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Member Since 20 Apr 2009
Offline Last Active May 03 2015 09:19 PM

Topics I've Started


02 May 2012 - 04:00 AM

A remort can be summed down to after a player reaching a certain level of advancement they have the ability to choose to sacrifice a lot of it to gain something else. Examples for goals would be along the lines of reaching max level, beating the main story, or any other measurable thing. Examples of what the player gains, becoming a new race, gaining a new class, or gaining a powerful weapon(cursed/blessed). Examples of things lost levels, stats, items, allies, and similar.

for some better explanation: http://www.mud.co.uk...atisremort.html

To narrow down the discussion I'd like to mostly discuss normal single player RPGs, rather than taking that deep dive to the MMO world.

Essentially the goal I'm thinking about is keeping the game interesting after the main story. Story elements would be along the lines of a demon hunter taking on aspects of demonhood after finally killing the big bad, becoming an enemy target of people they've met before. The play also then has the interesting perspective of having to actually get out of the high level area they're in, with a couple new skills but at something like half the level they were previously. Also some items just become unusable due to blessings.

So I get to recycle some content with all the old dungeons now having new goals, power unlocks and possibly finding a cure. Reusing random demon attack code/scripts but this time with other demon hunters you've met in the past.

Essentially the primary gameplay won't be changing but I don't know how players would act to such a story inversion.

Rates of artists

28 March 2011 - 08:53 AM

I'm having difficulty finding just broad "rates" for original 2D art for something like a 2D platformer. Or what is average I should say.

For instance I know that if I look long enough I could find sprites for some$10 to $20 a pane. But then that artist would have a decent chance of not being interested in drawing environment or tile art, meaning the next guy will end up costing more as he needs to match someone else's style(or need to ask for resubmits).

Another thing is I see people charging by the hour, and have no idea how much someone is expected to be able to get done in an hour.
So I would pretty much like to see articles along the lines of costs for commisioning/contracting/outsourcing art for a 2D platformer or something of similar scale in article form or even a spread sheet if possible. It's safe to say that I know very little about the topic, and my google searches aren't very useful with what I do know.

Windows 8 Plans Leaked

28 June 2010 - 08:55 PM


Some power saving options, an App store, a "reset" button, and a few other things.


For their target developer market they are considering "hobbyists" the largest group, at least that they're worried about.

They're offering an option to reinstall windows, while still keeping your information. Which is a pretty neat idea since the average user will eventually mess something up no matter what OS they're on.

And a very large focus on vendors being able to heavily customize windows for any type of device. Which sounds like it will be something messy(Windows+customization), even if you can be reasonably sure they'll pull it off to some extent or another.

I'm waiting for Microsoft to find some way to "make this go away". As it'll be hilarious seeing them go against their "embrace the enthusiast" slide.

Introducing 'known' characters. or 'known' unknowns.

31 May 2010 - 01:10 PM

Unless your character had his home town burned down, or you started the game at the birth of your character. Your character will 'know' people from 10 to 500+ years of their life before the game started.

This is full of "black holes". You're missing out on years of experience of interacting the 'known' character that you're introducing. Which means quite simply put that if past experience is relevant(which it almost always is to some extent) you can't let the player know without blatantly telling them. For instance this leads to some really retarded conversation: the first option being that you tell X 'known' character that you're interacting with that "I don't trust you"(this is of course stupid since if you're telling someone to their face I don't trust you it's the same as revealing A LOT of your hand), likewise if you end up telling your "party" not to fully trust someone a real party would likely vote not to work with the guy(after all we're fighting/running from/whatevering powerful enough enemies to have a story worth telling, and we're fighting monsters only from fairy tales every other day). Other plot holes which are classic in something like final fantasy is that you the main character finds out that the reason you're going here because there were people you knew already(a surprise that shouldn't have been since it was the player's plan). Or worse case scenarios where the player can trigger plot/sub-plot points by doing something that they 'should' already know(but is actually a surprise to the player).

So what are some classic and not so classic ways of dealing with known-unknowns, though mainly from the aspect of meeting people.

Move the Spill

27 May 2010 - 05:10 PM

http://www.beowulfe.com/oil/ What fun it moves the spill over your hometown, which of course gives you a better perspective of how big it really is. Looks like it's at least a 4+ hour drive across.