MSPA Forums
Page 1 of 3 123 LastLast
Results 1 to 25 of 63

Thread: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

  1. #1
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Greetings forumites,

    I am planning on starting a game here in the reasonably distant future. (Just to make up a number, we'll say 6 months.)
    I'm in the early development stages and would like to know a little bit about what makes a good gaming experience.

    My specific questions are:

    1. How good should the art be?

    I suppose the goal here is to strike a balance between art quality and frequency of posting.

    At the fast but low quality end we have this:


    At the slow but high quality end we have this:


    What I'd really like to do is 'render'. That is- initially post a low quality image, then come back and improve the image when the game is slow. I am pretty into this idea, and it would take some effort to dissuade me- but I am here looking for opinions.

    I'd also like to know what people think about the lighting. I'm on the fence as to whether it is a good idea. If I include it, and if I do the 'rendering' thing, the lighting will always be the last thing done.

    2. What stats should I add?

    In this game I plan to implement stats that a player allots when they are creating their character. There will be both base stats and derived stats, and the player will have the ability to add directly to
    all of them. I.E. The player may place a point in a base stat, that stat will go up by a point and the stats that derive from it will increase depending on the degree that they are derived from that stat;
    they may also place a point directly into a derived stat causing it to increase more than if they had put a point in the base stat from which it is derived, but not increasing related stats.

    Here is a graph of the stats I have so far. Base stats are along the top, derived along the side. You will notice that some derived stats have no corresponding base stats, thus they may only be increased by putting point directly into that stat.


    I am looking for more stats to add. Like lots more. So many more. Perhaps even all of the stats. They can be as silly or as seemingly unimportant as you like. If you want to be able to give your character points in weltschmertz, conductivity, doomedness, or whatever- I want to know about it. Stats can even overlap with other stats. If you have a better or more amusing word for a stat I already have, chances are I will use it.

    Players will also be able to use their stat points at the beginining of the game to purchase useful items, as in Dwarf Fortress. Items I have decided to include so far are Shovel, Rope, and Sword. The
    challenge here is to have something useful, but not too useful. It is feasible to have a stat for immortality- since the stat would have amounts it would not mean complete impunity. It would progress through steps, to use famous examples from fiction- Dorian Gray would be an early level, Achiles would be considerably later. However having a fraction of an nuclear missle makes considerably less sense.
    Each object should therefore be complete unto itself and worth about the same amount. I am looking for more objects like this.

    Thank you for any and all suggestions, you are awesome in advance.

  2. #2
    the gishi of space swampmist1142's Avatar
    Join Date
    Aug 2010
    Location
    the land of balance and frogs
    Posts
    2,684

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    1. I quite like the render idea, so I say stick with that!
    2. I have a couple of suggestions:
    First, make luck a base stat. No reason not to, and I think it would fit better.
    Second, make Fear, Hope and elemental/magical control stats. Just 'cause. Also, soul attunedness. Because Necromancers.
    teh meda pedas =
    000
    teh sig quotes:

  3. #3
    A Helpful Procrastinator Shailsnic's Avatar
    Join Date
    Nov 2011
    Location
    Places, doing things
    Pronouns
    he/him/his
    Posts
    1,140

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I'm going to have to agree with the render idea. It seems good to me!

    As for stats... well, maybe Athleticism? Which would be for actions which would take a considerable amount of strength, speed, stamina, and dexterity to actually be able to perform. That's another thing, I don't see any speed base stat, there should probably be one of those. Also, I'm assuming that Accuracy is going to be part of luck, but just in case if it isn't, then that's another stat you could probably add.

    (Also, the low-quality image is broken, just thought I'd point that out.)
    Let's have fun with this, don't let me down now.

    (Finally changed my freaking avatar.)


  4. #4

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I personally have to no problem with the low quality. As for stats, I think they would become more balanced if you started out with a few of them, and added/modified them as you went along. I like the concept anyhow.

