ANARYU'S PROFILE

Search

Filter

Generic Singleton

I think the logic is okay here, but I feel it goes against some of the gains you can get from Unity and using the code as components for run-time accessibility.

Let's use the "GameManager" as an example. By attaching it like normal as a component on a GameObject you can use the editor features (linking existing instances or prefabs, ability to edit values in the GUI, etc) and still access it with a few more characters worth of code and not having to define it specially.

Let's say the GameObject you attach it to has a custom tag "GameManager" - you can:

GameManager gm = GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>();

Then you can reference it the same way:
int score = gm.score;

If you have some examples of where the Singleton method shines I'd be interested as maybe I'm not looking at it in the right light.

The Screenshot Topic Returns

More for the style of the graphics (although the first picture IS the title screen without the title screen options.)


Journeyman

On the SWG topic, if you've never seen how crafting there works (and harvesting) it's a worthwhile thing to investigate since it was probably the best pure crafting system ever made in a game. (You could literally pour countless hours into just improving your materials by even a little bit.)

It sounds like you're trying to have this done pretty soon, I could certainly spare some time in the next day or two (evenings, and not too much on each since I'm mid-contest again) - I almost never really give my opinion since I'm very harsh and practical (that is actually my job) so take that to heart too. : )

Journeyman

Read through the stuff so far and checked all the screenshots, I like the idea a lot, I've had long-standing plans to do a crafting-based game, some of my own thoughts:

1. Crafting needs to be more than X of this + Y of that + Z of something = Product, players need to have the ability to tweak and decide things (maybe skill points to improve items, etc)

2. When crafting is the focus the other areas still need to be fun, but they also need to be fast and not forced, for example an on-map combat system using your alchemy components or things you crafted? Dungeon that require the items you can build to progress? An economy and ability to set up your own shop?

I'd be more than happy to jam regarding crafting game ideas, ever since Star Wars Galaxies (which is shutting down!) I have been the biggest fan of games where you get to craft things; really glad to see something like this being made!

I'd be happy to do some testing if you're looking for beta folk; I'm not usually too interested in playing games, but I've always felt this genre was seriously lacking and it's probably my favorite.

AScreen0.png

Aetherion

Thank you, certainly didn't expect that!

"Aetherion" is fine - using that special character would be too annoying to keep consistent. : )

Aetherion

author=argh
By the way, seeing how you're using fire, air, and water as aspects, I assume earth is an aspect as well? And judging by the title, you may be using the fifth "ether" element as well... (Apologies for not spelling it correctly, I don't have the keyboard shortcut for the "ae" symbol memorized.)


Thanks for the feedback so far, it's all being put to good use!

"Earth" is the fourth and final 'primary' you'll see characters belonging too, and we've only seen it once so far (with the punk boss in the intro.)

It would probably be best to think of the aspects as a big circle, with each primary at one of north/south/east/west points, and a person can exist as a point within that circle. Most people will only be able to slightly deviate from their aspect, but you're sure to meet the odd-balls who might have really odd aspects like "Gravity" (earth and fire) or "Light" (fire and wind,) etc.

Aether/ether is a unique type that no one relates to directly; how it fits into the world will be explored later, but it ties heavily into the Aether itself of course!

Misaos Nomination Reminder

author=Cozzer
For now, I'm going with LCPANES for writing stuff and Aetherion for eye candy stuff.
(And I'm checking other people's nominations on this topic for good games)

(Playing Aetherion is kinda sad... it's like watching the first episode of an awesome anime series that will never get made. :( )


RPG Maker VX Ace is why the remake and continuation aren't around yet. (We're redoing some of the chapter 1 story as well.)

RPG Maker VX Ace

Painting encounter tiles on the map is going to be so handy.

You could use this for things like map height, automated NPC routes, all kind of things in an Action RPG, etc. (Regions just wouldn't work well for that because of the effort involved.)

Game Mechanics and Pacing

Regarding direction:
Using these tips in subtle ways to direct the player is the job of the designer. I don't know how often people like to argue good advice because they can come up with a counter-example in a special situation.

Digesting good ideas and implementing them into your game if appropriate is YOUR job!

Regarding Random Chance:
Random chance in things like lockpicking and other activities can often lead to players doing something like saving before a lockpick, and retrying until they succeed.

I think random chance is best replaced by a method that gives the player the choice, like a pool of 'lockpick' or 'skill' points they can spend in a period of time - the more you 'upgrade' a skill the less points it uses, then they can weigh what they want to do instead of depending on random luck (and maybe just saving their game first and reloading until they get the result they want - a tactic I VERY OFTEN use.)

@Kentona:
Allow me to address your concerns regarding Random Chance:
http://www.penny-arcade.com/comic/2007/01/29

(Random chance can have it's place, but once you actually understand how computers do 'random' you realize it's actually a load of bull and why it's a terrible idea.)