Just came to post that stream. I am spoiling myself like crazy, but I can't stop watching. All the new stuff is amaaaaaaaaaaaazing. The way other players can interact with stuff as ghosts (and the Bubble Ghost reference), Pugs ... this is a perfect update. I hear the controls have been tweaked well too (probably the only issue I had with the freeware version).
EDIT: I wonder how much sacrifice value the corpses of other players have.
EDIT 2: Don't think I like how much more fragile damsels are now. It was fun abusing them by throwing them into dart traps and still getting a kiss.
Fantastic. Was having trouble believing this was anything other than an over-ambitious mockup until I saw the video. Damn. Are you planning to have the enemy washers explode into discrete pieces? It seems a shame to have a robust physics engine and not be able to dick around with their remains.
First off, it sounds like a very big project. Is this the first game you are trying to make?
Some of the plans sound very good, like the hybrid control system. Can you tell me more about how it works?
It is clear that your game is based on the Romance of the Three Kingdoms series, right down to using some of the art (a quick Google shows this). Do you have proper permission to do this?
This is my second project. My first project is a kind of fail. But I've learned so much from that.
I can't tell so much now. I'm so sorry. It's alpha now. Please wait to open.
Three Kingdoms series is public story as I know. So there is no need of permission. Please tell me if I am wrong.
Thanks for your interest and advice.
The story/scenario is public domain, obviously, but if you're using art assets from Koei's games ... you, uh, probably shouldn't.
Well, it would be cool to see a compiled list, but an actual database seems like overkill.
Just out of curiosity, why do you think it's an overkill? My goal is not to just provide a selection of good tools available out there. Because, there is already ressources like the pixel prospector page or the Ambrosine List of tools or the IFWiki that already do it very well.
My goal would be to build a complete reference of all the game making tools that exists or that existed. Some kind of "mobygames", but for the game creation tools. That way, we could help people find lesser known tools, or try to work on the history of videogame making tools (which appears to me as an original way to tackle the history of amateur/indie games).
Your point is well-made. Some kind of detailed compare-and-contrast thing would be useful too. People always want to know whether they should start out in Construct or GM or whatever. It can get real confusing for rookies.
I take it this is pretty incomplete. Are you looking for specific suggestions for games/tools?
Basically, any tool that isn't in the database yet is interesting
BTW, what searches did you try that lead to "no results"? Because with 450 tools already in the database, it should usually give you some tools as results of your searches.
I just threw in some pretty well-known/important games that I know have level editors, like Excitebike, K.C. Munchkin and Ancient Art of War. Because I'm a nerd.
Well, it would be cool to see a compiled list, but an actual database seems like overkill. Not that I'm complaining. I did a few random searches and unfortunately I got no hits. I take it this is pretty incomplete. Are you looking for specific suggestions for games/tools?
If only Justin from Grandia had been in it or maybe some Lunar characters?
If Thexder was in Smash Bros, it would be the best game ever, and nobody would pick any other character other than Thexder because it is a giant mech that turns into a jet and has a homing laser that would just kill everybody without even trying.
Oh yeah: And Super Metroid is played heavily for speed runs/collection percentage. That's really the equivalent of scoring in a Metroid game. I don't know if that breaks immersion or whatever - but watching a Super Metroid speedrun is awesome. Couple of days ago I watched a Metroid Prime speed run and it's amazing what people can do with that game - locking on to scannable objects to 'swing' on them - sorta like something out of Chaindive:
Actually, an argument about scoring came up on the shmups.com forums last week, due to an article icycalm wrote called "On Why Scoring Sucks And Those Who Defend It Are Aspies". I can tell a number of people in this thread read it, but here it is for those who haven't:
I honestly loathe icycalm and his worthless shitbag fanboys, and actually considered chopping 'aspergers' from my earlier post because I did, in fact, read that thing and hated the idea that somebody might think I was parroting him. The problem, fundamentally, with scoring in Cave shooters and similar games, is not that it interferes with the atmosphere (it can do, ofc), it's that they don't mix things up and don't react to the player. It makes scoring a grind. The ability to memorise the whole game takes the risk out of those risk/reward mechanics because once you know the game there is no risk. In old algorithm/behavior-based games like Asteroids/Galaga/Robotron, which have their own scoring issues (but not nearly to the same extent), that's just not possible. Cave-style games are too rigidly constructed for the scores to actually mean anything worthwhile and mastery depends heavily on the players inability to get bored with shooting fish in a barrel. Stuff like dynamic rank only goes so far. That's my issue anyway.
But this made me think it would be cool for the Quest for Glory devs to kickstart a new QfG-alike ... until I discovered they are worthless Ayn Rand nuts. So never mind.