  5. #5
    An excellent host Qeztotz's Avatar
    Join Date
    Feb 2012
    Location
    Land of Madmen and Internet Servers
    Posts
    1,202

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I think the same as 001 also lower numbers of stats may make the game easier to comprehend and manipulate
    Go here for the most random of scribblings and othersuch stuff --> http://qeztotz.deviantart.com/
    My shitty art blog http://qeztotz.tumblr.com/
    My homestuck reread blog http://qezreads.tumblr.com/

  6. #6
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Firstly, I apologize for the delay in response and thank you all for your contributions!
    I was moving from {UNDISCLOSED LOCATION} to {UNDISCLOSED LOCATION}. And boy is/are my {UNDISCLOSED BODY PART(S)} tired.

    I am currently working on a rebalanced stat list that will include ALL of the stats that were suggested and likely have a few of the ones originally listed removed.

    I am however confused by the concept of:
    Quote Originally Posted by swampmist1142 View Post
    Also, soul attunedness. Because Necromancers.
    All I have found about soul attunedness has to do with a class tree system in a game called RIFT (which I have not played).
    So- how does that work?

    For the purposes of Necromancy as well as the purposes of:
    Quote Originally Posted by swampmist1142 View Post
    elemental/magical control stats. Just 'cause.
    I would probably just add derived stats for Order, Chaos, Fire, Earth, Wind, Water, Earth, Light, Darkness, Void, Energy, Life, Death, Metal, and Wood. (Well, maybe not ALL of those.) (Also, there is a plan to have an elemental element [heh] in this game- but mostly later on. However it could really just as easily come in early, and that would also give the player more control at the outset.)
    But I'm curious about this whole soul attunedness thingie. If someone wants to explain it to me I will totally try to implement it.

  7. #7
    Insignirodentiamourous Varkarrus's Avatar
    Join Date
    Apr 2009
    Location
    Land of Cages and Sawdust
    Posts
    14,344

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Damage should be more 50/50 than 75/25, personally. Actually for that matter, what about guns?
    I'd say damage for each weapon should get stuff from stats individually.
    Axe/Hammer damage is 100% strength
    Sword damage is 75% strength, 25% dexterity
    Katana is 25% strength, 75% dexterity
    Unarmed is 50/50

    I guess there's no accuracy stat to decide gun damage though. Probably just 100% dexterity.

  8. #8
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Alright, rebalanced stat list (note that percentages have been replaced by the number of points that go into a derived stat when you put the requisite number [let's say 10] of points in a base stat):

    I managed to add everything except for the fear stat; but that will probably come in somewhere.

    Moldova made a good point:
    Quote Originally Posted by Moldova in Eurovision 2011 View Post
    I'd say damage for each weapon should get stuff from stats individually.
    Axe/Hammer damage is 100% strength
    Sword damage is 75% strength, 25% dexterity
    Katana is 25% strength, 75% dexterity
    Unarmed is 50/50
    My (probably unnecessarily complicated) solution is a third set of stats.

    This third set of stats would be locked stats. These stats are influenced by both base and derived stats BUT ONLY if the locked stat has been unlocked. These stats are weapon proficiences and elemental control varieties, and I can only hope nothing else.

    Here is the list of base stats and the elements they effect:


    And the list of all stats and the weapon proficiencies they effect:


    Example: if you wanted to wield a scythe you would first spend the (let's say) 5 points to unlock the Polearmkind specibus. Your Polearmkind proficiency is at this point still 0. You can now, if you choose, put points into your Polearm proficiency directly at the price of a point for a point. Each strife specibus also has a corresponding derived stat. The Polearmkind's corresponding stat is Range. Now, since the Polearmkind specibus is unlocked each point put in Range will also put half a point in Polearmkind. Also, since Range gets points from Dexterity (3) and Strength (1) putting a point into dexterity would put 3 points in Range- which in turn puts 1.5 points into Polearmkind.
    So, if you spend 5 points to unlock Polearmkind, put one point directly into Polearmkind, 1 point into Range, and buy 1 point of Dexterity for 10 points your Polearm proficiency would now be at 3. In the process of placing these points you will also have raised your Dexterity, Throwing, Athleticism, Reflex, and Dodging by 1; your Accuracy by 2; your Stealth by 3; and your Range by 4.
    And so at the price of 17 points (you will probably receive 100 points at the beginning of the game, with opportunities to level up and gain other stat bonuses along the way) you are now much more likely to be able to sneak up behind someone who is standing on the other side of a spiked pit, reach over with your scythe, accurately cut off their nose as you pull them towards you, reflexively butt their hand away with your scythe handle as they desperately claw at your shirt in an attempt to bring you down with them, and dodge as they throw shuriken at you just before they are impaled. As for the Athleticism and Throwing you decide to use your scythe to pole vault over the pit while throwing their shuriken back at them.

