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502
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Player / General / Re: Podcasts
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on: June 08, 2009, 02:11:24 PM
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I listen to game podcasts all the time while animating. They usually take just over an hour, but sometimes go nuts and turn out way longer. I've bin listening to GiantBomb.com's Bombcast every week since day 1, you might not get some of the jokes at this point but whatevs, they're genuinely fun guys. 1UP.com's Listen Up is good aswell. It's alot more scripted and by-the-numbers but y'know, sometimes you just want to hear the news. IdleThumbs.com's podcast can be really funny, but they're full of inside jokes so that can be kind of annoying.
"Stuff You Should Know" sounds like a good podcast, I'm gonna download that.
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503
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Community / Townhall / Re: Pilgrimage
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on: June 08, 2009, 05:18:58 AM
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its harder to make followers look like fools when you make your statment obvious  Well that's just as pretentious as the people he's making fun of, which makes the whole thing fall apart.
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506
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Community / Creative / Re: Settings in fiction
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on: June 07, 2009, 03:39:25 PM
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One o these days I'll actually watch Cowboy Bebop. Been meaning to for ages. Gonna say BIOSHOCK:  WELCOME TO RAPTURE! Rapture is the realised vision of a man who hates religion, hates goverment, hates everything that can stand in the way of progress. So in about 1940, he starts a project to build a city where artists can push the boundaries, mechanics can build any innovative machines they want, and scientists can develop any new experiments they like with nobody around to step in and tell them to slow down. Where can this lawless city of infinite progress and liberties exist? What country would allow that? The answer is none. Rapture isn't built in a country, it's built at the bottom of the ocean. The result is a paradise of amazing architecture and new types of medicine that can allow everyone to live in better conditions than the world's ever seen. For about 5 years. Then everyone turns into rabbid psychopaths and start killing each other, the doctors are ripping people's faces off, and genetically enhanced little girls are harvesting recycled drugs from all the corpses. Sensational!
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507
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Community / Townhall / Re: Pilgrimage
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on: June 07, 2009, 03:12:33 PM
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I didn't really like it. Maybe it's just me but your games allways run especially slow on my PC  Really though: Assuming this is some kind of joke commentary on art games, I don't think the joke was obvious enough. Like I kind of believed it. Of course I was thinkin You must be fuckin joking, art's one thing but this is just stupid- but I wasn't laughing. I was just confused and a bit annoyed. I was trying to work out what the message behind it was just because I didn't want to come back here and say how stupid and pretentious I thought you were being. I made Duck Sim with the same idea, but it was so proposterous that everyone got it. So basically I wish you were a bit more proposterous and a bit less believable with this. Other than that, nice effects as usual.
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508
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Player / General / A Boy and His Blob
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on: June 07, 2009, 02:27:54 PM
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Majesco is remaking A Boy and His Blob-By remaking I mean making a whole new game based on the original's core mechanics. I'm not suggesting anyone go and buy it, because it's clearly a children's game, but it looks amazing. If you're a fan of game design, you'll like this: Developer Walkthrough:
I love how all the assets are so consistant to the game's aesthetic. I love what it says that the blob is an invincible mass that can do anything, and clearly doesn't need this kid to get to the end, but co-operates anyway. And I love the retro cartoon art. It's got style.
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512
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Developer / Design / Re: How do I communicate this?
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on: May 25, 2009, 02:34:22 PM
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Well you could say that about everything, but it'd be a lot better for the player to not lose a life because something wasn't clear enough.
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513
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Developer / Design / Re: How do I communicate this?
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on: May 25, 2009, 01:19:30 PM
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have some rocks falling down into it from the sides, or other things falling into it
This is a good idea. Level 1 is actually the aftermath of a giant deathworm jumping through the city, so it'd make sense to even have a small tremor there and let a car or something fall down. The bad side of that is that having things go somewhere offscreen is bound to make people want to investigate and jump down. I think I'm safe with the civillian falling in and screaming, cos then you know it's bad. On a side note, this is mad that I have to make sure nobody jumps down this bloody great hole in the floor. If we're looking at the cross-section of the street there, you could show some of the layering beneath the ground. The break in a pattern should be more obvious than the break in a solid color.
This is great, I wouldn't have thought of that on my own. I'm doing this just because I hate how the ground is just one big solid block.
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514
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Developer / Design / Re: How do I communicate this?
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on: May 25, 2009, 12:20:09 PM
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Solution: Whem the player approaches the borders of the hole, make the character look down, and let it say that it looks deep and scary... perhaps even ad some side remark like "i think i can also see some blood halfway down" to make it totally obvious.
It's a fast action game, so I can't imagine anyone hanging around to inspect things. This is why I have to be careful that I'm intuitive with everything. Add a carrot on the other side of the pit, so the player jumps over to get to it.
Carrots? GENIUS. DONE!
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515
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Player / Games / Re: Ivory Springs by Konjak
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on: May 25, 2009, 12:03:23 PM
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I liked the wrench. Using up n down like that gave the big wrench a lot of character and purpose. It'd be annoying if it was just pressing one button alot, but because you're alternating it's kind of funny and cute. I liked that through the whole game. Or alpha, whatever.
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516
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Developer / Design / Re: How do I communicate this?
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on: May 25, 2009, 11:47:39 AM
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Yeah that'd work with the tone of the game, and it'd be great if I had it later on, but this is right at Level 1. I think it'd totally confuse the player to break the fourth wall right away. Either that or they'd immeadiately think OH, THIS IS ONE OF THOSE HEY-GUYS-I-MADE-THIS-IN-20-MINUTES FLASH GAMES.
I can make jokes about my own idiot design later on, and I do, but I want to first establish that I'm taking it seriously.
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517
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Developer / Design / Re: How do I communicate this?
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on: May 25, 2009, 10:31:58 AM
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I considered it, having something extremely obvious at the bottom. But it'd just look so stupid and wouldn't make any sense.
Actually, having a black background does make it look more like a death hole.
I've just thought of something that might work. I might have a random pedestrian running away from an enemy, then fall down the hole and go AAAAAAAAAAAAAAAAAAAARRRRRRRGGGHHHHHHHHHHH!!!!
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519
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Developer / Design / How do I communicate this?
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on: May 25, 2009, 10:05:52 AM
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Hey, this is a simple question but I've proved to be pretty bad at it: How do I communicate that you're not supposed to fall down this hole?  I have a feeling people are going to either jump into it, or just not notice it. Should this be in Feedback? I don't know. It's definately a design question though.
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