gorogorosama

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About gorogorosama

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  1. Iterate, Iterate, Iterate

    [font=arial]Iterate, iterate, iterate. Here is a Super Meat Boy replay that composites the player's 100 attempts to get through the level, all of them dying somewhere along the way except the final attempt when he got it right. If anything, games have taught us to keep playing, keep trying, keep learning, and eventually we'll get it.[/font] [font=arial][/font] [color=rgb(43,43,43)][font=Lato] [font=arial]The previous prototypes were quite unplayable, and so rather worthless as a tool for generating a discussion. So now I have changed the control mechanism, and focused on some sort of tutorial and outlining the goals for the player.[/font][/font][/color][color=rgb(43,43,43)][font=Lato] [font=arial]This new version is at least 100% better than the last. If this rate continues it will be the best game ever by the end of the year.[/font][/font][/color][color=rgb(43,43,43)][font=Lato] [font=arial][color=#000000]This[/color][color=rgb(0,0,0)] new prototype (click the link!)[/color][color=#000000] is the fir[/color]st I would consider "playable". It is still far from feature-complete. But I believe it conveys the core game-play well. Give it a whirl and let me know what you think.[/font][/font][/color][color=rgb(43,43,43)][font=Lato] [font=arial]Specifically?[/font][/font][/color] [font=arial]Could you see this becoming a fun / addictive casual game? How could it be improved?[/font] [font=arial]Could you see these mechanics as a base to illustrate the growth of an economy and the corruptive influence of capital on politics?[/font] [font=arial]Any cool ideas how to let the player influence the voting process?[/font]
  2. If Portal is 1st person, and Zelda is 3rd person, what is Tetris? #gamedev
  3. Prototypes

    Two prototypes in two weeks. Mission accomplished. Let me know what you think! Prototype U - - & - - Prototype P Note these are super rough. I didn't bother with a tutorial or bug fixing right now. I just wanted to find the core of the play experience. Probably should read the instructions below... I've put these prototypes together to get a feel for the game before jumping into development, to weigh if this is worth doing. A wiser man would have done this before resigning from his job, but here we are : ) Through this game I hope to illustrate the evolution of society, from a system where tribes needed to spend the majority of their manpower just to survive, slowly being able to produce enough food to allow for other professions, artists and scientists, and after the industrial revolution to a point where only a small portion of population is needed to sustain the rest. I also want to show the advantageous position of the ruling class, the transition from monarchy to democracy as a means of maintaining justice, and the absolute corruption of that democracy to put it once again in the hands of those who control the capital. My goal would be for people to enjoy the game, in the same way that they enjoy cookie clicker, but also note the real-world similarities and perhaps even be inspired towards action. Neither of these prototypes accomplish this, but they show what the core loop of the game might be, and will hopefully help us determine if it is engaging enough for someone to spend enough time playing to have a genuine experience. Prototype U How to Play: Click food to harvest it. Click workers to motivate them. Check out the menu button on the bottom right. Very similar to Cookie Clicker. Maybe even more engaging since there are multiple things to click. Has not yet achieved acceleration flow, but we'll get there. It will probably be more difficult to convey things in this form, but I had in mind that eventually some events would pop-up along the lines of: "Senator Dallben is proposing to raise the minimum wage. What should we do?" Good, vote for him Donate money, a LOT of money, to his opponent. Would be a shame if anything were to... happen to him. Prototype P How to Play: Click anywhere to walk towards something. Click something you are near to interact with it. Click food to harvest it. Click workers to motivate them. The town will grow whenever you have 700+ food after payday. Keep an eye on the Science Market for when power-ups appear, and the Arts Market to buy hats. This is closer to my original vision. It allows more illustration of the town and your relationship with it. It is probably less accessible to the target audience (people who click cookies). It also would have a lot more art($$) involved. So let me know what you think. Is this something worth pursuing? Or perhaps I should get back to the drawing board?
  4. Is it ethical to earn money by modding? Forget about legal, forget about practical, for now I’m just curious about the ethics. If there is a game with a thriving mod community, and I have an idea for a mod I really want to make but haven’t the skills to do so, can I pay someone to make the mod for me? If I want to make a mod, would it be ethical to do some crowd-funding to compensate my time for the creation process? What if the mod is released for free, even to non-backers? I know at comic-cons artists are constantly doing sketches (of Spider-man or whoever) for commission. Is it different with modding? Is it the same? If I build something super-cool out of LEGO, could I sell someone the instructions for how to re-create it? Could I sell someone my services to build it for him? Why or why not? What about in Minecraft? What do you think?
  5. A twist on RTS/Moba games

    Agree with Dave. I would also focus on the motivations of your design. Why do you want 5 units instead of 1? Instead of 500? What do you hope to improve upon over other MOBA's out there? Why might someone who enjoys Starcraft enjoy your game more?
  6. Over-architecting is a form of premature optimization.

    So true! Get it working as fast as possible (you will learn so much by this), and then worry about making it "elegant" if you still need to!
  7. So It Begins

    Thanks for the advice! Yes, I'm hoping by keeping strict goals for myself (in a magnitude of 1,2 weeks) I can stay accountable. I'll also look in to finding some other place to work though. Important not to underestimate the significance of that mindset.
  8. So It Begins

    Today is my first day working as an independent developer. Archon Rises has been submitted to the app store for soft-launch and I've spent the last three weeks training Itai to take over the bulk of my responsibilities. Now I'm on my own. The temptation to sit around in my underwear (ungirded) and play Torchlight instead of independently developing is high. But I hope to be transparent with you, dear friends, and whatever internet strangers stumble upon this. My goal is that in two weeks I'll have two playable white-box prototypes. If I fail to do so, please feel free to recommend a proper punishment. Anyway, since I don't have anything yet developed to show, here is an illustration from one of my favourite verses, Job 40:7.
  9. Any generous sound designers care to help with this entry to the #indiequilt game jam? http://t.co/7MsXKrhNf1 http://t.co/u8vtQw9bob
  10. RT @nationswell: Los Angeles county is rethinking voter technology - and the country should too http://t.co/JyRuH7wJhV
  11. Do We Need Another Website?

    Wow, that's very close to what I was thinking: a simple gallery of games with promo videos / with links to go get them if interested!
  12. Do We Need Another Website?

    Hey folks.   I was thinking about starting a website to promote new games that people probably haven't heard of. Games that, while awesome, don't have the marketing budget, or aren't sleeping with the people they should be to break into the spotlight.   I figure while the world is being flooded by flappy bird clones, and Steam's front page + Joystiq + Gamasutra are all usually talking about the same couple games, it would be nice to have a place to find "the other guys".   But, do you think this is really necessary / useful? Or would this just be another voice in the crowd?   We already have indiegames.com, indiegamemag.com, and indiedb. We also have the #gameswecareabout and #welovegamedevs hashtags.   Are we reaching the point where even our curation is over-saturated? Is there anything we could do to help promote some of the great games coming out that aren't getting the proper media attention?  
  13. Another word for "Spells" or "Blessings"

    Thanks! We'll probably decide on it tomorrow.   Personally I'm liking miracles, powers, and wonders,    We really need to stick to one button though (instead of separating Blessings and Curses). There simply aren't enough Curses to justify its own button on the HUD. That's valuable real-estate!
  14. RT @gamedevudg: Early Access + Demo: Imagine Earth... and managing its resources for corporate gain http://t.co/zGoeVThEnC