Show Posts
|
|
Pages: 1 2 [3] 4 5 ... 29
|
|
41
|
Player / General / Re: TIGSTWG XXIV: Werewolf Among the Pigeons [DAY THREE]
|
on: August 23, 2012, 12:49:22 AM
|
|
"I don't like this at all. Not a little bit. Why o' why Detective Crowe had to choose my hotel, and bring those mosters with him? Also, has anyone seen or heard anything of Mr. Wade?"
"More tea?"
Geeze walks back to the doorway but stops in shock. "Hang on. So Nix was a lycanthrope, and there's still one alive, BUT they have killed only only one per night. It seems they were doing some jolly co-operation, so I think that the remaining werewolf might be affiliated with Colonel in other ways too."
|
|
|
|
|
42
|
Player / Games / Re: DotA 2 Thread
|
on: August 21, 2012, 09:38:17 PM
|
shadow shamans damage and 1v1 ability is pretty nuts after 6. I rarely run into anyone in the jungle who can withstand an ult
Just be careful if they have stuns. Suddenly you're dead. And wasted ult.
|
|
|
|
|
44
|
Community / Creative / Re: The [Might-Be-Possible-TIGer-Fast-Fury-Community-Project] Get together -thre
|
on: August 20, 2012, 07:35:35 AM
|
|
Some fun idea I have come up with. Atleast some of you have probably seen the devlog for Mercury, that winner-generated roguelike. So I think we could do the same thing but with an RTS (Or any other genre, but there really isn't enough indie strategies, as noted in another thread, but ability to realistically compete in the game is required. Multiplayer!).
How it basically would work: 1. We come up with a SINGLE unique core mechanic. I think only one should be enough to distinguish this project with major AAA games of the same genre. 2. We create the game, only with basic functionality, in case of RTS, only basic units amd mechanics.
3. LOOP STARTS HERE - Each cycle, we have a tournament open for all. - Winner (or the best 2-3) get to design new features/set of units for next version, or they can remove something unnecessary. - We develop those features. - Necessary balance tweaks. - Repeat until great product/interest stops. LOOP ENDS HERE.
|
|
|
|
|
46
|
Community / DevLogs / Re: Crawle
|
on: August 08, 2012, 09:14:48 AM
|
Bigger problem with those trees is perspective. Not topdown enough. 
|
|
|
|
|
47
|
Community / Creative / Re: The [Might-Be-Possible-TIGer-Fast-Fury-Community-Project] Get together -thre
|
on: August 07, 2012, 10:58:44 AM
|
|
Somethig I'd like to see is online multiplayer/competitive multiplayer, not only because multiplayer is fun, but because you can not only create it as a community but also play it as a community. Also MP has greater replay value compared to single. And, it's more fun to playtest things without devalueing the experience, right?
But online MP is technically a bigger hassle, and not that suitable for a shorter project so I'll leave this "idea" be (unless some super skilled programmers appear who can crunch a game with online multiplayer, preferably bug-free, in 2-3 months).
Procedural stuff, anyone?
|
|
|
|
|
48
|
Community / Creative / Re: The [Might-Be-Possible-TIGer-Fast-Fury-Community-Project] Get together -thre
|
on: August 04, 2012, 11:39:05 AM
|
Furthermore, the gameplan shouldn't depend on any but the dedicated core team to complete the goals. Welcoming transient contributors is great, but depending on them to meet a schedule is a recipe for disaster. It's better to have such contributions get you to the goal sooner (so you can add more polish), than to watch your schedule fall apart and end up begging for work.
Would be interesting to have a system, or at least some kind of "bonus tasks" pile for people to contribute at will. Maybe just do side characters/side quests/side levels. Or even something similar to the Reality on the Norm system, where the resources are open to anyone's contribution, but scaled back a bit. Trello is pretty much ideal for this. Handy way to list tasks, features etc. And it's very easy to assign tasks to people. Check it out. I've tried it and it's awesome. Trello for task management, svn/git/hg-repo for code & assets, skype/irc/forums for discussion? Sounds good? Also I think GM is a big nono(poor cross platform support, $$$) for this, but I doubt you guys would be totally unable to help with other languages.
|
|
|
|
|
49
|
Community / Creative / The [Might-Be-Possible-TIGer-Fast-Fury-Community-Project] Get together -thread
|
on: August 03, 2012, 12:07:04 PM
|
So there was this discussion and poll if people would want to make a new TIGS community project, there was 10+ straight yes-votes in the poll (compared to 140 views it's quite a lot), and at least I would really want it to happen. So what's the deal?The point of this thing would be making a game with TIGS people in about 2-4 months. (long enough to have some real game, short enough to keep people's attention) It should be open to anyone wanting to contribute, like the previous projects (BG and IB) . What would be really good if this could become a serie of projects instead of just one project. So what do I do?Post here to express your interest, and will to participate. People that gathered here could/would/should form a core group who'll stick through most of the development, althoug any help is appreciated. You should also say what you are good at, what you can do, what you would like to see in a such project like this, any ideas for the game (we should vote on that later, IF this actually kicks off) and everything else you want to say. Why should I work on this instead of a game of my own?For fun, if you want to. Main idea is to have fun. Stuff about this topicA "tutorial" about group projects by MuzDiscuss
|
|
|
|
|
50
|
Player / General / Re: TIGSTWG XXIV: Werewolf Among the Pigeons [DAY ZERO]
|
on: August 03, 2012, 11:40:00 AM
|
|
"Oh dear, a werewolf, you say?", says Geeze walking to the room with a tray full of tea cups, and gives one cup to Abraham YG in his chair. "I'd almost like to say, intriguing. There rarely happens any, happenings. But now, things happen... Ahem, how rude of me, I have not welcomed you here. Welcome. To my warm little cozy hotel Warmsley Arms. Welcome. I hope you all enjoy your stay here, even if comes to a sudden end, and I'm sure that can happen, right Inspector?"
