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Community / Writing / Re: ITT: Possible Game Stories
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on: December 07, 2010, 05:03:30 AM
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Three: (mentioned in another thread) You're going on an adventure with a friend, and it's likely that at some point in the game he's killed. If you reload or restart the game, he's still dead. His character, while alive, is nervous and uncertain while yours is reckless and adventurous, creating the feeling that it's your fault. It's also much harder without him. In the case of restarting the game, his headstone marks the beginning of your adventure.
That is a fantastic idea. I love it!
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25
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Community / DevLogs / Re: SATISFACTION!
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on: December 06, 2010, 02:48:58 PM
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INVESTIGATIONS ARE A-GO!
Still the same generic font, I'm afraid. :/ I know what it's like to have a persistent problem undermine development, so I can sympathise.
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26
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Player / General / Re: Something you JUST did thread
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on: December 06, 2010, 05:54:50 AM
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Aced a History essay.
A victory ever sweetened by the fact that I'm dropping the course after Christmas. Not entirely sure how this "sweetens" the situation, but...SHUT UP!
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27
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Player / General / Re: Something you JUST did thread
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on: December 04, 2010, 09:03:55 AM
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Just worked out how far an object in GM with vspeed of -10 travels in 3 seconds. I basically worked out the most crucial part of my game's engine. (It's a rythym game) Stood up, put my hands in the air and exclaimed "I DID IT!!!". No word of a lie.
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36
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Developer / Design / Re: Game play first or story first?
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on: December 02, 2010, 08:58:02 AM
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Scripted stories are, for the most part, but not stories in general. I'd cite Dwarf Fortress as an example of this. DF is a game with no script from the developer, and yet these is plenty of story, all of which is emergent of the gameplay. The player's actions within the world create reactions, and this is the basis for narrative which is completely interactive and not simply something buried beneath the mechanics to be discovered by completing a certain objective. Might be a tangent, but DF doesn't have a story. I don't know why people keep using these games as a good storytelling examples when they don't attempt at any storytelling. Where DF differs from a toy is in the way it creates the narrative, or "assists a fantasy" as you put it. Since DF relies on emergent gameplay, the player's actions have reactions. If I do this, the dwarves will react this way and this event will occur. My decisions have consequences, and this can have profound implications for me as the player. I would call that storytelling. If I crash two toy cars together then I am creating a narrative, but there is no reaction. The narrative begins and ends with my input. I would not call that storytelling. To be told a story, we have to take a passive role in the narrative at some point. Not always, but at some point. This happens with DF, but not toy cars.
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39
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Hidden / Unpaid Work / [WANTED] Techno music required for rhythm game
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on: December 02, 2010, 07:38:59 AM
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Job has been filled.
Ohai dar, TIGverse.
I am in the opening stages of creating a rhythm arcade game which requires theme music. The soundtrack as it stands is set to be a mixture of genres, but I would like the theme music to be techno to fit the game's overall lo-fi arcade-y aesthetic (Nearest equivalent would be Geometry Wars).
I only require one song. Length doesn't matter, but as long as it's more substantial than a 60 second loop, it's fine. The track would be used in the title screen, all the menus, the credits and would be in the game as a level itself.
In case it's relevant, the rest of the soundtrack would be from a variety of different artists, all obtained using the relevant non-commercial licence.
If you're interested, PM me or reply! If you have any questions, ask! If I've missed something important out because I'm stoopad, slap my face!
And then you fight a giant robot. (Ignore this, different topic.)
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