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Member Since 07 Apr 2012
Offline Last Active Apr 08 2015 09:50 AM

#5071870 Working on the three races / ethnic groups for my RPG. Feedback appreciated!

Posted by on 21 June 2013 - 02:04 PM

Here's a taboo I faced in life before: Hassidic Jewish engagement party, made the mistake of extending my hand to a woman I was being introduced to.  They were very nice and patient while explaining it, but it was incredibly awkward.  My point of this being: have different methods of how the culture reacts to the taboo.  I wasn't stabbed or anything, but the room got very quiet and conversations died.  Would be creepy as shit, even in a video game, if you did something wrong and every NPC in the viscinity stops and stares at you.

#5065905 Strategy Game - Unit Damage

Posted by on 29 May 2013 - 01:13 PM

I have to agree with Orymus.  A tactic should never rely on whether or not units are simply lucky enough to be more or less effective with any given set of rolls.  If a lesser force defeats a greater force based purely on luck, where is the sense of accomplishment for the player controlling the lesser force?


Case in point: I had a 1v1 Starcraft game where the other player had to leave early, so we agreed to meet our forces in the center.  Turns out the other player was vastly better with economy and preparation, and had a much larger army including a crap ton of Carriers.  Based on resource expenditure I was completely outclassed 3/2, but by properly utilizing a group of Scouts (my only advantage over him) I was able to attack from the rear and eliminate the majority of his Carriers early on, allowing me to (very) narrowly win the battle.


I'll never forget that match, but it was because I solved the problem of being overwhelmed with tactics.  Had I simply watched my inferior forces decimate a larger one it would've been an empty victory quickly forgotten. 

#4994256 Affecting the actual player as an alternative to affecting the playable chara...

Posted by on 26 October 2012 - 02:45 PM

Rearrangment of skills on hotbar for a small period of time

Absolutely not. Nothing worse than disturbing immersion, in my book. Though there may be a way to utilize this without disturbing immersion depending on the specific system, I suppose.

Inversing controls (move left by pressing right)for a small period of time

This one I like a lot. Secret of Mana had confusion spells that would reverse your directional control when hit by them. At first it was crippling, but you could adapt and navigate just fine during that period after you were hit by the spell a few times. I like this idea because it doesn't ruin immersion, but it forces the player to adapt to small shifts in the game. Expands the mind.

Generally I think it's a great idea. If you make it part of the gameplay then the player shouldn't feel cheated; it's just another obstacle/challenge the player must overcome to excell at the game.

#4991192 [Looking for locations] Game taking place in the US in the 60s

Posted by on 17 October 2012 - 11:44 AM

Sexism and racism. Just shit tons of it.

#4987161 Ageing people

Posted by on 05 October 2012 - 09:57 AM

You could also abandon the transfer rate approach and use in game events as chronological triggers.

#4986783 Communicating with Programmers

Posted by on 04 October 2012 - 09:11 AM

You artists have the benefit of working on a constrained environment.

That was actually the basis of my concern, so I'm glad you mentioned it. I can look at a picture, an animation, scenery, whatever, in a game and get a pretty accurate idea of how the visual aspect was completed and the time and tools it took to do so, but I won't know if there are 10 or 10,000 lines of programming behind it. The good idea fairy must be a pain in the ass for programmers.

Again, thank you all for the continued assistance.

#4986525 Communicating with Programmers

Posted by on 03 October 2012 - 02:37 PM

Perfect. Well that answers my question. Can't imagine an answer I like more than "no work necessary" or "don't use words you don't know" or "English", haha.
I haven't had any miscommunications with any programmers I've worked with, by the way, but I was anticipating it would eventually occur. Guess not, good to hear.

Thanks, all.

#4986475 Communicating with Programmers

Posted by on 03 October 2012 - 12:15 PM

I'm solely creative. Art, writing, design, but little to no programming knowledge although I am computer literate (solely from using them). While I don't intend to begin programming, probably ever, I nevertheless do want to be able to communicate with any programmers I may be working with as well as create/design in a manner that facilitates their work (or if nothing else doesn't aggravate it).

