Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 05:51:31 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1]
1  Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA] on: June 25, 2008, 05:46:25 PM
I don't like idea of auto parachute. I like the game as is.
2  Community / Procedural Generation / Re: Minus [FINISHED] on: June 22, 2008, 12:50:26 AM
to me this reminds me of a relaxed icy tower where its ok if you miss a jump.  I also like the combo system in the game too.  theres just something pure and fun about the gameplay.  You want to get the best time possible but don't feel pressured to do so and just have fun as you ascend the clouds. good work.  I'd love to see an online best times list for each seed but that might be hard to do.
3  Community / Procedural Generation / Re: Artificial Nature - a 64kb arena shooter [ done- w/ linux, and Mac! ] on: June 19, 2008, 04:14:49 PM
from the comp announcement thread:
"The theme of the game is PROCEDURAL GENERATION, with an emphasis on generating new content every time the player starts the game.

Procedural generation, or procedural content generation, is a term to describe the creation of content algorithmically "on the fly" (i.e. after the software executes, rather than before).  In video games it is generally used to either generate "random" content (like graphics or levels), or to reduce file size.  This competition is focused on the former, but you may choose to apply the theme however you see fit."

so the spirit of the compo seems to be for things to be new each time you play it.  I know PG doesn't have to equal random and even the compo rules recognize that. I'm familiar with PG to reduce file size with kkrieger being a famous example.  But I just think most are expecting PG to be used for random elements given the compo description.

However, thanks for pointing out the random elements of your game.  I'll admit I hadn't played enough to be able to be sure about the more subtle random elements. It probably would have appeased people a bit if you had pointed out the random content in the detail you had just given me earlier or added it to the first post in the thread.

Anyway I really DO like your game and look forward to possible new updates.  I guess after playing some of the other games I expected the PG use to be as obviously random as some of the other games in the compo.  Still it seems some of my "ideas" you had already implemented regarding random content. 

Sorry to make it seem like I was saying there is something wrong with your game for not being random enough.  I was basically posting to all the thread of my favorite compo threads saying what I liked as well as what I'd like to see changed in the games. I'll admit I was wrong in that there are random elements to your game.  anyway you did do a great job on your game and it just seems the PG is used more subtle in your game than others. 
4  Community / Procedural Generation / Re: Space Game : Mujakwi ["Finished"] on: June 18, 2008, 08:22:20 PM
I love the idea of this game.  Exploring infinite planets is always a cool idea.  Its the only element of noctis yet there are still people who love that game.  Your game is a lot easier to use and more exciting since you get to shoot stuff and get new weapons and treasure and such.   looking forward to further development of this.  I'd like to see friendly and neutral creatures inhabit the planets and maybe even interact with each other.
5  Community / Procedural Generation / Re: Loboton (finished) on: June 18, 2008, 08:14:45 PM
Yay another shmup with random elements.  the different faces are funny and the gameplay quite enjoyable in its simplicity and tough difficulty that keeps you coming back just to get one enemy further than last.
6  Community / Procedural Generation / Re: Artificial Nature - a 64kb arena shooter [ done- w/ linux, and Mac! ] on: June 18, 2008, 08:13:02 PM
I love the graphic style and the fact that its so small yet I can't help but feel there should be a real random element to the game to keep it fresh and surprising with each play.  Not only cause of the spirit and general reason for the compo but given that the game could benefit from random placement and other random yet of course controlled elements that would make the game more exciting.  Randomly placed trees, random amount of stars given from enemies, randomly placed "base", random enemies and more would really work for this game and I'm puzzled why you don't see that.  Oh well still a cool game and impressive use of PG graphics and sound.
7  Community / Procedural Generation / Re: Self Destruct [Finished] on: June 18, 2008, 08:05:46 PM
I love shmups yet wish more would have a random element.  Though nothing against shmups that can rely on memorization I really prefer being "in the zone" and reflexes being the most important part of doing well at a shmup.  So given that I love this game.  Quick and simple yet extremely addictive. 
8  Community / Procedural Generation / Re: Faith, to a certain Degree [Finished] (ready to win) on: June 18, 2008, 07:59:09 PM
while theres nothing wrong with creating a card/board type game and sharing it with a video gaming board I'm not completely sure if it belongs in this contest.  wouldn't be my kind of thing but hope you can tweak it so people who like the concept can enjoy it more
9  Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA] on: June 18, 2008, 07:56:06 PM
This game is worth creating art like that for as its simply a great game even without considering the PG element of it.  I love how the PG element is just an essential part of the gameplay and not just some novelty.  It lets you have a huge amount of kind of levels without having to make each one yet they actually feel like they could have been made by hand the procedural generation is so well done.  The game is quick and simple yet very unique and really requires full concentration.  I hated the falling deaths at first yet once I started to be able to judge distances. look out for parts where the planes come close to intersecting, and be able to wisely use parachutes/rope I loved the mechanic of it. 

You have it up as "beta" yet I really don't know how you could improve it.  I usually like to give ideas for homebrew games but I honestly can't think of any without possibly ruining the perfect gameplay you've created. great job nenad

also Annabelle thats some great art for a great game that already has great (though obviously less detailed) art. good stuff.
10  Community / Procedural Generation / Re: Dyson [FINISHED] [2nd patch] on: June 18, 2008, 07:43:55 PM
Interesting game. Kind of a more relaxing strategy game. I need to play this more cause I really like the design.  I probably won't find it so relaxing though once I really try to start to win  Wink 
Pages: [1]
Theme orange-lt created by panic