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

March 29, 2024, 03:49:13 PM

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481  Developer / Art / Re: Mockups on: April 11, 2010, 10:54:45 AM
So is that like a cutscene or something? It looks pretty cool whatever it is.
Something like that I guess.

Personally, I like the first image better (it looks like the background is all black unless I turn my monitor brightness up)
482  Developer / Playtesting / Re: creeping on: April 11, 2010, 10:52:17 AM
Probably the best implementation of the top down perspective in a shooting game I've ever seen. The graphics were great. My only complaint was that it was hard to judge the AI's vision, so I got spotted a lot until I could figure it out.
483  Developer / Art / Re: Mockups on: April 11, 2010, 10:14:33 AM

The AI person is my first go at making something with Zbrush, so it's pretty deformed. I imagine this as being a complex tactical RPG where you control everything about your own personal spaceship. You would recruit different crew members, customize your weapons, and get in gigantic space battles.
484  Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place on: April 11, 2010, 05:57:11 AM
Very interesting idea. Personally, I thought it was rather hard. It took me about twenty minutes to get past the second level.
The UI is nice; the only thing I would suggest is being able to press Ctrl+LMB to decrease the testing speed, so you don't have to click through a few speeds to get to slow it down if you get to a specific item you want to see.
485  Community / Creative / Re: What games do you want to be making in 5 years? on: April 08, 2010, 04:51:56 PM
I hope I can get a firmer grasp of 3d modelling and animation. I've started working with stuff like unity and zbrush, and in five years I hope I'll be able to make some actual games with them.
My dream would be a game with the same lvel of emergence and procedural generation of Spelunky, but in 3d (totally different aesthetics obviously, but similar gameplay goals).
486  Community / DevLogs / Re: Zlythy Atmospheric/Exploration Game on: April 08, 2010, 04:47:18 PM
For some reason I keep thinking the ground is water. Regardless, it looks pretty cool.
487  Community / DevLogs / Re: The Entropy Movement on: April 05, 2010, 04:18:27 AM
Looks great! Somewhat reminiscent of Iji (in case you're wondering, that's a GREAT thing).
Thank you! Iji was definitely a big inspiration for this project.

I think it's a great idea to have freedom of choice without the tracking of what choices you made - while some saw it as a step into a more immersive world, I think it was a bad movement overall.

While it works in some games, when you're just looking for a fun time, it does not feel good to be punished because you killed someone. The reward systems also tend to be biased in some way - like in Fable, which may have a clear freedom of choice, but the best outcomes seem to always be when you're being constantly good rather than doing what you want.
I agree. It's hardly immersive to wonder whether to kill someone because you want to, or spare his life because you'll unlock a special good guy power.

Ooh, looks nice.  I look forward to seeing more.

 Gentleman
Thanks Grin
488  Community / DevLogs / Re: Praetor - a real-time 4x space game on: April 04, 2010, 04:44:00 PM
Sounds like you've got your priorities straight. I hope you're not kidding about the space dinosaurs.
489  Community / DevLogs / Re: Dawn of Civilization on: April 04, 2010, 04:41:43 PM
Nice use of Ultimate 3d. The Interface graphics didn't look as polished as the 3d, but it looks like this will be awesome once you implement some of those goals.
490  Community / DevLogs / The Entropy Movement - looking for testers on: April 04, 2010, 04:30:09 PM




Overview

The Entropy Movement is a platform adventure game. Set in a dystopian/war torn alternate universe.  I'm trying to focus on nonlinear gameplay, even if the game is fairly linear overall. Sort of like Deus Ex, where you can play however you want (almost). Obstacles and enemies can be overcome with stealth, brute force, hacking, or even talking to an NPC. I'm not going to bother much with that karma crap. You make the decisions you have to survive. There won't be some higher power judging your every choice.

Even though it's not an open world game, the world isn't divided up into levels, so you can go back to old areas whenever you want, possibly unlocking things metroidvania style.

Features

Currently, the following are completed:
-Basic Platformer Engine (Pixel perfect collisions, basic rigid body physics, room transitions)
-Two weapons: An assault rifle, and a taser
-Basic enemy AI (patrolling, shooting, throwing grenades)
-Basic Turrets
-Environmental Objects (water, elevators, doors, ventilation shafts)
-Around half of the Temple level
-Metro Station area
-Ally AI Companion
-Textboxes and branching dialog
-Hacking

Along with a few other things I probably forgot to list.

More Info

The game has been in progress for about a year. There are still a lot of mechanics I need to flesh out (hacking, more items/weapons, dialog trees, etc...)
 
If anyone is interested in testing out a short demo of what I have so far, that would be awesome. Just let me know, and I will have it ready in a couple of days.
Beer!

491  Player / General / Re: Books! on: April 04, 2010, 04:06:43 AM
Getting back into Neal Stephenson's Anathem. It's pretty awesome. If you haven't read any of Neal Stephenson's work you need to. Right now.
492  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: April 02, 2010, 03:49:22 PM
Currently, I'm working on a platform adventure game. Set in a dystopian/war torn alternate universe. You face threats ranging from secret organizations, mutant creatures, and corrupt governments. I'm trying to focus on nonlinear gameplay, even if the game is fairly linear overall. Sort of like Deus Ex, where you can play however you want (almost).

Currently, it's named Cyber Odyssey, but I think it seems a little pretentious, and it's not really that relevant to the game anymore. Any suggestions?

[oldish screenshot]

Edit: On further thought, I'm considering the Entropy Movement
493  Community / DevLogs / Re: A greek tragedy on: April 01, 2010, 07:34:56 PM
I like the style, and the animations look quite smooth. The only thing I can think of is that the gameplay looks like it might get a little repetitive, judging from that video.
494  Developer / Design / Re: Cheat Your Way To Victory on: March 31, 2010, 05:21:06 PM
Quote
Sometimes choosing to dodge the problem will bite you in the behind later on.  Very often quick fixes have a long-term price.
This happens to me all the time. I'll come up with some obscure fix to a problem ("alright, I can only put turrets in this kind of location"), and then confuse myself when I violate said fix a few months later.

That being said, I agree that cheating is a great way to stay sane while creating a game. Trying to make everything perfect seems to lead to more frustration than it's worth.
495  Player / General / Re: How Many Hours Do Spend Playing Games? on: March 29, 2010, 02:01:07 PM
I'm with deadeye and Hajo. I spent a week playing Mass Effect 2, and haven't really played anything since.
496  Player / General / Re: phobias on: March 21, 2010, 06:09:39 AM
Oh, I also freak out when I see totally organic structures in video games. It took me a while to get used to the Zerg in Starcraft. Dead Space didn't really scare me too much, but I had to turn it off when I got to a room filled with giant blobs of organic alien matter.
497  Player / General / Re: phobias on: March 20, 2010, 06:11:05 PM
I have a weird fear of deep waters. I always panic when I'm swimming in a deep lake or in the ocean.
I'm also not a big fan of heights or earwigs.
498  Player / General / Re: Books on game theory on: March 18, 2010, 08:40:33 PM
Quote
The Art of Game Design: A Book of Lenses
I'd definitely recommend this one. Nice and comprehensive while still being quite approachable.
499  Community / DevLogs / Re: Collision: Side-scrolling sci-fi RPG on: January 11, 2010, 03:48:03 PM
That last mockup looks a lot better. Only thing I'm not liking about these pictures is the jpeg compression. Upload your pictures as PNGs!
500  Player / General / Re: Things that really Hurt on: January 04, 2010, 07:13:11 PM
Having things frozen off with liquid nitrogen which will require further freezing an indeterminate amount of times.
Ouch. I've experienced that too.
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