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Community / DevLogs / Re: One-Dimensional RPG (Work in Progress) (Looking for Help)
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on: May 16, 2008, 08:19:59 PM
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Hey, you could make a full and rich 3d world with detailed landscape and such, but no matter which directional key you pressed, you would always move forward, nd no matter which command you chose, you would always perform a predefined task. Super linearity to the rescue.
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3570
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Developer / Design / Re: The designer's workshop: The silent protagonist
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on: May 16, 2008, 08:13:01 PM
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I am too one of teh believers that the less defined the silent character is, the better you can relate to. I really like those movies where the protagonist is slinet, but not by choice, rather by chance - everyone is deliberatedly inrterrupting and willing to put words in his mouth, despite his willing desire to talk, and act as if really wasn't there. I wonder how well would that work on a game, and not fail and end up pulling a navi. A game where the protagonist is able to speak, but never without the player's go-ahead. The game will analyze how the player goes about his business. If the player breaks pots and attacks innocents and ransacks houses, his replies will be assholeish. If the player vanquishes monsters and explores his dialogue will be more confident (but not concieted). Silence is always an option. Depending on your reply, the dialogue will branch in different ways. This is something I kind of wanted to approach to that game design ideas topic. the character dialogue options are based on current temper and health, so basically he would ask politely for an aspirin at the drugstore when he has only a slight headache, but will grunt and deamnd for a fucking painkiller when he is badly wounded and has had a streak of bad luck.
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3571
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Player / General / Re: So someone at Midway played with the VGNG and...
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on: May 16, 2008, 07:53:03 PM
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To top the insult, MK3 featured a character named Striker.
For the record, Kurtis Striker was originally meant to be the black character Jax, who was intended to be on the first game, instead of Sonya, who was a somewhat late addition in order to add a female character. So the cheesiness just took a little longer to come up. ALso, MK3 death sequences were horribly done, specially that slice-in-3 sequence, as the hands were somehow jointed to the waist. MK3 was a pretty bad game, and a poor attempt to rival Killer Instinct. Man KI was the shit. I still love it to this day.
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3572
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Player / General / Re: How keen is your game-sense?
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on: April 21, 2008, 07:59:05 PM
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I hardly ever pay the attention I should to HUDs, particularly on RTS games, which is why I rpefer to play recent games, where they give you nearly all the feedback you need on the game field. This is also why I love HL2. The suit emmits a particular noise whenever I am running low on ammo and I need to reload; interestingly, you can enable a helath and ammo meter on the crosshair, which I never ever pay attention.
I am one of the few persons I know IRL that can tell that ZSNES has a siginificant enough input delay that prevents me from pulling any combo at all, where on a real console i can pull them quite effortesly, and can tell there is a delay tolerance, which is useless on the emulator because the fucking input delay is quite drsatic, at least for the game. Custom U64 arcade emulators for KI games do not suffer from that.
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3575
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Player / General / Re: Video game commercials
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on: March 12, 2008, 12:07:08 AM
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Whoah fucking there. Had I not known the PS3, those ads would have made me buy it no matter what. Those are the most awesome videogame commercials I have ever seen. I wish the target audience weren't so nerdy so we could have this kind of shit far more often.
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3576
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Player / General / Re: Zombie blog posters
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on: March 01, 2008, 12:08:14 AM
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Those 'dead' blogs truly give me some spine chills. As if there was something fucking dead leaving echoes or something. Hard to describe.
This, I presume, must be an Uncanny Valley effect, having a soulless device imitating human speech pattern and basic human interactin (the whole friend linking).
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3578
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Player / General / Re: What does your handle mean?
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on: February 16, 2008, 04:32:19 PM
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Every time I die I'm reincarnated as a significantly more attractive version of myself.
You should die a little more often then. My bleeding eyes demand it
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3579
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Player / General / Re: What does your handle mean?
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on: February 13, 2008, 11:13:44 AM
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Reclycling it from my pixelation post some time ago:
My username is a classy portmanteau of Alice and Leviathan (shortened to Levi)
I used to be known as leviathan back when the internet became aware of my own self (and my hotmail account is leviathan_000, because _666 was not available). Then, every fucker on earth thought I was some other idiot who used Leviathan as its name as well (let alone everyone spelled it wrong for some reason, like leviathon and crap like that), so I wanted a change. In almost every forum, everyone addressed me as Levi (maybe 'cause I was a fan of Levi's jeans as well :p), so I mixed it up with the name of a girl I used to like.
I also undergo on the names of MisterJones, MonseiurSirhan, and May7th.
MisterJones was kind of my secret identity on random forums when I wanted to post as if I was some other guy different than Leviathan (kind of lame, but hey, I was young). Eventually it became the handle I use on every emulation related forum, for not reason at all. The name derived from a time when I was uber computer-iliterate and myself and my brother wnet looking for computing courses. In one of the places we went asking for information, the guy asked for our names. My last name's Yunes (from proud arab heritage!), but the idiot wrote it as Jones - I corrected him; however, wehn he asked my brother's, he put Jones again. I lol'ed on the inside, and end up being a funny way to address myself at times on real life when I am bored, for it is generic enough (despite living on a country where it actually is not generic).
Sirhan is the last name my grandgrandfather wore, and it kind of sounded cool when mixed with the french of mister.
May7th is my birthday!
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3580
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Developer / Playtesting / Re: Shit Game, Now with Download
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on: February 12, 2008, 08:08:09 AM
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Yeah, the rotating crosses was particularly easy. The chasing faces were not  Hint: You can kill the electric catys with the romboids floating around. Hint 2: On the 'inverted colors' level, you can levave the first room, go back (just to be right in the screen edge on the first room) and jump. If you have luck, the lava up there won't hurt you, and you can afterwards jump to an eye. Handy shortcut, if you ask me. About the game: it was great in its art and collission. I would have liked it much longer though.
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