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1411262 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 03:35:52 PM

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61  Developer / Design / Re: Pitch your game topic on: February 21, 2012, 11:58:24 AM
a space wizard's tower in space
a space wizard's tower in space
what

You are a wizard. In a foresty maze.

You can cast spells freely, but you have no choice as to what it will be. Shoot Fireball. Summon Unfriendly Skeleton. Make Maze Slippery.

You must continually eat ice cream to survive long enough to reach the exit.

But eating slowly makes you fatter and slower, so you have to run it off. Balance between scoring points and not getting too fat.

Watch out for unicorns. They are terrifying.
Yes.

Only question is that if spells are random and as likely to hurt as they are to help, what is the purpose in using them? If you can't count on them to do something, then you simply have to plan on them not working at all.

I think it would be better if they simply helped and hurt at the same time. Like your fireball spells set you on fire and monsters summoned will attack you and chase you unless you put another enemy between you and it so the monster will attack the enemy to get to you. Basically a lot of restrictions so spells have to be carefully planned out to use.

Or maybe you just cast them against your own will.

I am imagining a unicorn somewhere between My Little Pony and a L4D Tank.
62  Player / Games / Re: Sonic Generations speedruns... on: February 20, 2012, 06:18:44 PM
Oh, so there are physical glitches as well as visual ones? I see your point then.
63  Developer / Design / Re: Pitch your game topic on: February 20, 2012, 06:15:29 PM
You kinda glossed over the more unique parts about being asleep, like the foreshadowing, which seems kinda strange if you fall asleep randomly. Does playing in the dream world have any effect on the real world?

For the missing waterproof system, you don't really mention what the solution is. Is it an item/upgrade like an umbrella? Is it a restraint that modifies the way you play like having to find shelter and drain/spin/heat yourself dry before your body floods and you short out?



Although I'm not surprised, what other games have done this, specifically? (for "research")
I can't really think of any for some reason. It sure seems familiar to me though. Probably examples in other mediums as well.
64  Player / Games / Re: Sonic Generations speedruns... on: February 20, 2012, 05:13:11 PM
I know this is supposed to be Sonic Generations speedruns, but I always loved how ridiculously over the top

is.

what
How fast do you have to be going to trip, loose grip of the ground, and leave the Earth's atmosphere?
65  Developer / Playtesting / Re: Minecraft (alpha) on: February 20, 2012, 05:07:17 PM
hmm looks good. graphics kinda suck but yknow, keep it up buddy
I fear someone saying this for real and I will think they are joking.

We will both go about our day, unaware of what just happened.
66  Player / Games / Re: New Schafer/Gilbert adventure game on: February 20, 2012, 05:05:37 PM
Probably still in shock/taking time to roll around in it.
67  Player / Games / Re: Sonic Generations speedruns... on: February 20, 2012, 05:04:27 PM
I wonder if that is a graphical glitch of some kind. Right afterward a large saw pops in in the background. The comments also mention him moving so fast as to skip loading certain parts of the level, so I assume it just hasn't loaded in visually yet, but physically it is there. Without the platforms, there doesn't appear to be another way up, so while it is a glitch I don't think it is one exploited to his advantage in someway.
68  Developer / Business / Re: Alpha funded games listing? on: February 20, 2012, 04:47:14 PM
Oh, I thought you meant Desura's Alpha Funding thing specifically.
69  Developer / Business / Re: Alpha funded games listing? on: February 20, 2012, 04:22:27 PM
What? Minecraft?
70  Developer / Technical / Re: Next-Gen-Consoles, what do you expect? on: February 20, 2012, 04:12:21 PM
You don't think sounds can be generated? It is actually a good idea. At the moment it is common for some ambitious titles to alter some frequency based on the situation, I think it is sufficient but it still requires a lot of designer's input. If algorithms can change that you will have less work.
I too believe this is possible. One day there will be a library that does this. An audio library. God willing, it will be open as well.
71  Player / Games / Re: Sonic Generations speedruns... on: February 20, 2012, 04:06:23 PM
Which one has the "invisible platforms"? Either way, I think there's always going to be some kind of exploit whether it be certain jump timings or heights to fly through a level. If there was only one logical path, it would just be a matter of who had the best reflexes. The one with the falling through what should have been bottomless pits to get below to the goal ring was definitely something that should be patched though.
72  Player / Games / Re: New Schafer/Gilbert adventure game on: February 20, 2012, 03:40:09 PM
Seems a little soon for character art.
73  Developer / Technical / Re: Next-Gen-Consoles, what do you expect? on: February 20, 2012, 03:23:46 PM
for me fps games in general have zero immersion, it's hard to get immersed in a game when you can't even see yourself

What is immersive to you, then?
74  Developer / Technical / Re: Next-Gen-Consoles, what do you expect? on: February 20, 2012, 11:14:43 AM
The Wii is the only current-gen console that is really hurting for a hardware upgrade, and it's next version has already been announced.