    I was going to keep this part of the project a surprise- but I am soon to start on a character selection screen that will do all this math for both the player and I- and hopefully also look nifty as well as make the whole process more fun. At this point I feel the list of stats looks daunting without knowledge that such a thing will eventually exist.

    Lastly, the rendered example image has changed thanks to some suggestions from Jacquerel

    Got rid of gradient shading, lighting (which was just going to be a lot of trouble), and thickened some lines.
    This will still change a lot (which is part of what I like about the rendering idea) but this image more closely represents the final project.

    I remain, as always, receptive to any and all suggestions on the stats, the weapon and elements lists, the drawing style, and whatever else.
    Last edited by Chair_Man; 07-06-2012 at 10:13 PM. Reason: Updating

  9. #9
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    A lot of things were stupid so a few things have changed.

    The relationship between base, derived, and unlocked stats is displayed on the whatthefuckograph below;
    WARNING: DO NOT VIEW IF YOU HAVE A(N) (IR)RATIONAL FEAR OF RAINBOWS:


    A more numerical representation is in graphs below. Keep in mind that each player starts out with 500 distributable points, and that base points cost 50 points a piece, derived points cost 5 points a piece, it costs 25 points to unlock a locked stat, and unlocked stats once unlocked cost 1 point per point. Yes, the numbers are large. This is to avoid fractions. I did not alter the chart that shows the number of points that go into each derived stat when you put a point in a base stat, the new values are merely the old values multiplied by 5.

    This chart shows the number of points that go into unlocked stats when a point is put in a base stat:


    And this chart shows the number of points that go into unlocked stats when a point is put in a derived stat:


    And that's all for now. Lost a few strife specibuses and better integrated the elements. Next: a programmed stat distribution screen.
    Last edited by Chair_Man; 07-14-2012 at 08:57 PM.

  10. #10
    Page of Bluff Ross_Varn's Avatar
    Join Date
    Apr 2009
    Location
    Out There
    Posts
    761

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Iiiiithat is a lot of stats, are you building a PnP game here?

    Bit of criticism on the image- there's too much empty space. Way too much empty space. I'd recommend you run a quick game or adventure without detailed mechanics- a Roll-To-Dodge or something- before getting deep into the mechanics and not having a framework to back it up with. I quite like how you're presenting the game, but I feel like there's an element you're missing somewhere- that of a basic idea of the game, or the ilk. Have you ran any forum games before?

  11. #11
    Avatar by Pharms : D Moderator ProfessorLizzard's Avatar
    Join Date
    Nov 2009
    Location
    Hungary, Land of Sludge and Plains
    Posts
    12,174

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I would advise against getting so many and so interconnected main stats. If this is for PnP, remember that you are a human being and not a computer! I would advise that you should only have 3-5 mainstats.

  12. #12
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I realize I have made a rather large mistake, I have been unclear.
    While there will be stats and they will matter; they are not meant to be exact. In any given encounter/action stats will be examined, then based on precedent and logic the result will be determined. Damage done, for example, will not be derived by any mathematical formula and may not even be expressed in number.
    The stats are meant to be, more than anything else, a kind of ideal. maybe that isn't the right word either.

    Part of the plan here was to have stats as an idea that effects gameplay, but without the rigidity of actually making the way they interact set in stone. This is the only way I ever imagined that this many stats could ever work together.

    That being said, perhaps the number of stats is, as many have suggested, daunting and almost certainly impossible.
    After all the answer to this question is:
    Quote Originally Posted by Ross_Varn View Post
    Have you ran any forum games before?
    No. No I have not. This is actually the first forum I've ever been on. Before April of this year I did not even know what a forum game was. But I don't believe that a thing is even worth doing unless it is insanely and unnecessarily complicated.

