BD_DESIGN'S PROFILE
BD_Design
51
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.
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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wars screen 1.png
chalsie_dorm_area_wip.png
The tops of the two long crates just need to be scaled vertically and nudged up a bit. The logs could be shifted up as well, but don't need any scaling.
This is coming together nicely.
This is coming together nicely.
allalone.jpg
Max, you might think about reducing or eliminating most of the shadows on outside maps, due the overcast light causing a diffuse reflection, especially with the white ground cover.
Everything Turns Gray
comment=38745
The whole post-apocalyptic/sandbox/open world thing with like lockpick/tech etc reminds me of Fallout 3. Nice work!
And unlike Fallout 3, it doesn't fuck up your computer!
Needing helpful suggestions on the creation of a town in VX
First off, I'm not exactly sure who the base belongs too, the protagonist, or the antagonist? So I'm going to assume it's for the bad guys.
A military base is pretty much like a typical office building; what you have is a long and twisted corridor. From a mapping standpoint, you might want to strike a balance between the two. Incorporate some offices and and storage spaces. There are also a lot unsecured areas for a base. Add some doors with card key locks or video cameras. Places to hide from sentries. Where are the heating ducts? It must get cold in there.
As for the town, start out with the basics, with a modern twist. Motel, gun store, clothing store, grocery/pharmacy, hospital/clinic, bar/strip club, you get the picture. If you need a layout, use your hometown or neighborhood as inspiration.
Now use your story to fill in some of the blanks. How does equipment and supplies get into the base? Maybe a freight elevator in a nearby factory or warehouse. What about characters? Security guards work for security companies. Are there any scientific elements in the story? Add a laboratory. Are the cops in on it? You'll want a police station. Is anyone else? What do they do?
What about the other side, is there anyone that could threaten the base operations? How about an senior center with cranky old folks complaining about strange things going on. Or a lonely old lady, living with 20 cats. Homeless people under a bridge. A hippie, living in a van down by the river. A radio DJ that rants about conspiracy theories on the air. Pot dealing high school teacher. Rude fast food workers. Alcoholic private investigator. Insurance agent cheating on his wife. All of these characters need places to be during the day.
Then plug in the decorative elements. Houses and offices. If there are vehicles, there should be a gas station. You mention that the city is prosperous. Add some businesses with character. Apartments, restaurants, dry cleaning, post office, barber shop, arcade, school, fortune teller, internet cafe, electronics/appliance store, comic/trading card shop, museum, pawn shop, strip mall, art gallery, sports center, bowling alley, movie theater, skate park, indian casino, adult bookstore, ten or twenty corporate coffee chains. Most of these you wouldn't even have to map out interiors, they'd just be facades.
Big cities are kind of rough for RPGs, unless they are the dungeon. I'm only using one in Xenocop, and to keep the number of maps low, I'm limiting exploration to travel between smaller areas of the city, thereby eliminating a lot of unnecessary walking.
Hope this long-winded post helps.
A military base is pretty much like a typical office building; what you have is a long and twisted corridor. From a mapping standpoint, you might want to strike a balance between the two. Incorporate some offices and and storage spaces. There are also a lot unsecured areas for a base. Add some doors with card key locks or video cameras. Places to hide from sentries. Where are the heating ducts? It must get cold in there.
As for the town, start out with the basics, with a modern twist. Motel, gun store, clothing store, grocery/pharmacy, hospital/clinic, bar/strip club, you get the picture. If you need a layout, use your hometown or neighborhood as inspiration.
Now use your story to fill in some of the blanks. How does equipment and supplies get into the base? Maybe a freight elevator in a nearby factory or warehouse. What about characters? Security guards work for security companies. Are there any scientific elements in the story? Add a laboratory. Are the cops in on it? You'll want a police station. Is anyone else? What do they do?
What about the other side, is there anyone that could threaten the base operations? How about an senior center with cranky old folks complaining about strange things going on. Or a lonely old lady, living with 20 cats. Homeless people under a bridge. A hippie, living in a van down by the river. A radio DJ that rants about conspiracy theories on the air. Pot dealing high school teacher. Rude fast food workers. Alcoholic private investigator. Insurance agent cheating on his wife. All of these characters need places to be during the day.
Then plug in the decorative elements. Houses and offices. If there are vehicles, there should be a gas station. You mention that the city is prosperous. Add some businesses with character. Apartments, restaurants, dry cleaning, post office, barber shop, arcade, school, fortune teller, internet cafe, electronics/appliance store, comic/trading card shop, museum, pawn shop, strip mall, art gallery, sports center, bowling alley, movie theater, skate park, indian casino, adult bookstore, ten or twenty corporate coffee chains. Most of these you wouldn't even have to map out interiors, they'd just be facades.
Big cities are kind of rough for RPGs, unless they are the dungeon. I'm only using one in Xenocop, and to keep the number of maps low, I'm limiting exploration to travel between smaller areas of the city, thereby eliminating a lot of unnecessary walking.
Hope this long-winded post helps.
Raped after death.
Rei, I think Tardis was just being facetious. Legally speaking, lack of a no does not equal consent.
Also, why are we calling it rape? Isn't the legal term desecration?
Also, why are we calling it rape? Isn't the legal term desecration?
Raped after death.
Befuddle Quest 5: Zack to the Future
Unfortunately I won't have time to participate, but if anyone wants 2k3 chapset edits, I have some here. The tiles should be self explanatory, but if anyone has a question just PM me.













