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BURNINGTYGER'S PROFILE

BurningTyger
Hm i Wonder if i can pul somethi goff here/
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Gay gamer, writer and actor
Veil of Darkness
An adventure game built for the All Hallows Eve event of 2012!

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A Plea: Don't Make Your First Game a Team Game

Blargle. It seems like a good article. When I'm fully awake I will read it again.

A Plea: Don't Make Your First Game a Team Game

I
author=unity
author=BurningTyger
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.
If 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.
I 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.

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.

LOL I expected the shoes on the title bar :P

Don’t Throw Away That 2k3 Just Yet

Maybe wiorking toghether iwe cna show waht 20xx is capable of.

RMNverse

pity the radio play stalled.

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=nhubi
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.

Sounds 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.

The Epidemic of Lifeless Towns

I like some of these ideas. though of course not everything has to be realistic.

Don’t Throw Away That 2k3 Just Yet

author=WolfCoder
Hey, duct tape can fix anything and make almost anything look even remotely new, even the small crack on my ugly white wall that’s staring right in front of me.

Are you sure it won't take a complex space-time event?
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