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181
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Developer / Design / Re: Pros and cons of adding an auto-map to NES Zelda?
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on: March 24, 2012, 07:30:20 AM
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Oblivion was dope, it had the same map as LttP but instead discovered the points on the map. The cons is that somewhat draws back on adventuring but then again it pushes you to discover areas you haven't thought of going just yet.
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182
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Developer / Design / Black & White's Gesture Controls in a Kinect title.
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on: March 23, 2012, 05:55:14 PM
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Sup foos. I recently remember seeing an interview way back about Fable: The Journey & someone mentioning Black & White influence over the game, where Peter Molyneux nodded & acted like he thought of the game when making this Fable Kinect title. I thought about how awesome it would be to see Black & White using the power Kinect or gestures deeply enriched in gameplay. Just by tracking hand coordination to pull off miracles & even roaming the screen would be easy (just by moving your hand to the edge of the screen) in such a sandbox-induced title would be freaking vicious.
I believe that they force action titles onto the Kinect like "Rise of Nightmares" where it could be really used for more RTS & Strategy titles with action elements. Games like "Age of Empires" or "Warcraft 3" or "Sim City" would be so chill.
What type of mechanics or game would you introduce to Kinect to make the Kinect feel less on-rails & fully diverse to create something hardcore?
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183
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Developer / Design / Re: Best game UI experience you've had?
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on: March 23, 2012, 05:44:45 PM
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I really liked Dead Space's UI design, its cool & sleek. Also Twilight Princess, which incorporated more seriousness. Right now, I'm really fucking with Overgrowth's UI layout, it's eclectic & stylish.
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187
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Player / Games / Re: Project Zomboid - A realistic isometric zombie survival indie game
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on: August 20, 2011, 03:50:24 PM
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Been following the game since its feature on indie game's blog & releasing it as a full demo was brilliant because the game is fucking sweet. Really recommend it to those seeking a hardcore openworld zombie title, theres a few coming out as well such as Dead State & some team working on a huge world to explore..
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188
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Developer / Design / Re: Rock, paper, scissors as an RTS with a twist
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on: August 20, 2011, 03:19:31 PM
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Add some business/frontier elements with influence from some 4X titles & you got a hook.
Making them companies would be sweet (Paper company, Scissor manufacture, Mining facility) where you choose one & operate, competing with the others would be cool.
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190
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Developer / Design / Re: What makes a great superhero game?
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on: August 02, 2011, 08:11:41 AM
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Read a good article over at TheGameProdigy, where the author talks about making an insane character in a based world. Found it really sweet. I believe its the balances you give the hero but how they overcome what simple entities cannot. I also remember reading a Gamasutra article about how invisible walls can be a pain in the ass & can logical make no sense..I find this super important, how can you limit a superhero in such a lazy way.
I believe setting up boundaries & creating laws is crucial. Paying attention to what super-cool powers to give your superhero yet being mindful on how it affects the environment & limiting the "unlimited". But more importantly, creating a box where the player can unleash torment with good balance.
Its more of how the environment plays with the features the hero has than what the player wants to do with them.
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191
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Player / Games / Re: El Shaddai
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on: July 12, 2011, 02:59:29 PM
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@Imp: Ahh..why did you tell me that!? lol, Def need to play the demo before I make the purchase.
@C.A: (let me say that again) your really don't see many imaginative 3rd person/action titles.
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192
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Player / Games / Re: El Shaddai
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on: July 10, 2011, 04:24:00 PM
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Probably not a lively thread but wanted to make sure this was here before I posted a thread about this game.
I wanted to say its great to have a commercial, big budgeted game that is not only original to its core but fits my genre. We don't see lot of action-adventure, actionRPGs or 3rd person action titles being produced & when they are, they try to hard & they're generic or aim for the same audience. My p3 is anxious, as am I.
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194
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Developer / Design / Re: The blood pit: let's discuss genre
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on: July 06, 2011, 05:39:34 AM
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Balancing in RPGs is a topic I am very unsure about, partly because of how grinding is perceived to be an inherent part of the genre. Through this viewpoint, a boss that's 20 levels higher than anything else in the dungeon isn't poor balancing, it's just a challenge that you can overcome either through clever strategy or just plain old hard work. What frustrates me is that I have no clue what could be done to remedy this sort of irritation when I play something like Pokemon... one would think there'd surely be more interesting ways to create challenge than raising the stats?
