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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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201  Developer / Design / Re: The new genre thread. on: January 30, 2011, 02:58:21 PM
a "You Lost of Weapons, Mofo" game

I always found this game mechanic pretty sweet, "Metroid" & even the recent "Prototype". Its chill because you get preview of your powers then...good luck, your stuck with a simple blaster. Would like to see this tweaked more.
202  Jobs / Portfolios / Re: Writer/Desinger searching for a small team on: January 13, 2011, 08:16:55 PM
edited.
203  Jobs / Portfolios / Writer/Desinger searching for a small team on: January 13, 2011, 07:00:04 PM
Introduction:

Hey whats up everyone the name is Daye Williams. I'm a writer & designer from New York. Right now I'm looking to join a small team for experience. I can understand why your very critical & know that I have to bring more to the table than simple designing. I'm an author; I've hand written, edited & self-published my 1st novel when I was 18. I not only write Design Docs & high concepts concepts, but expand upon designing characters, weapons, monsters, levels, worlds, & other entities.

Right now I'm studying Film Production. I'm prominent in Cinematography & great with "Mise En Scene" so I know the abstract ideas of designing levels & putting elements into frame providing challenging & exciting gameplay . I'm great with designing the look & feel with knowledge about Lighting & Space also Proximity. I apply this to Game Design because they go hand in hand. I also design clever aesthetics for the art & programming.

Writing my book, I'd hand written in a notebook first (my hand hurt so much!! lol) about 100 pages worth (wrote on the back of pages too). With that I can sit down & write long & treacherous Design Docs, as well as scripts for dialog, etc. Though I will never hand write again lol! (well the concept stages, yeah)

I studied Narrative theory, so understand; Exposition, Plots, Conventions, Characters, Heroes, Villains, Resolutions. I'm a powerful storyteller, with influence from; Surrealism, Expressionism, the Human Condition & the human suffering. Very universal in all mediums of art, I can be very dark & graphic in my stories or write about the deep depths of love or something dark & graphic (lol)

A majorly huge Legend of Zelda fan, I'm all about designing systems; gameplay & concrete mechanics. I know making a stable & addictive game is always 1st priority & should give the player something to remember from the art, feel & design of the whole project.

Portfolio:
Here is my portfolio, http://jupiterseaport.tumblr.com/ . Still under construction, I will put some flow charts & some models along with charts with mock spells, weapons & counters other figures. Please read "FANTASM" i consider it one of my best writings because it was the start of when I changed my outlook on writing. I was really formal but I woke up & decided to break the rules & learned there aren't any when it comes to Art.

Compensation:

Honestly I'm really working for free here but money is so tight & I've been trying to find a job as a QA Tester here in the city & it's been so ridiculous...really...its been cold. I'm struggling as an artist & student, I'm on different game blogs everyday, learning, from development to business. It hurts not being apart of the industry but I will never complain only fight the anxiety. So if your feeling generous, a small compensation can be negotiated.

Email;

You can email me @ [email protected] or [email protected]

Thanks for the consideration



204  Developer / Design / Re: The Neverending Hybrid Game Design Game on: January 07, 2011, 10:37:40 PM
SHMUP + Sonic

Traveling at immense speed not only do have you stay well aware of your environment but fight off a plethora of cybernetic enemies. Playing the role of Mech Sonic as you tear through the new chaotic underground purged in bullet hell as you duck & dodge a screen flooded with lasers, photon rays, & power cannons. Gather augmentations as you speed & gun it through a 2D platforming power trip.
205  Developer / Design / Re: Discovery and player self sabotage on: January 07, 2011, 10:02:15 PM
lol, don't be nervous about strategy guides. It's all about the player's decision to spoil certain aspects of the game that make it fun. I believe it's how you influence certain puzzles by designing hints within the environment ultimely testing if your player has been paying attention all along. As long as they know of the dire consequences behind their failure you can have them reap great rewards yet still limiting power over the design & mechanics.

I believe you put specific elements into the frame (the design) the player grows subconsciously aware of the work s/he must put it but it all must be worth it. No one wants to run around an area pressing X so a script will pop up & its there fault because they didn't speak to right NPC. F**k that & that NPC loll! its the elements you put to play (environment, dialog, themes, even gameplay, etc) while still maintain difficulty which at the end of the day makes the kid pat himself on the back for figuring out said signs.
206  Developer / Design / Re: Your MMORPG on: January 07, 2011, 09:36:57 PM
An EarthBound MMO would be great  Grin Tongue

also, RetroGames the Zelda MMO design is pretty descent

i imagine it using the Link to the Past ofcourse ( Tongue) or maybe the Minish Cap direction to give fans the old Zelda  -junkie feel. Parties will generally be programmed like Four Swords where dungeon raids consist of dungeons only accessible by the number of people you have on your team.

the instrument idea is neat too, i was designing a remake to Link's Awakening a few months back & tried to really up the anti on the importance of the instruments in the storyline.
207  Developer / Design / Re: Game Design Cheat Sheet on: January 07, 2011, 01:14:20 PM
Bookmarked  Kiss
208  Developer / Design / Re: Your MMORPG on: January 07, 2011, 12:58:35 PM
"Wakfu" is excellent i did some beta testing for it + played it at Comic Con, Dofus is sweet but I think Wakfu really tuned it up.

I used to be into the whole 3D world, micro-transaction MMOs like Flyff but I definetly think it's gameplay mechanics & systems that generally + great social environments that make it feel like your not pouring hours & hours into nothing.

Im waiting for the billion dollar baby known as The Old Republic (oh yea)
209  Developer / Design / Re: 2D platformer design studies on: January 07, 2011, 12:30:19 PM
Yeah this is a cool article. I remember on IGN, Shigeru gave a psuedo-postmortem about what he almost put in SMB & one thing that stood out to me the most was the size of Mario opposed to the world itself. How players started off big (Super) & the size of the enemies & objects. Cool little thought.

