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1411321 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 05:00:46 PM

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201  Player / General / Re: Puns Labyrinth on: August 29, 2010, 02:34:23 AM
Some of them are good. "Cheeky shot" for getting shot in the cheek is a nice pun. Ones that use homonyms are stretching it in my opinion.
202  Community / DevLogs / Re: Digitanks! on: August 26, 2010, 03:17:29 AM
Been a while since I posted but I do have an update which contains a screenshot of a new feature and the latest build of the game.
203  Player / General / Re: List of active members on: August 26, 2010, 01:20:52 AM
Please put me down under "inactive members" as I want to ensure that when I eventually go inactive, the list is not out of date.
204  Developer / Business / Re: Question About Buying Freelanced Assets on: August 23, 2010, 03:41:17 PM
No. If you're serious about all this you need to get them under what's called an Independent Contractor Agreement and for that you need a lawyer.
205  Developer / Playtesting / Re: Minecraft (alpha) on: August 22, 2010, 01:26:45 PM
Dear Notch. It occurs to me that you'll be leaving Seattle on the same day as I'll be arriving for PAX. If your flight leaves SEATAC after noon (mine gets in at 11) then and you'd like to rendezvous then I'll buy you lunch if you let me pick your brain.

Or if you want to decline a stranger offering you give you food on the internet that's cool too.

edit: also, what this game needs more of:



female avatars.
206  Player / Games / Re: Raleigh-Durham indie meetup on: August 22, 2010, 12:32:51 AM
Since this one was such a success last time, we're doing it again on Thursday evening. If you live in the Triangle head on out. This time though it's at RallyPoint sports bar on north Harrison in Cary. Check out the previously linked meetup group for more details.
207  Player / General / Re: TV Tropes on: August 21, 2010, 08:49:35 PM
It's good for reference when writing something. If you're already familiar with most tropes then it's not as addicting.
208  Developer / Playtesting / Re: Minecraft (alpha) on: August 21, 2010, 05:13:10 PM
Why not just leave the stuff on the table?
209  Developer / Playtesting / Re: Minecraft (alpha) on: August 20, 2010, 08:26:23 PM
Oh god I accidentally leave shit on the crafting table all the time. I thought the previous update put them back in your inventory, that was rather nice.
210  Developer / Playtesting / Re: Minecraft (alpha) on: August 19, 2010, 02:12:12 PM
Dear Notch,

You said you wanted to hire an artist and this guy is fantastic:

http://rhodox.sidemoon.net/minecraft/PainterlyPack.zip
211  Developer / Playtesting / Re: Minecraft (alpha) on: August 19, 2010, 02:05:08 AM
I had a dream last night where you could create constructions in Minecraft and them imbue them with locomotive properties and fly/ride around on them. Like, I could build a ship out of stone and then do some kind of odd crafting to make it fly or float or ride around. Odd dream.
212  Developer / Technical / Re: AI Playtesters on: August 18, 2010, 01:40:27 PM
Valve used AI playtesters during L4D's development. They talked about it during their GDC talk in '09, the one that Mike Ambinder gave I think.
213  Developer / Playtesting / Re: Minecraft (alpha) on: August 16, 2010, 11:37:59 AM
Dear Notch,

Thanks for listening!

The prospecting idea is kind of interesting. Reminds me of a divination wand. If I may add my own little suggestion to it:

1. [][][][][]_[][]
2. [][]_[][][][][]
3. [][]_____[][]

The signal from 3 would have to be larger than the signal from 2 and both would have to be larger than the signal from 1.

Also, flaming skeleton spider riders, gogogo
214  Developer / Playtesting / Re: Minecraft (alpha) on: August 15, 2010, 11:13:20 PM
That being said, your enemies need a lot of improvement in their design.

Half the fun of the enemies is that they're sneaky, so you have to be paranoid and constantly look over your shoulder.

Yeah I don't mind that so much, I was really talking about mainly the fighting mechanics. Having the creeper be silent until just before attack is an interesting mechanic and it wouldn't really work if the creeper was louder, he'd be too easy to avoid. But once it starts feeling cheap and unfair it hurts gameplay, it needs to be something the player can eventually stop having to worry about and either focus on building or bigger enemies or something else. Otherwise there's no sense of progression.

Also I do hope "Dear Notch" catches on.
215  Developer / Playtesting / Re: Minecraft (alpha) on: August 15, 2010, 03:52:33 PM
Dear Notch. I love your game. Why and how it's fun is a mystery to me, but even though it defies all logic, I enjoy it immensely.

That being said, your enemies need a lot of improvement in their design.

