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Member Since 13 Jul 2007
Offline Last Active Jan 07 2016 07:06 PM

Posts I've Made

In Topic: "Tip jar" account, how to ?

07 January 2016 - 07:10 PM

How come this forum suddenly doesnt support paragraphs anymore ? My posts come out as solid blocks of text. - I never said i was DESIGNING game by a vote. - >Think of a online shopping cart - they don't need a separate bank account for each item they have in the store. - I dont think it is a good analogy, because in shops - no matter how many items i put in my "basket" - no money actually change hands, until i make the purchase, which is when i pay the whole price in one go. >Instead, I'd have players buy "coins" or whatever, in chunks of (for example) $5, $10, and $20, and pay the credit card costs on that. What would be the title of the software package that will allow me to set it up like that ? Also, what you suggest is, in my mind, more suitable for pre-purchasing, or, say, some limited time exclusivity for a piece of DLC, but not exactly what i want to achieve. What i want is basically what Kickstarter does, except not on Kickstarter, and on much smaller scale.

In Topic: Weapon statistics visualization

19 August 2014 - 02:35 PM


You have your mind made up, so why bother asking?

And you have nothing to contribute, so why did you bother replying ?



If you are compelled to have a slick animation

Slick animation is not the point.

In Topic: Weapon statistics visualization

19 August 2014 - 12:36 PM

I dont particularly want or not want an icon, i was just asking you to elaborate, is all.



player checks out available weapons in training, sees the results, and decides

Sure. But what if he didnt play for a week, and forgets what are the specifics of each weapon ? Would it be acceptable to make him "test it out" all over again ?



How many weapons is the player allowed to carry at once?

Up to four.

In Topic: Weapon statistics visualization

19 August 2014 - 08:09 AM

Yes, and then i said it is a good idea but what if you have one automatic gun that will splurge bullets all over an armour plate from 50 meters away, and one that will hit an area of 1/3 of armour plate from the same distance ? It's still not very accurate, so how will you point out the difference with an icon or two (presumably) or an assigned category ? Or what you are suggesting is to just let players textually write their own description for every weapon ?

In Topic: Weapon statistics visualization

19 August 2014 - 05:34 AM

I'm...not sure i see where you are going with this.

Anyway, basically all characters will be cyborgs, carrying large armour plates on their persons. One plate will cover the chest, another will cover abdomen, a large tall piece of armour will be mounted on the shoulder and\or arm, etc.