BURNINGTYGER'S PROFILE
Gay gamer, writer and actor
Search
Filter
A Plea: Don't Make Your First Game a Team Game
A Plea: Don't Make Your First Game a Team Game
I
author=unityI understand; Synthetic Odyssey is kind of a weird one as i came up with much of the characters and plot for Clair to use, so I'm not sure where that lies.author=BurningTygerIf you're helping out someone else, then that's just fine. I'm specifically talking about people who have the idea for a game but want the community to supply them with a bunch of helpers to do the heavy lifting.
See, I wonder i if fall into that trap or not. I mean you've seen some of the games I made with Clarieain as well as Veil of Darkness. I usually end up helping other people with their games by providing resources of some kind.
A Plea: Don't Make Your First Game a Team Game
See, I wonder i if fall into that trap or not. I mean you've seen some of the games I made with Clarieain as well as Veil of Darkness. I usually end up helping other people with their games by providing resources of some kind.
Slip into Ruby part 3: Making a Scene continued.
Don’t Throw Away That 2k3 Just Yet
RMNverse
Teamwork and You pt. 1: Recruiting
I've very much often been the "idea mAn" in the past, but have had some good output too. Portfolio and practice time- that's partly what MOG is about.
The Epidemic of Lifeless Towns
author=nhubiSounds fun. I hope to take some of these tips and apply them to town design as well. Which reminds me of this: 14 questions for setting. So many people use the visual but forget the other senses and feelings. Even video games, though mostly visual, can use text descriptions to enrich the experience.
True, RPG's are fantastical versions of reality so applying rigid rules won't work, or conversely will feel too real and actually throw a player out of the suspension of disbelief. Still large towns with no population or non-communicative sprites and over-crowded hovels need to be addressed.
Still my biggest issue is 9). I absolutely detest the one storey wooden cabin on the outside that transmogrifies TARDIS-like into a palatial three storey abode on entry. The flaw that irritates me the most, and I'm a player, not a designer, is simple shapes. If your building is rectangular on the outside, make it sodding rectangular on the inside, it's really not that hard.
I remember a few years back playing a game (I really wish I could remember the name) where that actually became a running joke, the thief in the party used to check out the walls and floors of buildings where the internal shape didn't match the external to find secret passages or hidden rooms, it was hysterical.