One of the basic problems is that they feel like the bastard sons of satan. Nothing they do feels fair. If people don't feel like the game is treating them fairly, they get pissed off and stop enjoying your game, which is what's happening with me. Even if the rules that the enemies abide by are consistent, if the player feels that it's unfair then it doesn't matter. In Nethack there are a shitload of enemies that are ridiculous and will rape you from the other side of the room. But, Nethack provides mechanisms for dealing with those enemies. If you get lycanthropy and you don't have a wolfsbane you can still pray. If those wands of death are pissing you off you can get reflective armor. If you're about to get raped you can always engrave Elbereth. Even with Liches you can always see them coming and have enough time to execute the best maneuver to deal with Liches which is to run. With Minecraft it's more of, "Didn't see that creeper? Sorry, you're fucked."

Let's start with creepers. Creepers make absolutely no sounds or give any other signal until they're about to blow up. At the end if your teaser the guy says "WHAT THE SHIT" and he is right, that bastard popped up out of nowhere and he had absolutely no time to respond. Even Scott Ransoomar gets ticked at it, as I'm sure you've read before. I was deep in a mine once and I turned a corner and ran right into one with much the same reaction. If there's something that could be done about creepers it wouldn't be so bad that you get no warning, but there's really not.

The skeletons. In my first game I was digging down and suddenly found myself in a mob spawning dungeon full of skeletons. I think I could count on one hand the number of seconds that I lasted before I died. It took me six tries to recover my equipment from that room. I ended up digging underneath it and filling the whole damn thing up with blocks. Even then, skeletons kept escaping. They must have hacks installed on their client because their arrows are always perfectly accurate. They can shoot you even if you can only see a tiny sliver of their arm. The arrows go real fast so they're difficult to dodge and in close quarters you really don't have any chance. Running up and smacking them is a great way to get an arrow in the face.

Zombies and spiders aren't so bad, except that even with my best swordsmanship I wasn't able to take them without taking a decent amount of damage. I'm honestly not a very good video game player, but even with practice I couldn't get the hang of what the trick is to killing them without getting hit. Health is at a premium in this game, and not being able to preserve it is frustrating. It also didn't help that when I did die, I'd have to find and trek back to my home, and hopefully not encounter another enemy on the way there while I'm defenseless.

Generally for any mechanic that the enemy has, you want to provide the player a way to counter it. If the player has a way to combat the menace then he's less inclined to stop suspending disbelief and blame the developer for the crappy game design. For example, for the aimbot hacking skeletons, provide a shield, or make it so that if the skeleton gets hit they get stunned and can't fire for a moment. For the sssssssssboom's, perhaps give the player an item that warns when they're close. Now the game becomes fair, since players have a mechanism for dealing with the enemies.

I don't know about your personality as a game developer, so I don't know if that stuff is intentional. Some games make unfair enemies and mechanics intentionally. If the guy who made "I Wanna Be The Guy" read this he'd probably laugh at me. If you want to take the "tough luck" attitude then that's fair, but not many people play "I Wanna Be The Guy." A lot of people play Minecraft, but hey, I gotta say what's on my mind.

Anyway I'm sure you're immersed in suggestions, but here are mine:

* Make the skeleton arrows not always perfectly stupidly accurate.
* Give the skeletons some kind of warning when they're about to fire, like a sound or something.
* Give the player a mechanism for dealing with each type of enemy. Warning for creepers, defense against arrows and so on.
* Except for maybe the creeper, use audio better to announce enemy presence.
* If you hit an enemy, stun him -- he can't fire for a moment. So, if the player gets the jump, he doesn't have to worry so much.
* Let the player set his spawn location so he can spawn in his home.

And lastly, try to think some about the strategy for spawning mobs. Is this a "tower defense" style game where the mobs come in waves? Or do they trickle in one at a time? Do they spawn anywhere or only at certain locations? When can the player consider himself safe? I think if you sit down, think about the design goals of the game, and work out a consistent strategy you could improve it a lot.

Sorry for the novel. I hope it helps.
216  Community / DevLogs / Re: Digitanks! on: August 10, 2010, 03:28:39 PM
Thanks!

I just put up a short new blog post with some screenshots from fans.
217  Developer / Business / Re: Localization - is it worth it? on: August 09, 2010, 06:31:42 PM
I use OOIS (C++) for keyboard and mouse inputs and it takes the local by default I think.

Googling OOIS doesn't give the website so linky pls
218  Developer / Business / Re: Localization - is it worth it? on: August 09, 2010, 08:47:36 AM
So I take it that if a game is installed on a French system then the key bindings will automatically go to azerty style? Is that how, say, Source engine games do it?
219  Player / General / Re: Visiting Tokyo on: August 09, 2010, 06:52:29 AM
There's also Harajuku if you're interested in cosplay. I didn't have a chance to stop by when I was in Tokyo but I hear that at nights on the weekend there's always cosplayers there.
220  Developer / Business / Re: Localization - is it worth it? on: August 09, 2010, 06:47:53 AM
Why...

Why do you have two M's?

Also what do game developers with wasd controls typically do for French people?
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