Right now I'm researching 2D exploration titles such as Castlevania & Metroid. Anyone hav articles to spare?
210  Developer / Design / Re: Best way to start a game. on: December 06, 2010, 06:57:41 PM
Get some support from friends, start a little crew or band lol. Its sorta dark when you're in it by yourself.
211  Hidden / Unpaid Work / Re: Probono Tester (looking to gain experience ) on: November 29, 2010, 09:40:43 AM
Hey GZ, I up for a little Q & A lol

-Yeah I've researched using several finders such gamedevmap. A lot are indie companies with a casual gaming direction. I live in Queens (New York, NYC), on this peninsula that overlooks Manhattan.

-Everything is always changing, what is yesterday's tomorrow isn't necessarily today's so I'm always aware but QA Testing is still a entry level position. Best way is to always stay up with the times & Indie games are branching, Mods are still fresh so I have enough time & energy to buff my profolio + resume.

- Destructive testing + reproductive & repetitiveness. Also bugs in different grades, such as "A", "B", "C" and so on. I'm learning every day, while trying to improve skills in programs such as Excel, reporting, & invoking bugs.

-Thanks for the welcome! I'm running around IndieDb, ModDB, DiYgamer, IndiegamesBlog, reddit..you name it, TigSource is the dope & I bookmarked some DevLogs, stay on the design boards, etc. word

Thanks for the questions, kind've needed a little pop quiz dude. Hope i did well lol
212  Community / DevLogs / Re: Minitroid (A Mini Metroid Adventure) on: November 27, 2010, 08:18:24 PM
front pager on IndieGames blog & Tigsource
213  Community / DevLogs / Re: Minitroid (A Mini Metroid Adventure) on: November 27, 2010, 08:17:45 PM
lmaooooo....this project is going to be so sweet when its done
214  Developer / Design / Re: Tactics games. on: November 27, 2010, 08:03:01 PM
 I bookmarked the page, someday I aspire to be apart of a team building Tactical RPG. I would say, & this being a major "DUH!", are jobs! JOBS, classes, whatever..! I love the jobs that go into a TRPG/RTS, I've played some that had good formulas but the job system was stale..it becomes boring, with me giving up without finishing the rest of the game. A great job system that is as intuitive as Tactics Orge would be great.

215  Player / General / Re: Things that Suck on: November 26, 2010, 10:28:45 AM
people who update on their social network about what they're doing @ the exact moment

shy women

getting hit in the sack

people who talk bad about video games & never played them

stupid shit that is popular with the "cool" people so its popular everywhere & becomes
commercialized

hangovers
216  Hidden / Unpaid Work / Probono Tester (looking to gain experience ) on: November 26, 2010, 09:55:35 AM
Hey, names Purple Hair Link, avid gamer. Lately I've been researching many articles on QA/Testing so I can finally "put my foot in the door" & enter the industry of video games. I would like to train my skill by testing any games you indie devs are ready to put out, it'll be great practice & when I feel I leveled up enough I can bulk my now slim profolio & resume.

My experience as a Tester is fresh so bare with me, it'll be cool if some can teach, I'm learning about bug reports, Excel, different types of testing, also terms & structure (of filling out reports).

Thanx for reading homies
217  Player / General / Re: Whatcha Cooking For Thanksgiving? on: November 25, 2010, 12:00:30 PM
the generic thanksgiving meals but what I looking forward to most is my mom's Goat Curry..sweetness
218  Developer / Design / Re: What disturbs you in games? on: September 05, 2010, 10:26:02 AM
I know one thing that got to me, (more back then) was when you sometimes had to ask ALL of the NPCs in the village where to go next. To me there was a lack of direction, going around to every piece pressing A or X to hear the repeated text.

219  Developer / Design / Re: Non-standard roguelike settings on: August 23, 2010, 10:44:04 PM
generally not a fan of dungeon crawlers probably because of the whole Middle-Earth theme, must admit though Torchlight looks cool be Youtubin' it lately, oddly interested.

how about eh...

Deity Rogue-Like

Based upon Religion, where many Gods rule the sky but conflicting ideologies lead to war among the masses, many are quick to say "No you must follow this!" and blood is soon to follow. Creating a character has you choosing a God to follow upon therefore inheriting powers based on the belief & gifts that runs thru your veins.

Features:
Abilities: are inherited from the Deity you follow taking on the Pros & Cons
PvE (Invade): take on different cities with you're fellow comrades
Prayer: is necessary to receive a divine gifts, but ask for too much & prepare for disappointments
Sin & Punishment do to free will, one is always free to change sides and this will do Good as well as Wrong taking on former comrades as enemies.

Also the Submarine RL is pretty decent, def get to work on that one dude. Sorta Bioshock-ish feel with Diablo-esque functions.

 
220  Developer / Design / Re: Cities in RPGs on: August 23, 2010, 08:38:19 PM
Agreeing with the 1st reply post Shenmue was really remarkable, there was at least one soul Ryo had to speak to & if it wasn't about Sailors they weren't important.

I say Oblivion cities were superb, most of them were really interactive. There was always something you could do in any town, something rare that an NPC had, some odd quest to collect. Fallout 3 was very similar (ofcourse), & even though I love it, Oblivion detail & beauty was amazing, an guild office that span throughout the entire world, because of the cities/towns in the game one could play the game for more than 30+ and not touch the Main quest.

I guess my answer is to capture the true nature is to always have something that a person looks for in a City; People - good & bad. Diversity where you can be the pickpocket-ee. Characters always make the game, so a City should always have something going on. People + Randomness.
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