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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 03:05:22 AM

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1  Developer / Business / I just want to know if I'm doing this right. on: July 18, 2014, 10:42:21 PM
I'm sorry if I'm putting this in the wrong place; it's three AM and I've had a few and I just want to get this out so I can hear someone else's opinions for once.

I finished my first year at community in June, and I switched over to the simulation/game development program for the fall. I don't know if this is a good idea or not. I've made a few small games, little platformers and shooters in Construct, nothing big. I haven't really taken steps to learn a programming language, mostly because I don't know where to start on my own. I can't draw yet, but I'm working on it. I don't have a job, and it's difficult to find work in the area.

I've got a lot of questions, and I don't know where to find the answers. Is switching my major to SGD worth it, or should I stick to getting an associates in arts or science? Should I get my associates and then go for game design? Is a community college game design degree worth anything at all?
2  Community / DevLogs / Re: Environmental Station Alpha [Streams!] on: July 18, 2014, 10:17:17 PM
Jumping in late on the bandwagon to say that I'm really hype for this project. It looks fantastic, and I'm excited to be able to get my hands on it soon.
3  Community / DevLogs / Re: Booty Madness ( working title ) Online Multi Fighter on: April 19, 2014, 09:11:29 PM
Please please please keep the name Booty Madness. I can't stop giggling.
4  Community / DevLogs / Re: singmetosleep (atmospheric exploration narrative) on: April 19, 2014, 09:09:52 PM
It's an attractive tech demo, but none of us besides you really know what the game is about. Regardless, I'm very intrigued. Will be following.
5  Community / DevLogs / Re: Delver on: January 05, 2014, 11:54:22 AM
Heh, I just explained how to trigger traps and use it to get past teleporters and then the question pops up again in the next post... Yup, we need a tutorial of some kind for that :p

I would argue that that's a sign people need to pay more attention to what they're reading in the thread.
6  Community / DevLogs / Re: Environmental Station Alpha [trailer up!] on: December 29, 2013, 04:01:53 PM
I wrote some words on a certain design issue on my blog.

okay what if you tapped the button for a weak, long-range shot that could be fired in rapid succession
but if you held it, you'd charge a much stronger shot for short range

like backwards to the system you're talking about in your post
7  Community / DevLogs / Re: Environmental Station Alpha [trailer up!] on: December 29, 2013, 01:50:40 PM
The game's now approximately 80% done! There're less than 100 rooms to create,

which means that 100 rooms is about 20 percent of the game, assuming it's spread out evenly
which means 100 percent is five hundred rooms, total
which means this game is huge

you do realize you're going to get at least a fair amount of media attention for this game
8  Community / DevLogs / Re: Delver on: December 29, 2013, 01:43:34 PM
I started playing this again today after like a year or so; it's really amazing how far the game has progressed. I played a couple rounds just now, got to Caves 1. Took some notes as I was playing.

A keyboard shortcut for fullscreen toggle would be helpful. Preferably with a prompt on the title screen so you can't miss it. For some reason my mouse disappears when I play games in fullscreen, and I managed to accidentally turn it on as I was fiddling around in the options.

Why is the command for the front door to the dungeon "use?"

The way enemies shout when they notice your presence is really cool, but it also tends to give them away. Also sometimes it happens when they're behind walls.

Why are there crates if I can't smash them. It feels unnatural.

The level-up menu kinda tripped me out at first. I didn't realize that you had to pick a skill to increase before you could continue.

Some of these are a little nit-picky, but hey. Anyway, the game is looking fantastic.
9  Community / DevLogs / Re: Delver on: May 29, 2013, 01:28:01 PM
I wanna get this, but I wanted to ask if there is xperia play control support yet?
the short answer is no
the long answer is, you can find this out on the first page of the thread
as inferenced by the fact that there is no mention of xperia play anywhere

Well quests could just be self initiated or their could be a display.  The advanced character sheet is like leveling up and then getting to spend skill points.
The game is still really a long way before either of those things will be feasible.