Not to mention an upgrade to its online services and multiplayer.
75  Developer / Technical / Re: Next-Gen-Consoles, what do you expect? on: February 20, 2012, 12:41:30 AM
On one hand, it might be nice to have your actions have a real world permanence. On the other, why? Aside from adding vandalism/grafitti to the list of mechanics, it doesn't really add any real meaning or functionality.
76  Developer / Technical / Re: Next-Gen-Consoles, what do you expect? on: February 19, 2012, 09:49:11 PM
Especially rpg's could benefit from that. For example if you have killed or destroyed something it disappears after some time. That is our current state in general. Now think about the ideal picture where every item, every living and physical thing you affect/destroy/create is actuall conserved and affected by the rules of the game. If a stranger passes the road and sees a sword you dropped he might pick it up and place it somewhere at home, as example.
Fallout 3 more or less does this in terms of saving every item. NPCs regularly travel around the world or around towns. Them picking up fallen items wouldn't have been a huge leap.
77  Developer / Design / Re: Pitch your game topic on: February 19, 2012, 09:12:15 PM
More game ideas! I don't want to create a bunch of new threads for this, so here are my other ideas/concepts:

Woods

You play as a boy who is in the woods near his home. It would be a 2D open world type of game. You can travel left and make it to the field, and then go up a bunch of rocks to a train track where you can cross to find more woods but trickier items to get. You can go right, ignore all of the stuff that way, and go home, ending the game. Or you can go either way and explore the big woods. Day/night cycles can occur. Items can be collected and used. Geocaches would be hidden as collectibles, get all of them to earn a special item. Weather can occur. Find hidden places for items. Forest fires could happen if you are careless with matches. Other kids are in the woods with quests for you. Many things could happen. As I said the game ends when you want it to.
Is this a platformer? What do items do? Are there survival mechanics like hunger, thirst, warmth?

Quote
The Tower

You are Dave. You see a tower. You want to get to the top. It's a very stupid and dangerous thing to do. But.... you do it anyway! This is a platforming game where the tower has over 180 floors. All of them are fairly short and should take a minute or two, maybe less. Each floor has a different theme. For example:
-the lobby
-the fancy floor
-the dance floor
-the floor floor
-the fire floor
-the blood floor
-the zero gravity floor
-the sticky floor
-the time travel floor
At the top is a random ending out of a couple endings.
You've defined themes, but not really the mechanics for the platforming (I guess aside from those suggested by theme). Still, its not easy to judge as a handful of abstract ideas thrown at a wall.

Quote
cooking show

Cooking show would be a choose-your-own-adventure rhythm comedy game about Jim. Jim has a cooking show. The game begins with you picking a food, such as meatloaf or pie. Then an intro for Jim's cooking show begins. The humor isn't just in the sarcasm and 4th wall jokes, it's mainly in how you play the game. The cooking part is where the C.Y.O.A. part comes in. An event will happen. Say, Jim's about to cut some cabbage or something. Letters appear on screen and you must press the corresponding keyboard letter to a certain rhythm, shown on screen, like A V C C C. But you may have to press them all at once, or hold one key, or press a key quickly. If you run out of time, the game moves on. In this case depending on how you play and press the buttons, different things happen. Each food has multiple show endings.
Is it CYOA or rhythm? Seems like CYOA would have simple options that don't require effort and a rhythm game would have the best option as the one being performed perfectly. Rhythm would be easily imaginable due to the different tasks in cooking, and I could seee CYOA if by CYOA you meant different endings based on how well you did.

You wake up in your village, and you can't remember anything. Your village has been completely destroyed by a man who you find yourself growing in anger towards. You go on a quest to find this man and kill him, to avenge your village - only to discover that YOU were the man who razed your town and killed your family.

Maybe it's kind of a bad explanation, but memories come back in a stepwise fashion, and you recall memories of you fighting a man in a black cloak (who you assume is the man who destroyed your village) but you, just before the final boss battle, discover everything - that the man you have memories of fighting is the good guy, and he was trying to protect the village.

Its not really a bad explanation. The whole "you were the bad guy all along" thing has been done a few different times in a few different ways.
78  Player / Games / Re: Gotham City Impostors on: February 19, 2012, 10:11:50 AM
I could not find a single Fumigation game, but for some reason plenty of Psych Warfare ones.

I'll give it another go.

Also got some pretty shitty framerate with this game.  Went into the graphics options to see if I could tone some things down and...

Quote
GAMMA

...Oh.
I don't think you can change it while in a game, but you definitely can when not. I turned the settings down medium then minimum until I realized I didn't even meet minimum.

79  Player / Games / Re: Gotham City Impostors on: February 19, 2012, 07:26:07 AM
I could not find a single Fumigation game, but for some reason plenty of Psych Warfare ones.
80  Player / Games / Re: Gotham City Impostors on: February 18, 2012, 08:11:01 PM
Those EULAs were pretty horrifying.
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