BD_DESIGN'S PROFILE

Just another ex-gaming industry hopeful, going to school and learning as much as I can. I don't think making a game will directly affect my chances of getting a job, but it will teach me the process as well as organization, something I sorely lack. I'm no longer working for Zynga, which is too bad.

What else? I like Japanese food and cinema (but I'm not an otaku), CRPGs (of course), electronic music (90's Industrial FTW), Belgian ales, meat cooked over fire, 420, CGI, 3D animation, cats, SNES, subversive or black comedy, dystopian sci-fi, and any epic fantasy brave enough to step out of the Tolkien shadow.

My dislikes include all forms of bigotry, country music, fast food, factory farms, multinational corporations, warfare, social networking, romantic comedies (in general), and politics.

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Looking for a bigger picture (story ideas) to tie in 3 areas together

Why not make each location the starting point for separate characters, then have these characters meet later? They all see part of the story problem, and only together can they see the bigger picture and come up with a solution.

Team Logo Drawing Help

Yep, I'm learning Maya right now so I figured this would be a good opportunity to practice modeling and 3-point lighting. The finished work will definitely be higher rez.

Team Logo Drawing Help

*Deletes sphere01

I have one more detail to add, and then I'm moving on to the wings.

ULTRA.png

Nice work on the lighting.

Executive Decision 55.1.6 (d) - The Google Rule

Another trick you can use on Google is to limit searches to a website.

Example:
Entering site:rpgmaker.net before your query will only bring up RMN pages.
site:rpgmaker.net/forums is useful if you want to limit the search to the forums.

Babby Maker Network

A real booger aficionado.

The importance of testing.

An interesting topic popped up in my email about the different levels of testing.
Playtesting is Sovereign pt. 1

Here's an older article on how far Bungie went in testing Halo 3:
Halo 3: How Microsoft Labs Invented a New Science of Play

As one of the vital steps of professional game design, and one that involves interaction with others, I'm very curious as to how others have tackled this. Recruitment, instruction, reporting, followup, feedback, retesting, communication methods (email, im, irc), scheduling, compensation, how have any of these factored into your process?

I'm sure many here have come up with their own system, what have you done that works? What didn't work, and why? What would you do that's different?

RPG Maker 5

If I recall correctly, numbered RPG Makers are console releases. There was nothing on the Enterbrain release listing at GameFAQs.

EDIT: I dug a little deeper. Apparently Enterbrain's Japanese release of RPG Tsukuru 5 became AgeTec's RPG Maker 2, for the PS2.

Not dead. Have holograms.

Yeah it's an old project so it looks like crap. The yellow squares are actually invisible tiles set to impassable. I would remove the yellow box from the chip before release. This was to get past the 1 tile limit on ceilings.

Alternatively, you could just make a virtual reality chair that the character coud "jack" into. Or booths.
Having a program that stimulates your senses and nerve centers sounds a lot more feasible than a room that combines holograms with force fields into human shaped characters, blah , blah, blah.

I think they're only ridiculous in the case of Star Trek because they go to great lengths to explain the science in order to make it sound feasible. Not really important.

What do you want to eat/drink right now