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83
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Player / Games / Re: Spelunky PC Released!
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on: August 13, 2013, 07:44:57 AM
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I'm enjoying this game. One thing I'd like to see for co-op is a combined health pool thing to see if that works. So that there's not always one person carrying the team constantly as everyone would be alive together all the time, and if you run out of health everyone dies.
I like this idea, but what about insta-death traps like spikes? I guess coffin rules apply in those cases?
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85
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Developer / Design / Re: SHMUPS - Love and Hate
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on: August 11, 2013, 06:59:22 PM
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in fact, the only reason you have to memorize stage layouts is if you're playing for score. And there we go. The games are entirely designed around scoring. Also: You won't catch me defending R-Type - on this board I've made stronger criticisms of that series than you have. I cut Gradius a little more slack because while at it's worst it's probably even worse than R-Type (fuck Gradius III), in general it allows more strategic flexibility.
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89
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Player / General / Re: Your feeling on discovering that your game is uncannily similar to another game?
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on: August 07, 2013, 09:27:09 AM
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Pretty miserable. And this has happened a lot. Most recently, Rain (PS3, that game about the invisible boy). Really put me off making it, though I really think my design is much more interesting. Before that, I had a great idea for a randomised Fighting Fantasy/Choose-Your-Own-Adventure style game ... it's been done. Further back, Krautscape pipped me to a racing game where the first-placed racer draws the track behind them. Some of my favourite individual mechanics I thought up have been taken too. If you've ever played Metroid Prime Hunters, I thought up Sylux's mines for a Star Control-like game I was planning. It's only spurred me to make more of an effort to get my ideas out there really, but I was reallllly proud of all of those (justifiably, I think). Also, I am like some kind of game-mechanic-thinking-up machine so I always have another great idea in a file somewhere.
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91
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Player / General / Re: All Purpose Animu Discussion
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on: August 05, 2013, 07:55:38 PM
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I really hope Seki does overcome his fear and save Shimizu from the fire. I know things are never allowed to be simple and happy like that in this stupid book, but I think at this point it would be more surprising if things just went relatively smoothly and all the narrative points that have been built up got hit.
I'm also really glad Punpun didn't kill Aiko. Hopefully Nanjou tracks them down and helps out somehow. This book needs a happy ending. Or maybe I need it, whatever.
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92
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Player / Games / Re: 2D platformers with the tightest controls?
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on: August 04, 2013, 02:11:28 AM
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Up to jump with an analog stick (at least in the first coupl of games), and analog for 2d in general is just bad. I'd say it controls shockingly well given the setup but it's still pretty awkward.
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98
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Developer / Design / Re: SHMUPS - Love and Hate
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on: August 02, 2013, 04:29:21 PM
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Hate: Most shmups are far too memorisation-heavy to be enjoyable for anyone without a serious disorder. This is especially true for the games that are widely regarded as classics/the genre standard (see: Cave games)
hmm? when I play dodopachi/ketsui/etc, I'm not thinking about it like a memory puzzle but more as a thrilling competitive thing. They'd only be more thrilling and competitive if my criticism was addressed, so this is a very poor response. Any serious competitor who does approach these games as memory puzzles (ie. sees them as they are at the fundamental level) will grind romantics like you to a fine powder. The genre would be better off competitively where these people aren't the best-equipped to dominate. I'm actually rooting for the players like you, just ignore the unnecessarily mean-spirited hyperbole and consider the actual argument. If playing a beautiful game and having a blast over and over is a disorder then what about those people that run along the tracks in the Olympics, they must be seriously demented for running along the same track so many times!
Running track at least has a wider point of interest: to see how fast a person can go. Any attempts to improve running track would defeat the purpose of track. This is not at all true of shmups.
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99
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Developer / Design / Re: SHMUPS - Love and Hate
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on: August 02, 2013, 03:27:45 PM
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Love: A lot of things, but it's on a game-by-game basis. There isn't anything in particular about the genre that stands out as being indispensable, other than possibly intensity/difficulty/simplicity.
Hate: Most shmups are far too memorisation-heavy to be enjoyable for anyone without a serious disorder. This is especially true for the games that are widely regarded as classics/the genre standard (see: Cave games, mentioned above by alastair).
Regarding audience: Shmups are a niche genre at this point - seems like entirely the wrong sort of game to look at to appeal to a wide audience. The built-in hardcore audience are also very critical of any game that doesn't meet their very exacting standards (basically ruling out shmups that try for broad appeal), so they'll tear your game to pieces and wash all the pieces down with piss and vinegar. I would say that if you are even asking this question, you probably shouldn't make a shmup. Or any game at all, actually.
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100
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Player / Games / Re: 2D platformers with the tightest controls?
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on: August 02, 2013, 01:52:25 AM
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Major Havoc has very loose controls, by my understanding of the term (but I really don't think I understand the term). They're actually responsive, but momentum builds slowly so it's imperceptible.
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