Is there a preferable language for this goal, or is this goal achievable through knowledge of programming jargon alone? I guess the best way to ask is: has there ever been something you wished a creative member of your team knew, be it a language, program, whatever, that may have facilitated development or at least communication?

Thanks beforehand for any time or assistance.

#4981253 Weapon Attachments - unusual ideas?

Posted by on 18 September 2012 - 07:58 AM

Under-barrel SMG. Always wanted one of those on a sniper rifle.

Energy Pulse system attachment: releases a directional burst that detonates incoming rockets/exposives and knocks back any enemies nearby

EMP: close range underbarrel attachment to easily disable robots/equipment

#4979024 Getting a following/support?

Posted by on 11 September 2012 - 01:46 PM

the guy above your post pointed out the complete obvious but at least he attempted to help.

So completely obvious that you didn't do it, and still haven't done it?
What an obnoxious ingrate to insult the people attempting to assist you, whether you find it to be quality assistance or not. Are you also insulting your players? Because if so that's probably your problem.

#4969838 A stealth weapon that's never been done before

Posted by on 15 August 2012 - 08:18 AM

How about a Sling? Incorporates the plentiful ammo aspect of rocks as well as can utilize a unique firing method, such as holding the button down to start swinging the sling, which gains power, then release to throw. You could even add in aim disruption as you hold the button for longer to increase the difficulty of power shots. Make it weak with extra damage to the head and an additional bonus when undetected by the enemy. Difficult to use effectively, but infinite ammo and stealthy (unless you miss, of course).

#4969099 A tiny addition I'd like to see in all games...

Posted by on 13 August 2012 - 09:44 AM

I'd like to add that both of those functions can serve the player beyond revisitations or game juggling. As the average age of gamers increases you'll find more players with schedules that not only impede their ability to spend those long hours playing but also can prevent them from playing for weeks, if not months, at any given time.

#4966781 Shouldn't problem solving center around the character's actual abilit...

Posted by on 06 August 2012 - 01:48 PM

A good reference would be Deus Ex: Human Revolution. By enhancing your characters strength you were able to move large objects that hid entrances you otherwise wouldn't have access to; by learning the Cloak ability you could walk right by heavily populated rooms without alerting them; by upgrading your jump you could reach ledges unreachable by piling (often heavy) objects; by upgrading your combat skills you could just blow through the enemy. Their solution was to provide multiple "gates", as you used in your example, and allowed the player to pick the one they wanted to (or were able to) bypass. To enhance difficulty they would add more obstacles, such as placing a grate higher up, which forced the player to jump to reach it, and having patrols to moniter it. If you didn't have the silent jump upgrade that particular stealth option was effectively prevented, forcing you to find a new solution.

Thus you solve the level based on your chosen abilities.

#4949625 Why do shops have limited money in Skyrim and Fallout?

Posted by on 15 June 2012 - 12:28 PM

I agreed, at first, that it was an annoyance. But as kseh said it becomes a part of the game, and leads to variance between plays. In prior Elder Scrolls games you end up with insane amounts of money at higher levels whether or not you invest in the ability to barter, but in Skyrim I found even my level 50+ characters fluctuating around only 10-20k in gold. Sure, I have a house filled to the brim with rare equipment I sell when i need to, but that's a stark difference from my thief character that trained in speech for better prices and store investments and has never encountered a money problem, by far exceeding the purses of my other level 50+ characters even at level 20. It grants variances in gameplay and how you experience their world.

That's my thought, at least.

#4933298 Putting yourself in the game design....

Posted by on 20 April 2012 - 11:39 AM

I would advise avoiding it, since by placing yourself in the story you run the risk of stealing the show or focusing on yourself. A big ego can derail a story or make a character come off as a douche, and, no offense, but based on your model-esque picture my guess is you have a big ego.

I always stick to using facets of personalities rather than inserting the whole person into the game to avoid that problem, since cognitive dissonance can be a bitch (I have a huge ego). This way I run less a risk of minimizing or glossing over the character's flaws.

Just a thought.