    So, I'm going to take a break on the stats for a while and work on this:
    Quote Originally Posted by Ross_Varn View Post
    Bit of criticism on the image- there's too much empty space. Way too much empty space.
    And give ya'll time to critique the number of stats, now with the idea firmly in mind that I am not actually going to be making myself do insane amounts of math every time a player hits a monkey with a hammer.

  13. #13
    Purpleing Deer Bro stagnantAntler's Avatar
    Join Date
    Sep 2010
    Location
    Land of dead bodies and painful memories
    Pronouns
    he/him/his
    Posts
    627

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    But I don't believe that a thing is even worth doing unless it is insanely and unnecessarily complicated.
    This is truth. Simplicity is the enemy. KILL IT WITH FIRE! can't wait to see what this thing turns into
    PONIES?

  14. #14
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Hokay, so life in meatspace has been very busy. This is said by way of apology for going so long without an update.

    I would also like to thank everyone for their suggestions and their support; and especially stgnantAntler, for his kind words:

    Quote Originally Posted by stagnantAntler View Post
    KILL IT WITH FIRE!
    Firstly here is my latest rendering, as addressing this:

    Quote Originally Posted by Ross_Varn View Post
    Bit of criticism on the image- there's too much empty space. Way too much empty space.


    Secondly the main part of the stat distribution screen is now done. There are obviously many more features to be added, and the thing is probably full of errors. So please let me know what you think (especially as I have... strange computer access right now and no real way to test to see whether these files are even accessible to other people- and am therefore anxious to find out whether they are.)

    Here is a screen shot:


    And here a link to the executable:


    So, hopefully this works.

  15. #15
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Alrighty, the stat-placement screen has been updated; changes include:
    Graphical changes (both major and minor)
    Removal of Patience stat, addition of Imagination, Potential, and, finally (!) Death.
    Addition of informational section- hover over the pluses to learn.
    Addition of Stuff section- equip your character.

    Screen shot:


    Also I have noticed that the program won't work properly beneath a certain resolution. Theoretically it should work on any computer with a resolution set to 1005 X 887 or above. If your resolution does not go this high I would not advise attempting to run this program as it will lead only to disappointment and the bitter taste of ennui. If this resolution thing is an issue and you actually want to try and play this game eventually let me know. Or if you encounter any other technical problems. Or just have a comment to make. All feedback is, as always, listened to and considered.

    Here is a link to the program:


    And, furthermore:
    wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee.

  16. #16
    Avatar by Pharms : D Moderator ProfessorLizzard's Avatar
    Join Date
    Nov 2009
    Location
    Hungary, Land of Sludge and Plains
    Posts
    12,174

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Oh, if this is about a program you are going to make, instead of a PlayByPost game like the other threads in the subforum, I will move it to the "Games!" subforum where it will probably get more comments.

  17. #17
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Oh no! Sorry to be confusing! (And confused.)
    The game is going to be play by post, the program is just going to be for stat distribution-
    for my convenience as well as the player (because there are, as had been said, entirely too many stats to deal with by hand).

  18. #18
    Avatar by Pharms : D Moderator ProfessorLizzard's Avatar
    Join Date
    Nov 2009
    Location
    Hungary, Land of Sludge and Plains
    Posts
    12,174

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I think you should put groups of stats on different "pages" of the menu, instead of displaying it as a single large picture.

  19. #19

    A Series of Stories

    Once, at a very young age, I decided that I would be a chef, and cook the greatest of foods.

    My age being in the single digits, I didn't have much knowledge of what cooking really was--I had only the idea of it, a vague concept of what I though constituted food. But this wasn't a whim; I had planned this out eagerly, slowly devising a master plan.

    As you can imagine, young me collected all the foodstuffs in arms reach and lined them up. Bananas and bacon, cookies and cashews, bell peppers and cookie dough, ice cream and peanut butter. All these foods and more were unceremoniously piled into a huge bowl. I looked on with delight as I mashed this masterpiece with a spoon, which is probably how I figured all food was made.