Why is everyone getting nostalgic over a game that's only been out for just over a year. I mean, I've been playing since October 2011, technically, and I have a video to prove it!
you're the biggest hipster, yaaaaaaaaay

If anyone is interested I would like someone to make a collaberation mod with me, becuase I'm not generally good at making textures for mods. I also need an idea for a mod.
you don't know what you'd be modding, and you've said you don't have the skill to make one yourself
making a mod for an in-development game simply for the purpose of making a mod is just dumb

All talk and no updates makes Delver a dull toy.
then stop talking; this thread is already insanely bloated

No, I don't want to be a tester, I want him to make EVERYONE have an update. I know he moved, a few MONTHS ago, but he should at least have something. It just really frustrates me, seeing this game not attempting to be at its full potential.
you obviously have no idea what developing a game on your own, in your spare time, is like
you are a self-entitled prick

Imo expand it all you want cos it's way too simplistic. I even almost managed to get the orb back on my first run (and haven't really gone back since). More stuff are definitely needed, it's lacking in variety and depth.
it's not finished, what do you expect

half the posts in this thread are useless fan gibbering about nothing
it's like trying to get info about an upcoming game by listening to the chatter at a local grade school
10  Community / DevLogs / Re: Delver on: May 19, 2013, 02:42:58 PM
I haven't checked TIGSource in forever. The latest build I have access to is Delver 0.65; is that right?

also can I get on the beta test list too please
11  Community / DevLogs / Re: Stonehearth on: March 17, 2013, 09:41:00 PM
Posting to follow. I really like the level of detail you get out of voxels.
12  Community / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: March 17, 2013, 08:54:40 PM
You're right...uploading a new one, it will be here soon:

http://www.youtube.com/watch?v=OAPPrH2nhSQ&feature=youtu.be

Who's doing the music? I like what I hear.
Also, the ambient-lighting effects are pretty great.

I love all of this.
13  Community / DevLogs / Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) on: January 23, 2013, 02:50:36 PM
I've been re-organizing the design document.
Instead of being a rather large word document, I decided to convert it into HTML form.
It can be viewed here. (WARNING MAJOR SPOILERS IN SOME PARTS)

The links for Unlockables, Experiences, Karma System and Hand of God are coughing up 500 Internal Server errors when I click them. Which is probably just as well; I don't want to spoil the game for myself.

but then again I do
even though I know it'll suck

are you making some point about forbidden knowledge
is that what this is

you monster
14  Community / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: January 23, 2013, 02:47:02 PM
Really hype to play this. I want to see where the game goes once the player gets a working base established.



madk you have changed your profile picture three times today
where did you even find bill gates with a pineapple
i mean come on
15  Community / DevLogs / Re: Escalated Strange on: January 09, 2013, 05:13:50 PM
I have no idea how this game is going to play, but it's cool because the screenshots are dripping with dat creepy atmosphere and it gets me hot.
16  Community / DevLogs / Re: ? on: January 09, 2013, 05:04:04 PM
Posting to follow.

textless devlog == hype generation turbine
17  Community / DevLogs / Re: The Walled Garden on: December 15, 2012, 05:13:53 AM
The karma system I am using is Dungeon & Dragons alignment system.
The things in game that karma affect are monster interactions, item drops, determines storyline quotations that appear throughout the game, and possibly decide what music to play.

If you are evil or chaotic, you will be able to meditate on these actions, and get your karma to return to neutral status.

You've got my attention. This whole project reminds me a little bit of the Shin Megami Tensei games. And Persona.

Will your alignment affect the ending, and if it does, how? Like, is it going to be a simple 'good ending for good alignment, bad ending for evil,' or will Law and Chaos factor in?

Or am I digging too much into spoiler territory.



Also, I was wondering about what you're doing with the Tarot: are you going through all 22 major arcana? I remember Persona 3 based its plot on the Tarot, but it stopped after the 13th arcanum, Death. Iirc, the reason (or one of them) was that the ones after Death were just too obtuse and abstract to really be able to write a plot around.
18  Community / DevLogs / Re: MiniFlake *Alpha Update 8 Released. Vote us for IOTY!* on: December 09, 2012, 08:46:58 AM

I've been meaning to give this a whirl for a little while now. I'll download it later today.
19  Community / DevLogs / Re: Red Rogue on: December 04, 2012, 09:12:53 PM
 Beer!

Sorry I wasn't able to get back to you this weekend about the linux build; my internet went down and I wasn't able to download it to try it out.
20  Community / DevLogs / Re: Delver on: December 03, 2012, 02:14:48 PM
Hell month begins. I'm moving cross country in January to live in SF, this is the month I get to pack up and empty the house and generally freak out. Probably not going to be too productive for Delver, going to limit myself to releasing a pack of smaller bug fixes.
Quote

Oh god. I've moved a couple times from state to state on a month's notice (c'est la vie for an army family), and it's always nuts. Best of luck so that everything arrives in San Fran in one piece.
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