I like that idea, here's where i think a lot of RPGs became stagnate at because of the same formula; grind, level, get new sword (repeat, wash) & thats where I think the entire narrative is drowned out by what players don't want to do for the umpteenth time. It'll be awesome to design not only mechanics but interactivity with the need to get stronger. In this article i wrote, I said the player & the avatar are intertwined sharing a goal to "finish the game". I think it'll be great to design systems where the player wants to get out & grind, without a social (MMO) reason. In Pokemon, its to be the very best...that no one ever was. 
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195
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Developer / Design / Re: Uses for sidekick (in platformer)?
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on: July 05, 2011, 06:52:20 AM
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Was going to say Tails & Sonic.
I think a great sidekick & hero relationship is Donkey Kong & Diddy. Theres a great balance of what the other can & can't do. Also how they can manipulate the others feats to overcome obstacles, thats awesome.
There needs to be a sense of balance but what makes it fun is how you can swiftly interchange between the two over a broad level design. Donkey Kong Country Returns does this awesomely.
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196
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Community / Writing / "Way of the JRPG" - an blog article I wrote on bitmob
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on: July 05, 2011, 06:36:35 AM
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Sup. Here I wrote a blog article on one of the coolest gaming websites ever (Bitmob). Wrote this to look better for jobs but I figured I should forward it to one my fave sites. It's about JRPGs, their effects, their addictive recurring mechanics over the years, comparison to the West & such. Would love some feedback, also if you love writing opinionated game essays/features, sumbit to Bitmob! the community & journalist have a lot of love for the community writers. I believe that & PikiGeek.com (PS - Gomez!!  ..i just wanted to put him here, I can't wait for FEZ!!!!) http://bitmob.com/articles/the-way-of-the-jrpg
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197
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Developer / Design / Re: Unique/Interesting battle systems
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on: July 05, 2011, 06:24:02 AM
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Currently designing a battle system based on "Final Fantasy Tactics", "Disgaea" & Chess. Goal is to make the units more "Class" oriented, with their actions can only be executed only through their allies actions; from moving to fighting
(i.e 2 units can't move unless the "Witch" unit has moved or the only way for the "Troll" unit can attack is to gain points, where the "Orge" unit can gain for her by destroying an opposing unit)
Here, I wanted to boast Strategy, & have the player think about what units can efficiently work together than what has the highest attack power or what Job they are (focus less on RPG-elements & core Strategy)
(Also, kudos to the dope ideas I seen on this thread)
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198
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Hidden / Unpaid Work / Searching for an Isometric Pixel Artist
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on: April 01, 2011, 10:37:04 AM
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Hello there, names Daye Williams  . Currently, I am designing my first small indie title with my 1st small indie team. The high concept design has been fleshed out with the GDD coming in a few more days. Our 4 man dev team has set the construction for the title meanwhile we're searching for an artist to help distinguish the weird style of our 1st game. Its not an RPG. It's not a Platformer. Thank god it isn't a MMO (a little humor?). Its a puzzle action game set in an isometric universe that sports a color combining mechanic (seen in most avalanching puzzle titles) & hexagon rotating gameplay dopeness. What we want from the Pixel Artist is the complete understanding of texture, detail & all importantly shading. Along with the importance of Lighting & Shadows. Seriously, we seen some great pixel art but some are flat & really lack detail. I'm also Level Designing as well, so we can get a good sense of mise en scene to make consciously inspiring & clever level creations. It'll be fun (lol). Recently I've been loving the amount of power that the GUI Flixel & it's unlimited potential has been pushing out. We really would love to have someone with a knowledge of Flixel (it'll make our little hearts warm). References, yes?: FEZ Sword & Sworcery Super Crate Box Ninjixel Fathom The Blocks ComethNow your skill doesn't have be far superior (Sword & Sworcery is too gorgeous, i swear) but definitely have a high level of artistic style. Please show a sample of your work then we can talk then we can get producin' (after dealing with the paperwork). This a non-paying gig, but we're building on the future. (translation: future compensation  ) You can PM here. Email me @ [email protected]. check out my design blog @ jupiterseaport.tumblr.com.
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200
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Community / Writing / Re: Relationship between Protagonist and Antagonist
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on: March 20, 2011, 06:18:07 PM
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I believe it's the world around them. Matterfact, i think its every element except the two that truly creates the Hero & Villain relationship. By focusing on the universe, characters, narrative & elite laws in the game's world, you must make it so the Pro/Antagonist can't truly exist in the same world.
Yeah it's easy to opt for the main antagonist to destroy the world but crafting the world around her so it seems all they can do is destroy it (to me) creates a better story. Like Sephiroth in FF7, yeah he wanted world domination but his exposition really set the stage. (Thats why i love him, from his POV, his suffering has made him insane. its beautiful.)
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