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44
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Developer / Playtesting / Re: A Death Foreordained
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on: March 05, 2009, 04:10:17 PM
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That plot twist just didn't work. Too big a twist for such little characterization. That was probably my biggest concern. Can you think of anything that might help bring a little more depth to the character?
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49
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Developer / Playtesting / Re: A Death Foreordained
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on: March 05, 2009, 04:48:55 AM
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Thank you very much! I actually didn't realize that there were problems with the thin tunnel until about yesterday. It seems like it doesn't happen more than it does, but it's still something I will probably fix. BTW, if you enjoyed the game's story, I should point you in the direction of the Philip K. Dick short story "The Skull," as the game is a slight nod to that.
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51
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Developer / Playtesting / Re: Engineer - Robotron + Tower Defense...kinda
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on: March 04, 2009, 05:04:38 PM
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Because the mailman was too lazy to try and deliver my laptop charger more than once, and I was too lazy to go get it, I am resuming this game a little bit later than I thought. But, rest assured, I am still very much dedicated to improving this game. Thanks, everyone, for all the bug reports and ideas. Expect a new version within the next couple days.
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56
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Developer / Design / Re: Permanency in games
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on: March 01, 2009, 08:05:37 PM
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I was actually working on a small scale online RPG with Mirage Source years back thats whole purpose was to be permanent. The game was basically a like a blank MMORPG, where players had the ability to collect resources(mining ore,fishing,farming,etc.), and use these resources to build things like wells, houses, farms, and castles. The idea was to just let players run free and see what happened, and I didn't have much planned for after the launch.
Since the engine doesn't support real-time editing, I had a website which players could see all the building types available to them and submit requests for buildings, with accounts tied to their ingame accounts. I would simply deduct the necessary resources from the player's account and spend a couple minutes editing the map to build something.
Unfortunately, the initial design called for way more blank "nature" maps than I cared to make in a reasonable amount of time, and I ended up losing the game source in a HD crash, so it was never really realized. I've been thinking about maybe making a smaller scaled version of the game lately, and just playing it with people from the community/people I know.
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57
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Player / General / Re: last.fm
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on: March 01, 2009, 05:01:13 PM
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http://www.last.fm/user/spanishcivilwarI dont scrobble, a lot of what I listen to now, because the Last.fm application takes up more memory than its worth when running, but I do listen to the Last.fm radio pretty frequently. It's kinda like having a large portion of my music collection available to me anywhere.
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59
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Player / Games / Re: LoFi RPG Jam at RPGDX
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on: February 26, 2009, 11:08:06 PM
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Since it's technically Friday here, I am getting an early start, since Saturday is a bit busy for me. I'm definitely liking the lofi theme...it makes it so much easier to just be able to concentrate on the game.
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60
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Developer / Design / Re: Your views on achievements
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on: February 26, 2009, 04:24:50 PM
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Now what I really hate is when achievements are tied to unlockables. I'm looking at you, Team Fortress 2 Apoplectic. I just bought TF2 today, because it's on sale, and this fact just about ruined the game for me. I cannot play the game competitively because I do not have hours and hours of achievements/unlockables under my belt. When experienced players get the ability to throw fireballs that instakill, and new players don't, that imbalances the game horribly. In TF2 it's so bad that there are maps, like achievement_scout where people just concentrate on getting achievements. That is not a game, that is work, and I will be damned if I'm going to pay money to work.
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