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Member Since 25 Sep 2000
Online Last Active Today, 02:48 PM

Posts I've Made

In Topic: 13 Y/O That Is Interested In Learning How To Make Video Games

22 September 2016 - 05:36 PM

Pick a language.
Output something to the screen.
Figure out how to store stuff in variables.
Get some kind of user input.
Echo user input to the screen.
Learn how conditionals work so you can output or do different things depending on a variable's value.
Learn how loops work.
Learn how to get a random number.
Learn how to create and use functions.

There's more advanced stuff like objects and polymorphism beyond that but you should be able to do quite a bit with just that much.  If I were to look at learning some new language I'd pretty much be going through those initial exercises.

In Topic: something different

22 September 2016 - 05:11 PM

When the kids came, I let my garden grow over. This spring I dug back up about a square meter or so of dirt and had the kids help me plant some carrots, radishes, and lettuce. Unfortunately I didn't pay it much attention over the summer and it didn't really yield very much but the kids got a kick out of harvesting the carrots last weekend.

In Topic: Complex Health System. Let's review my concept

15 September 2016 - 04:56 PM

I don't want the player to feel competent and fearless, I want them to mess up badly and recover from the worst situation. I believe they will enjoy beating the odds stack against them and I also believe the characters should have abilities that reflect their desire to overcome


It makes me think a bit about the tension I feel playing a VLT. In the background is some random number generator that is going to decide whether I win or loose. I don't see the "dice roll", just the outcome of either having won or (more likely) lost my money. But I think part of what makes the tension rewarding is that I feel as though I have some kind of control when I'm pushing my luck. I can take my time deciding whether to push the button to start the next round or increase or decrease my bet. So, I believe, that you'll want to provide the player that sense of control in some way.


Aside from that, I'd recommend that you do some kind of prototype or graphing of the formula you're planning on using so you can see just how often the player will survive. Then you'll know whether you're on the right path or not.

In Topic: i keep buying games and they're not what i expected

14 September 2016 - 04:40 PM

I think one question is, would someone who paid for a game be more likely to give it a second chance if they don't find it to their liking than someone who didn't pay for it? If so then hopefully you have more people that come around to liking your game than the ones that don't like it and are disgusted at having paid for it. For something like a $2 puzzle game this might be a reasonable risk to take. For something like an epic simulation RPG, it may be too big a risk to take.


you don't want to sell games to people, you want people to subscribe to your games! "the easiest sale to make is selling something to someone you've sold to before".

The one that I heard was that you should sell services, not products.


While these ideas are are true you still need to appeal to the people that have never played your game before. The preferred modern day way to do this, over providing demos, appears to be to use videos of gameplay. This address the issue with only making the first level or so where you might not be exposed to the meat of the game that lies somewhere in the middle. Whichever way you go about it, the whole point is to tantalize the prospective player enough to part with his money while not giving away so much that he feels as though he's seen it all and doesn't bother.

In Topic: should i kill paarthurnax?

13 September 2016 - 10:35 AM

I've never played the game so I'm just guessing.


But maybe it's some sort of Lima Syndrome effect? I only looked briefly but I'm not seeing much information about it. It sounds to me to be some sort of thing where looking outside the group you get a glimpse of something larger and start to question the dogma that you've become accustomed to. In this case it seems (to me) to have tapped into players compulsion to protect something they see as unique. It's easy to kill thieves or members of an opposing faction because there will always be more or the threat of more.


Or perhaps it's something coming from a compulsion to explore. Like getting a glimpse of a world outside your home town and you want to know more about what is out there, except in this case it's a desire to explore and know a character. Like, it feels as though there's something more there to find out so you don't want to close that avenue of exploration yet.