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About Kars

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  1. Gameplay design is HARD!

    Two oozes, say red and blue. Apply heat: red ooze will solidify and slick. blue ooze will solidify and sticky. Apply electrical current: red ooze will melt and defy gravity. blue ooze will become elastic. Add other reactions here! Now you put them in a small room with some obstacles and you control the ooze probe which applies the head, electrical current, etc to specific areas of the ooze to get it to react and move. Apply electrical current to the blue ooze to create a rubber band, then apply heat to the red ooze to solidify so it can be shoot across the room. Quote: Oooh I made the game you're talking about... no wait that was my expenses spreadsheet at work. Hay I played that game the other day.... oh wait, it was an CRPG. Quote: I see your point though but I think those constraints are far too restricting. I wouldn't give a world famour painter one colour and then tie his hands behind his back and expect a masterpiece. There are quite a few competitions where they do just this, like Iron Chef. A bit off topic but the scene I liked in the movie Apollo 13 is when a scientist walked into a room of other scientists, dumps a bunch of stuff on the table and said "we have to use this to fit this square filter into this round hole" (paraphrased of course). Quote: I think the problem is that the input options are too limited. Most games have something more than just a choice of menu options. I agree, you have to have more than just the menu options, even if it is only to drag the items around the screen, or tell the unit where to go or what to attack, or, wait, isn't that a RTS?
  2. Your life in photos

    Great idea. Just don't make the chain of pictures too long. I tried the question path for character creation in Morrowind once and finaly backed out after the 15th question.
  3. Full-on cloning in an RPG-like game

    Even if the clones have no loyalty to you you could have a lot of fun in game. Think about it, you create a few hundred clones of yourself, relese them into the city and then go on a crime spree. You have a few hundered other people to point to and say (s)he did it if they even cought you. On the other hand it could provide fun if you have to hunt down an NPC that has the same idea. Do you go around killing everybody that looks like the NPC and hope you get him? I'm guessing the authorities would like it even if it was legal. Someone has to clean up the mess. Just as a side note and possibly an entertaining side game: If you have an entire city/army of clones and a few decide to go bad on your investigators would have a hell of a time tracking down the culprits. Think about it, what are they going to use to track down the right one? Eye witnesses? Biometrics like finger prints or DNA? As another side note, on public radio a month or two back they were talking about cloning calico cats. Even though they were able to clone, the spots/markings were very different from cat to cat, so maybe a society of genetically engineered intelligent cats?
  4. Quote:Original post by The Shadow Nose Hmmm... so "invisibility fields" counter eachother depending on their power? When I read this, it sounded kind of like invisible people can see eachother because they are invisible except the more invisible you are the harder it is for other people to see you. I think he means that they interfear with eachother when they get too close. I.e. both invisable people are 50 feet away, neither can see the other one. The get within 10 feet and suddenly the invisibility shields distort and they (as well as everyone else) can now see the two now visable people. I like the shield idea, it could double as a real shield when they go into hand to hand combat.
  5. The occasionally period or comma would be nice. Even though it is Japanese, the game developers still need to get licensing in order to use the name/character, especially if an American company has already bought the rights and/or translated it.
  6. Cost Of Game Programming

    Quote:Original post by Teknofreek Quote:Original post by dbzprogrammer I've been reading several articles on the income, benifits, and "requirements" for game developers. Aparently programming gets paid the most. The average programmer looked at about $150,000 a year. That's for a programmer/software engineer. Lead programmers and manages get paid about 200,000. Also, depending on how exsperienced you are, your wage can vary. Those numbers are definitely off. -John Maybe thats Conadian dollars :)
  7. 2$mill MMORPG -New- Possible?

    Just out of curiosity, does anyone know how much money the average MMO (or other computer games) brings in verses the development costs?
  8. Quote: Its a bad sign when a game is so dull that players take to time to notice such trivial details as sheathes...which is most likely why you noticed, and want to include such minute details in your project. However, the whole entire point of game graphics is to communicate game state info to the player PERIOD! Good god man, have you never gotten bored with a game and just watched the screen. I have seen quite a few games where the lack of imput will cause the character to do something like look at you, look bored and start flipping a knife. The old simpsons game even had bart say something after a few seconds of inactivity. If the the whole point of game graphics it to communicate the game state, why bother with sprites at all. All enimaes are boxes and all friends are circles. Why bother with such nit pikkiey details as COLOR.
  9. - Semi-generic sheath(s). I.e. big sword sheath (over the sholder), dagger sheath (on the belt or up sleaves), etc. Have the character buy what ever sheath(s) he/she wants. If the character picks up a weapon they don't have a semi-generic sheath for, he/she has to carry it all the time or un-equip it into inventory. - Auto appearing sheath(s). When the character picks up a new weapon or tries to sheath it, a sheath fades in for the speicific weapon. A bit better than the weapon appearing/dissapearing all the time.
  10. Magic without the spells...

