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2963
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Community / DevLogs / Re: Wonder Lost (Working title)
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on: May 22, 2010, 04:57:25 PM
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I hate building custom tools. It's all that GUI stuff, it doesn't sit right with me. I hear ya. Oh, how I hear ya. I hate editors. Boring, boring stuff. Anyway, good job on finishing that, and I'm looking forward to a demo build! I third this.
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2964
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Community / DevLogs / Convict - Turn-Based Strategy
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on: May 22, 2010, 04:13:38 PM
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After seeing His Dark Majesty, I said to myself, "Dang, I gotta make me one a those!"
But Amiga emulators are confusing, so instead of doing any of that, I'm going to try to make a full-fledged Fire-Emblem-esque game with the touch of retro that we all know and love.
It's my personal goal that the game's size not exceed 2000 bytes 1 mb. This, at the moment, appears completely manageable.
If I don't finish it in a week and a half, I'm through with this and I'll release what I did finish. I don't want to get too absorbed in this, I'm just using it as an excuse to take a break from my other stuff I've been working on.
Stay tuned.
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2966
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Developer / Design / Re: Pitch your game topic
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on: May 22, 2010, 11:46:10 AM
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My idea of one of these Kongregate or w/e games?
A 2-player game in which player 1 commands legions (read: thousands) of (mostly) weak and expendable zombies and other undead, while player 2 tries to defeat them all using overpowered weaponry.
Playing as the first player would be strategic - you want to try to corner the player, get him away from power-ups and such, and try to keep your numbers from falling too low too quickly.
As player two you'd be blissfully mowing down as many zombies as you can with rocket launchers, grenades, machine guns, etc.
You could use real-world money to purchase things that the OTHER player can use in your game. For example, you can purchase more zombie varieties to fight against as player two, or buy more weapons for player two to blast away with as player one. Players would also be able to earn a lot of them in-game via some sort of achievements (Kill 10,000 zombies, defeat player two with over 100 zombies remaining, for example)
You'd be rewarded in games where you allow the other player to use your achievements by gaining "Slaughter Points" which you can either spend on visual changes to your own zombies as player one or your character as player two, or save them up. The players with the most points would be showcased on an online leaderboard. Losing any game would cause you to lost a small percentage of your points.
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2970
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Developer / Design / Re: Pitch your game topic
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on: May 19, 2010, 03:38:04 PM
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I'd love feedback on this idea:
The game takes place underground. You have a series of drillers, diggers that use drills to quickly dig tunnels in the earth. You're there to dig for precious gems and ore.
But the world of the caves is not peaceful. You find yourself under siege by competing mining teams. There is no law underground but that of ass-kicking, so using the money you get from your mining you can bring down from the surface warriors to defend your mining operations and attack and capture those of your enemy.
The game plays on a grid. It's still a fuzzy idea in my head, and I'm not sure how it could be made to be deep and interesting.
That sounds very interesting, but it would suffer if it did not feature an internet multiplayer option.
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2971
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Developer / Playtesting / Re: Don't Blow Up the Bomb!
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on: May 19, 2010, 03:13:28 PM
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Ok, I made several fixes, additions, and improvements that should really increase the overall quality of the game. Please redownload using the same link.
Also, I have some good ideas for incorporating music into my game, but my computer's sound is broken. ;( Maybe I'll be able to add it sometime later.
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2972
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Developer / Playtesting / Re: Don't Blow Up the Bomb!
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on: May 19, 2010, 02:00:27 PM
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The second time there were barely any. This is a bug. I want to know if a few things were intentional. I got a game over without colliding with the bomb. Also, what is the purpose of turning the light on and off with spacebar? This was an experiment to do something with the graphics, but it didn't work out. I forgot I'd left it in there. I'll be uploading a new version shortly that makes it a bit more obvious how to score points and the difficulty will increase more quickly.
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2974
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Player / Games / Re: User-generated content
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on: May 19, 2010, 02:51:37 AM
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a) Do you spend time to sit down to create content for your games?
Yes, but only once the engine has been finished. I find it very enjoyable to build the content for my own games and then challenge my schoolmates to beat it.
b) Are you interested in playing content that other users created or are you usually sticking to the content the original developers created?
It depends heavily on the genre. I feel user-created modifications for games like Garry's Mod are critical, and being able to create maps and units in online FPS is great. (Look at sizable Star Wars Battlefront 2 modding community at gametoast.com; that game was released all the way back in 2005.) However, when it comes to playing some small level somebody has made for some game, I'll take a look if the content is very accessibe, but I won't touch it if I have to go out and download a bunch of junk.
c) What was your best experience with user-generated content?
SWBF2, no question.
d) Which genres could benefit in a big way if they'd implement user-generated content?
As I mentioned before, Online FPS games and sandbox games.
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2975
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Developer / Technical / Re: Start in the middle!
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on: May 19, 2010, 02:41:57 AM
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I find it very difficult to start in the middle unless I happen to have some other code I've written I can copy over and work with. I have to have the satisfaction of knowing that the hamburger powerup on the screen can rotate the other way, be scaled, move away from a point (presumably the player) and jump up and down at the switch of a variable. Not that I add useless stuff in there, but I plan out my projects way more than is healthy, meaning I feel I have to get the framework in place. My problem is that once I've finished the plumbing and built the structure, I have a hard time staying motivated to get the last few bugs fixed and the last few features added so that I can actually start working on content.
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2976
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Developer / Playtesting / Re: NOCTU
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on: May 19, 2010, 02:33:05 AM
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You might do that. Also, I'd be more than willing to proofread the English version for you if you can provide both your English and Spanish scripts.
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