    I heated it up (like a real chef--in a microwave of course) and my creation was complete.

    -----

    Fast forward a few years. I was working at a space camp, where there were plenty of problem solving activities for the kids.

    One of these involved selecting parts for a rocket. There were tons of options, from rockets to power sources to fuel types to cargo bays to equipment. There were multiple considerations to every choice, several costs to weigh: How will this affect the weight? How about our power envelope? Volume, propulsion, aerodynamics? Most importantly, how much will it cost?

    Groups of kids always did the same thing first--given a set budget, they promptly went out and blew it all on the first listed options. The resulting hodge-podge of metal couldn't even get off the ground.

    When I'd look at these manifests at the end of the first day, I'd always find myself thinking of Dell.

    -----

    I liked computers from a young age. It was still a bold new industry, only seeing the beginning of the modern explosion.

    Dell had burst onto the scene and become a major player. Their specialty was computers/orders that could be heavily customized; common now, but at the time they were the first to do this on their fancy web store. Back then, ordering a computer from Dell was the only thing anyone would buy online. (And most would confirm orders by phone.)

    I'd routinely get online (via a trusty 28.8k dial-up modem) and set out customizing the most expensive, feature-packed workstations and servers I could make. It is doubtful I knew what half the stuff truly meant, but I sat in awe of the fancy terms and big numbers.

    "Why don't they make all computers like this?"

    -----

    As it turns out, my cooking experiment did not produce edible results.

    I could clearly see that something had gone wrong, but still lacked the experience to understand the situation. I liked the idea of making food, which isn't the same thing as actually doing it.

    Someone with cooking knowledge might point out that in spite of piling in dozens of components of all shapes and sizes, I didn't use any true ingredients: No flour, eggs, butter, milk, salt, pepper, sugar, spice, nothing. I was so ignorant in this mission I set out to achieve that it couldn't have occurred to me that any of these things had any importance at all. I had neither a concrete goal nor any knowledge/experience to achieve it with.

    It was really just me playing dress up, chasing the idea of what I thought food was like.

    -----

    I would tell the kids at the space camp that the key is constraints. If you have a limited budget, that's a constraint: You have to carefully pick out the rocket parts that give you the most bang for the least buck. Weight might also be a constraint, or power.

    All design is subject to constraints. Sometimes there are multiple constraints; sometimes we have to prioritize which are most important, and sometimes they change dynamically. When we say we design something, what we are really doing is making a series of value judgments that seek out the best solution possible for the constraints we face.

    This is known as optimization.

    All things are subject to optimization--not just space rockets, Dell computers, and cooking recipes. Language, art, and even ideas demand optimality.

    We would run another space camp activity, where the kids would be put in pairs in different rooms. They were all given identical sets of legos, and told to built whatever they wanted. However, they would have to write down English instructions that would let a kid in the other room rebuild their exact construction.

    Some students through their legos together in a chaotic heap: a massive stack of bricks of all colors, jutting out randomly in all directions. One of two things followed: either they did not have time to write down the pages of full directions, or they would be woefully inadequate. Even if they were given extra time to work on the instructions, their partner wouldn't have enough time to read and complete them on their end. The end result was always the same; the communication failed and the structure could not be built.

    But some students built simple, elegant structures. They might take just as many pieces, but end up uniformly built and attractive to look at. The instructions for rebuilding these would be unambiguous, concise, and easy to understand. Their partners would rebuild their creations quickly, accurately, and with the satisfaction of taking one look at it and knowing they got it right.

    -----

    The students who built pointlessly complex towers of legos did not recognize the implicit constraint that needed to be optimized for: complexity.

    The reality was, they had a "budget" of how complex their structure could be: It had to fit in the amount of time they had to write accurate instructions down. If they exceeded this budget, they would fail.

    In this case, this was the most important constraint that took priority above all others. However, it certainly wasn't the only one. What if we gave the kids unlimited time to write instructions? We would still have to worry about the limited amount of time the other side has to read and follow the instructions--that constraint would become our new "budget."