|
|
|
|
|
51
|
Player / General / Re: eyestrain
|
on: August 03, 2012, 04:39:13 AM
|
Sometimes, I use sunglasses, so I look like a boss while sitting at the monitor. 
|
|
|
|
|
52
|
Community / Creative / Re: [POLL] Does this community need a new real TIG Community project?
|
on: July 31, 2012, 12:05:17 AM
|
I think a good system is that the first projects are something a 1-man or 3-man team could easily do, something simple like a typical NES/SNES game. This'll get us comfortable as groups and allow us to know what's realistic for a next project
That's the problem, a "typical NES/SNES game" is still a lot of work, certainly not what "a 1-man or 3-man team could easily do". If you want such a game, it should be limited to something like a few levels, not a full game Ah so true. I'd like it to be more like series of 1-2 month community projects that are doable. That way we might be able to keep people in for the whole duration. I'll let this poll to be open for some time, let's say for 4-5 days, and if there's enough interest we could actually kick it off. Awesome  , was just about to make a post for this. This is how I would've laid it down: 1. Everyone interested posts in a thread saying which languages/tools? they're fluent in, or what art/music style they use. 2. People are grouped evenly 3. Using group chat, some kind of agreement is made about who is most fit for managing different parts like coding, graphics, music. These guys communicate on progress. I don't think projects would need a lead manager/director 4. A poll is taken for what genre it should be.4. A design doc is filled out (something like this: Design Doc.) Everyone contributes to a part and people managing compile it and come up with a general consensus on what the final thing looks like. If someone's idea is taken off the final doc, they write about why they want it in and then the same people who compiled it see what they can do, if they could find a way to fit it in or not have it in. 5. Small parts are done at a time. 6. Weekly checks to see if everything fits together. 7. When game is finished, everyone adds their own bit of polish or charm. 8. Game is tested by TIG forum people 9. Make mad monies  I haven't been part of a development team, so I'm sure there are flaws here and there and space for suggestions I'd replace the poll on genres with game "pitches", but othervice this structure seems reasonable.
|
|
|
|
|
55
|
Community / Creative / Re: TIG projects
|
on: July 29, 2012, 12:12:32 PM
|
|
I think the problem is that members working on those two TIG projects are not active anymore, and new people aren't that interested in them, maybe because they've been in the works for quite a long time. Also maybe it's kinda hard to coordinate such a thing in forum enviroment.
But for sure we need a new community project. Either this or a new official TIG Compo. It has been way too loong time since we have had one.
|
|
|
|
|
57
|
Player / Games / Re: DotA 2 Thread
|
on: July 28, 2012, 11:11:25 AM
|
No I don't, but I presume it has been there long enough to justify my raging 
|
|
|
|
|
58
|
Player / Games / Re: DotA 2 Thread
|
on: July 28, 2012, 08:31:59 AM
|
 Had signed up for beta about three weeks ago and thought I'll get an email notice if I get in. Checked my list of games on stramsteam today 'cause I was bored. Dota 2 was there ALL this time and I had no idea. I guess I'll try it ASAP.
|
|
|
|
|
60
|
Player / General / Re: TIGSTWG XXIII: The Name of Protection [THE END]
|
on: July 26, 2012, 05:34:08 AM
|
You were but a child, when it happened.
Exploring the outskirts of the town, you witnessed a catastrophic explosion in your residential zone, caused by a faulty wire in the nearby processing plant -- you were one of the only lucky few who survived the explosion, relatively unharmed.
Your parents... were not. They burned to death, slowly, agonizingly.
Technology once inspired fear in you; any wiring, and form of electricity, anything that moves of its own accord, can kill of its own accord. You long for a world without the menace of machinery, the terror of technology. But you have pushed through this fear -- you have overcome it. You have made it into hatred. You could never hate INANI, for all that he has done -- but you hate his mindless minions, his omnipresent surveillance, his unthinking killers.
You are a Luddite, waiting for the right time -- the time to strike out your vengeance against the machine, to savage it, to kill it as brutally and slowly as it killed your parents. Once per game, during the day, you can send a command to me to down the network that night -- this will prevent all rebel actions, alongside all ORA actions.
Your parents shall be avenged, even if you must die to make it happen.
Here's my role incase anyone one wants to know. Also I'd like to know who killed me?
|
|
|
|
|