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's your favourite type of cheese?

Casu Marzu, anyone?

Fun Fact: "Swiss" cheese is actually called Emmental.


Just two men sharing the night
It might seem wrong but it's just right
It's just two men sharing each other
It's just two men like loving brothers
One on top, and one on bottom
One inside, and one is out
One is screaming he's so happy
The other's screaming a passionate shout
It's the Night Man
The feeling so wrong and right man
The feeling so wrong and right man...
I can't fight you man when you come inside me and pin me down with your strong hands and I'll become the Night....
the passionate, passionate Night Man

I have found some kind of temporary sanity in this
Shit, blood, and cum on my hands

LOL @ Pinhead

>New Game

ITT: Craze is starting a cult.

Eternal Grace

Best FF fangame evar.


Haha it's Genma Saotome!


Also, that large tree is further back than the face of the building, yet it passes in front of it.

Mac and Blue Castle Chipset, how to?

you missed roof points between the left and right pair of flags

A Clockwork Orange

What's this about a new game?

"Customer is always right" - taking feedback

Any game-changing feedback should be taken into account before you release the game. There are other types of playtesting to be done, other than trying to break the game; at some point you need to test reactions to the gameplay experience (quality assurance), and a final test that gauges whether or not you set out to do what you had planned, e.g.: is it any fun to play? This is akin to test screening a movie during the editing process (not after).

Once it's out there, it has to stand on its own to some degree. Sure game breaking issues (which should have been caught earlier, but shit happens) have to be patched, and serious imbalance issues should be changed. But at some point, you've got to ask yourself if the effort and time being expended towards fixing every little thing that everyone asks for would be better spent on a new project. If your download traffic is strong, by all means go for it. But if it has dried up, changing things now probably won't do much to change that. By this time you should be well into your next project, using what you learned from the previous feedback.

We often separate RPG making from the business world, merely because we don't charge for it, making it "no big deal." But I've been noticing over time that consideration for the process used by the industry is starting to seep in, namely because it's a tried and true process that leads to success, or at the very least completion. Of course, there's a chance of compromising your artistic vision, but ultimately that's something you've got to decide for yourself. Maybe you were wrong about something; if so, man up and fix it.

That adage about the customer being right is from another time and place. It's part of a business model that died with the advent of globalism. Your potential fan base is no longer your circle of friends, you've got people across the globe playing your game. Long gone is the luxury to pamper every person that patronizes your service. And you can't please everyone all the time; if you try, then no one gets pleased, including yourself. A transaction should be for the satisfaction for both parties, but if one side is not satisfied, some give and take is necessary. If a business model can't adapt it's bound to fail, but if it adapts too much, it becomes unstable and is still bound to fail. The same is true of games.

tl:dr It's a dynamic balance, but if you've already moved on, then keep going. Lesson learned, hopefully.

P.S.: Although I was aware of the character speed in relation to the crowd, I honestly didn't find the walk speed (or lack of) that big of a deal. It's not like you had very far to go. Then again, I did find myself in some sort of stalker mode, slowly but surely homing in on my prey.

What's your favourite type of cheese?

I like a lot of different types, but if I was putting together a platter, I'd have:

Huntsman- A layer cake style with Glouchester and Stilton (this one is by far my favorite)
Chimay w/ Beer- Cheese made at the Chimay brewery in Belgium, washed with beer
Cambozola- German blue-viened cheese
Brie- Nice and runny (unpasteurized, please!)
Manchego- Spanish, not Mexican (yeah, I said it)
Domiati- Egyptian cheese, salty like feta.
Humboldt Fog- A Californian goat cheese, one of my favorite chèvre varieties