    End-user complexity ends up being the primary user-experience constraint in virtually all modern games. Whether it's a phone game (with a tiny complexity budget) or League of Legends (with a massive one), the design process of seeking out the most gameplay you can fit within that finite budget remains the same. So the question becomes, how can you make informed decisions of which options are the best?

    The only solution is to know all the options.

    -----

    It was sometime in Feburary of '10, and I was standing in a friend's lobby talking to Tom Cadwell on the phone. I had just interviewed at Riot, and he concluded that I wouldn't be a good fit at Riot then, but I might later.

    I thought that was a strange position. "What? Why not now?"

    "Well, the truth is, you haven't played enough video games."

    I was floored. I played lots of games! Surely if my parents or friends had heard this, they would have had a good laugh.

    I went and made a list of all the video games I had played. It seemed pretty long! But then I used the Internet to make a list of important games I hadn't played. This list was much longer. I emailed Tom and asked what games were most important to play, and he gave me a list of even more stuff, some of which I'd never even heard off.

    I told myself I wanted to make video games, and had even done a little of it. I went to a prestigious university and got a high-calibur degree. I had learned software development, team collaboration, and problem solving.

    But I was still a kid putting bananas and bacon in a bowl and hoping it microwaved well.

    -----

    The most ironic thing about getting exposed to more stuff, is realizing how un-creative you were prior; looking back and seeing that the few ideas you did have were just imitations of the few things you had experienced, because that was all you knew.

    The most unexpected thing is the motifs. The sheer breadth of content that you assimilate and begin to dissimilar into seemingly unconnected places. A lot of BBrawl mechanics "came" from Starcraft. Several Witchhunt roles "came" from Persona. An auction game "came" from an unrelated analysis of Dominion. A CCG prototype "came" from a D&D campaign involving a duck.

    But the most helpful thing is the patterns: the intuitive underlying structure of games and art that all of these works have used to optimize for complexity. The more you are familiar with, the more games you have seen pack as much gameplay into as little complexity as they can, the better you can do it.

    So in short, the answer to your implied question:

    Quote Originally Posted by Chair_Man View Post
    I'm in the early development stages and would like to know a little bit about what makes a good gaming experience.
    ...is to play games.

    -----

    If you want specific, actionable advice, these would be my suggestions:

    1. Play at least a half dozen forum games most similar to your interests. Don't make them all from the same community--GitP is also popular off the top of my head. Start with just one.

    2. Play Deus Ex. You can find it on Steam.

    3. Play in a tabletop campaign. Do not host/DM one; you must be a player.

    4. Play at least 1 of: Starcraft (2), Team Fortress 2, League of Legends, competitive Pokemon, or a major MMO.

    5. If you follow Homestuck, humor me and write--without any reference--a list of all the characters you can name off the top of your head. Show me how many you can get without looking.

  20. #20
    FANTROLLS WHEEE Limanya's Avatar
    Join Date
    Jun 2012
    Location
    BEHIND YOU
    Posts
    2,437

    Re: A Series of Stories

    Quote Originally Posted by Chocolate Pi View Post
    5. If you follow Homestuck, humor me and write--without any reference--a list of all the characters you can name off the top of your head. Show me how many you can get without looking.
    Challenge accepted :P



    is that all? i think that's all.


    i'm wastin' my time
    My awesome stuff in dire need of attention under the spoiler of epicness!


  21. #21
    Prince of Omniscient Toasters ICan'tGiveCredit's Avatar
    Join Date
    Jun 2012
    Location
    -taps your shoulder-
    Posts
    4,141

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I think Nic Cage should fall under the other horrorterrors.
    Sig Quotes 'N Stuff

  22. #22
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Firstly, second.

    Secondly, new stat distribution screen!
    With:
    Sound effects,
    Quote Originally Posted by ProfessorLizzard View Post
    I think you should put groups of stats on different "pages" of the menu, instead of displaying it as a single large picture.
    ^this^,
    and Bogusosity Section!
    (Also a little button in the lower left hand corner that resets everything. Left in from debugging.)
    Also also the minimum screen resolution is now: 754 X 887.

    Screenshot:


    Executable:



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~

    Chocolate Pi,
    you use words to show not tell, your ideas are complex, expressed in a logical fashion, full of elegance.