    Especially if combat is going to be a big part of the game, I would suggest a system where you select an element (like water) and click where you want it to be an the spell automaticlly moves the closest source of the element to the location at what ever speed the spell can move it at. A fire ball would work the same way where you click in front of you but quickly moving the mouse away from your character and releasing the mouse button will "throw" the fire. But becarful if you are under ground and extinquish the last torch for this spell, everone will be left in the dark. Of course objects in the way of the closest source of water like a wall would dramaticly affect how fast the water would arrive at its intended destination. So in the case of a pond being 10 feet to your right but with a wall in the way and a pond 20 feet to your left, you could still do the drag from pond idea. Even if you have an instentanous creation of elemnt effect (create water, fire, etc) still make the power of creating it and/or how long till it actually appears based on how close/near the nearest item of that element is. I.e. creating fire next to a fire place should be easy, but in the middle of an ocean it should be a bit harder.
  11. A MUD that I used to play had a basic form of this. No matter what, if you were attacked you would automaticly defend yourself and counter attack. You basicly had several "mood" stats you could be in: wimpy: More defensive and you would flee if you were below about half your HP Normal: Neither defensive or offensive and auto flee when you hit quarter HP Brave: More offensive and flee if you get really low in HP Berserk: Most offensive and you never flee, even if you wanted to. Special moves would still require imput from the player but they were more timing issues. I.e. the bash would knock someone on their butt, but if you timed it right they would be on the ground for two rounds instead of just one. This system worked very well in this game (www.wotmud.org if its still around)
  12. Quote: unless you are conquering the world through gardening. ;) A task suited perhaps only to Martha Stewart. I don't know about that. I have read several sci-fi stories where plants were just plain dangerous. - Sky-scraper sized pods that would explode after being set on fire thus shooting spores into space and on to other planets. - Vines that physically attack anyone that comes into, emmmmm... vine's length. - Grass that would cause hallucinations to anyone who would walk over them. - Trees/bushes that could shoot poisonous needles. - Ents from Lord of the Ring books. - A plant that would scream if it was pulled out of the ground and kill everyone with in ear shot. One story I read even had an epic battle going on between a plant race and the red-bloods. The generals could form a hard bark-like barrier around themselves and go into hibernation for very long periods of time if they were trapped or exposed to the vacuum of space.
  13. Quote:Original post by Iron Chef Carnage But the organic/inorganic thing always bugged me a little. Aren't there inorganic compounds, like minerals, that are essential to human life? If you went through the portal, all the iron an dcalcium would be left behind, and you'd be a quivering pile of former adventurer when you hit the ground. If you take the Terminator route of allowing metal that's insider bodies work, then you could just engineer up a "fleshbag" or "skintarp" to throw over your spaceship. Everything (naturally occurring) in the body is organic: Organic: 1. Of, relating to, or derived from living organisms: organic matter. or 7. Chemistry Of or designating carbon compounds. So the iron by itself would be non-organic, but the iron in blood would be bonded to other chemicals in a specific way making it organic. Coral reefs are made of organic material, calcium of dead sea creatures. And there is a scientific definition so there is a scientific way of telling what is organic and what is not. And no, I really didn't like how they did the metal inside a skin shell either. I was just using that as a general example.
  14. Quote: 1. Raising/lowering terrain - How does this impact the gardening? Is this just for building water channels? Sied meyrs Alpha Centauri: The higher areas trapped more water. The trade winds were assumed to blow in one direction (i.e. left to right), so a mountin's left side would trap water and the area to the right of the mountain was dryer, even desert like if you had enough mountains. Think the Rocky mountains. Plants grow better at certin elevations, i.e. you stop seeing trees above a certain altitude. Assuming different planets, the air pressuer is differnt at the same altitude. I.e. on a high gravity planet, the air presser as sea level may be too great for plants that grow at sea level hear on earth. Could make depressions to capture water and make wetlands. Quote: To be honest, I'm a little afraid that both biotech and nano tech might be redundant, rather than complementary. Why not just attribute this game mechanic to nanotech, and forget about DNA? Same end, simpler means. Nanotech can be more porsisly controlled but needs more instruction. I.e. you can send a signale that inactivates all/some of the nanites in an area, give them new instructions, etc. Nanites need to be manufactured (even if by other nanties). Nanites need to be programmed. Biotech is less controllable but can operate on its own. Breed two viruses in the hopes of getting what you want. Once you have released them, they can contnue to change and adapt to the world, possibly getting out of control.
  15. How about only organic substances can travel through the gate ala the Terminator series? But not as strict. I.e. cotton clothes would make it, a bone knife, a wood club would also make it through. A completely new bio-technology could arise from this form of transportation. I.e. metal that has been organically grown into weapons, special woods that are as hard as iron, a gunpowder type by product of some organic process. There could be many reasons why these types of weapons would be more expensive/rare. The special trees only grow in one spot of a specific planet, the metal "growing" process could take years, etc. This would prevent any Joe Schmo from walking through a gate with a bazooka, but they might be able to afford a pistol. If you need a good reason for the organic rule: - The creators of the gates used it to transport food only, and they didn't want their slaves traveling with weapons. - The creators of the gates put in a filter that removed foreign bacteria/virus and non-organic interfere with the process. - The creators of the gates had an enemies that was non-organic (the replicants from stargate) so they filter out non-organic material to prevent them from spreading across the universe.