    Myself, I build card houses.

    To build a house of cards is to take a game apart and reassemble it in another dimension. In this exercise it is necessary to be a child on a ranch in the middle of nowhere, your only human companion your father. At any rate that's why I did it. That and the crate upon crate of horrible second-rate action novels, and a Nintendo and Atari, both of which were broken. Maybe one only need be homestuck.

    Later my brother gave me a Playstation with one game- Final Fantasy 7. I played it. Of course we all played it. But I played it. And played it and played it. I played the game through once in it's entirety with the screen set to tint everything orange, for variety.

    I had gotten to play Mario Brothers a couple of times before the Nintendo broke. I would have been around 6 and there was something magical in being able to move another little being around upon the screen where heros are usually seen.

    But by the time that I played Final Fantasy I was also receiving a regular shipment of actually worthwhile books from a friend I had met on the streets of San Francisco. And I found in that game something I had never expected to find in a game- a story and emotional attachment. I sometimes think that every game I have played since then has just been an attempt to recapture that first high.

    Along the way there have been games of all varieties that have won their place into my being on their own merit. Katamari Damacy, Cubivore, Civilization, Dungeon Keeper, Portal, Braid, Planescape: Torment, Grow, Bill and Ted's Excellent Adven- I mean Time Gentlemen, Please!

    But my love of games, and quest for more of them remains as strong as when I made my own board games out of the spare parts of others as a child.

    These are the forum games I was following before my internet access involved a laptop held together with 4 kinds of tape:
    Bleak: adventures in Death
    Cataclasis
    Two Friends Play SBurb
    Waterworked
    Rainbow Rumpus Bloodswaptown
    3 Chess
    That Sun and Moon Survival thing that was discontinued just when I found out about it

    I have played Deus Ex, although only with the Shifter mod.

    I've been a player in one table top scenario, and have played a few and DMed a few semi-LARPs.

    I have played Starcraft, Team Fortress 2, and Everquest.

    Limanya's list puts mine to shame:


    However, and assuming that the word 'however' is even appropriate here, I will continue to play games. And at the beginning of next month when I have consistent internet access you can expect to see me playing many more games on these forums- maybe even ones that are even applicable to this game.

    But as I do and in the mean time I will continue working on this game. Because as flimsy and precarious as the whole thing is- building card houses is just what I do.

  23. #23
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    New Coolitis Section,
    Extremely Primitive save/load functionality,
    Some small cosmetic changes.

    Screenshot:

    Executable:

    Only two more sections remain!

  24. #24
    Avatar by Pharms : D Moderator ProfessorLizzard's Avatar
    Join Date
    Nov 2009
    Location
    Hungary, Land of Sludge and Plains
    Posts
    12,174

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    I think you shold move the different magics to a seperate Magic Screen. Same with the weapons, to a weapons screen...

  25. #25
    Man of Chairs Chair_Man's Avatar
    Join Date
    Apr 2012
    Posts
    110

    Re: The_Pit (SUPER MEGA BONUS PRE-ALPHA)

    Quote Originally Posted by ProfessorLizzard View Post
    I think you shold move the different magics to a seperate Magic Screen. Same with the weapons, to a weapons screen...
    Unfortunately the last 2 versions have come into existence only with a progressive amount of work-arounds. This is actually why the game now starts on the "Coolitis" section. If it does not the game refuses to admit that certain variables on that screen exist and crashes. This instablility started when I separated things into pages and I'm afraid that adding many more additional pages would cause the game to stop working entirely. I must add 4 more as it stands and should not risk adding many more.

    I may eventually be able to implement your idea but the bottom line is that Game Maker seems to be unable to handle this degree of complexity. Or perhaps I am unable to handle this degree of complexity with Game Maker. If I need to do something else like this it will either be much less complex or I shall have to learn and use flash- most likely both.

    What I could do is redesign the Unlockable page. I think there is definitely room for improvement as I have thought since I made it that it is my least favorite page visually. Do you think it would be helpful to have labeled sections maybe? As you likely noticed the weapons and magics are roughly grouped together, and the weapons grouped again according to range; but a clearer distinction could be made on one page.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •