DORIANDAWES'S PROFILE
DorianDawes
106
"These are the darkest things we kept, the secrets we dare not tell. You cannot see for the shadows up ahead. All is dark, all is dark. Farewell." -The Prince of Pain
I am a corrosive substance masquerading itself as a consistently broke author living off of his folks. My published fiction is out there somewhere in places you should probably not be looking, and I have currently stepped down as creative director for an art magazine as I am seeking to actually be paid for my services. These are things which no one here would care to know.
I have recently picked up independent gaming as a hobby interest and I am fascinated by the idea of using the rpgmaker software as a means of creating interactive art. Working on learning the software in an attempt to implement my strange fiction into an alternative medium.
Despite my prickly surface, I have a pulpy and quite sweet disposition...like a pineapple.
Personal interests include dark ambient/experimental/modern-classical/wtf-even-is-that music, including/but not limited to: Coil, Atrium Carceri, the Anarcocks, Current 93, Sopor Aeternus & the Ensemble of Shadows, and the occasional 80's post-punk/synthpop revival type shit. I enjoy the fiction of Clive Barker, Thomas Ligotti, William Burroughs, and H.P Lovecraft.
Favorite games (in no order whatsoever) include: Majora's Mask, Yume Nikki, Madness Returns, Chzo Mythos, .flow, Space Funeral, and Exmortis.
I enjoy the visual artwork and films of the Brothers Quay, Jiri Barta, Chet Zar, Zdislaw Beksinski, Jodorowsky, Francis Bacon, Kenneth Anger, and Jan Svankmajer.
I love collaborating with people, and while my pixel art skills are in question (no question actually, they're pieces of shit), my brain is a never-ending resource of thoughts, visions, dreams and strange characters. Working with creative people of different talents to bring something fresh, exciting and beautiful is always a pleasure. Feel free to spam my email if you'd like to work with me.
I am a corrosive substance masquerading itself as a consistently broke author living off of his folks. My published fiction is out there somewhere in places you should probably not be looking, and I have currently stepped down as creative director for an art magazine as I am seeking to actually be paid for my services. These are things which no one here would care to know.
I have recently picked up independent gaming as a hobby interest and I am fascinated by the idea of using the rpgmaker software as a means of creating interactive art. Working on learning the software in an attempt to implement my strange fiction into an alternative medium.
Despite my prickly surface, I have a pulpy and quite sweet disposition...like a pineapple.
Personal interests include dark ambient/experimental/modern-classical/wtf-even-is-that music, including/but not limited to: Coil, Atrium Carceri, the Anarcocks, Current 93, Sopor Aeternus & the Ensemble of Shadows, and the occasional 80's post-punk/synthpop revival type shit. I enjoy the fiction of Clive Barker, Thomas Ligotti, William Burroughs, and H.P Lovecraft.
Favorite games (in no order whatsoever) include: Majora's Mask, Yume Nikki, Madness Returns, Chzo Mythos, .flow, Space Funeral, and Exmortis.
I enjoy the visual artwork and films of the Brothers Quay, Jiri Barta, Chet Zar, Zdislaw Beksinski, Jodorowsky, Francis Bacon, Kenneth Anger, and Jan Svankmajer.
I love collaborating with people, and while my pixel art skills are in question (no question actually, they're pieces of shit), my brain is a never-ending resource of thoughts, visions, dreams and strange characters. Working with creative people of different talents to bring something fresh, exciting and beautiful is always a pleasure. Feel free to spam my email if you'd like to work with me.
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Working in teams: Yay or nay?
Working with others on any creative project can be simultaneously rewarding as well as frustrating. It requires a lot of willingness to learn and adapt to other's ideas in order to come up with the best creative compromise and solution. I actually recommend the experience to anyone, as it is a great learning experience that has benefited me frequently throughout the years.
For those who are hoping to make a living creatively, the skills learned from working in a team are absolutely imperative, as there will never not be a moment in which you are working in tandem with another creative person, whether it's the relationship a writer has with his editor (this can be a frustrating experience, I'll say from a personal level), working with different graphic designers and artists and typographers on a comic-book, or more relative to this forum,in designing a game.
I do agree that it's essential in forming a team to already have a pre-existing amount of trust in not only the abilities that they would be bringing to the project, but also in their dependency as a person. Is this someone that you can trust? Will they pull their weight? Also, is this the type of person you can trust with you vision, or are they going to try to derail your project in a fit of madness in the form of "creative inspiration".
It's an experience that I think everyone should have before deciding whether or not they would rather fly solo or work in a team.
For those who are hoping to make a living creatively, the skills learned from working in a team are absolutely imperative, as there will never not be a moment in which you are working in tandem with another creative person, whether it's the relationship a writer has with his editor (this can be a frustrating experience, I'll say from a personal level), working with different graphic designers and artists and typographers on a comic-book, or more relative to this forum,in designing a game.
I do agree that it's essential in forming a team to already have a pre-existing amount of trust in not only the abilities that they would be bringing to the project, but also in their dependency as a person. Is this someone that you can trust? Will they pull their weight? Also, is this the type of person you can trust with you vision, or are they going to try to derail your project in a fit of madness in the form of "creative inspiration".
It's an experience that I think everyone should have before deciding whether or not they would rather fly solo or work in a team.
Did you want to make an RPG/Game? Be honest!
author=Archeia_Nessiahauthor=DorianDawesI suddenly remember this comic:
Lockez, does anyone ever really grow up when you think about it? We're all just sad fucking children wearing adult's clothing, and wandering around lost, lonely, and scared until the day we die.
That's the truth!
what scares you the most?
I'm afraid of humans mostly.
It's not a spider that makes you lock your door at night.
And it's certainly not the face of some creature that makes you look out your window to peer into the darkness, what prowlers that lurk there are flesh and blood, like you and me.
Never has a creature been more prone to wanton destruction and random violence than a human being. They're quite possibly the worst things out there.
It's not a spider that makes you lock your door at night.
And it's certainly not the face of some creature that makes you look out your window to peer into the darkness, what prowlers that lurk there are flesh and blood, like you and me.
Never has a creature been more prone to wanton destruction and random violence than a human being. They're quite possibly the worst things out there.
In-Game Death/Battles
In-Game Death/Battles
Hello,
I'm still teaching myself the programming basics of Rpg Maker 2k3, and for my game I don't want to use the turn-based pre-scripted battle system, but rather simple in-game battles (walk up to enemy stab them with knife, move on) as the game will be predominantly puzzle-based, but I'd like enemies to keep the game from feeling monotonous.
I'm also trying to script events that will result with the character's death and subsequent game over. But I am having difficulty in scripting out the events to do this.
Any insight and advice will be greatly appreciated.
Thank you very much,
-Dorian
I'm still teaching myself the programming basics of Rpg Maker 2k3, and for my game I don't want to use the turn-based pre-scripted battle system, but rather simple in-game battles (walk up to enemy stab them with knife, move on) as the game will be predominantly puzzle-based, but I'd like enemies to keep the game from feeling monotonous.
I'm also trying to script events that will result with the character's death and subsequent game over. But I am having difficulty in scripting out the events to do this.
Any insight and advice will be greatly appreciated.
Thank you very much,
-Dorian
Houses with not much in vs locked houses.
I always find it slightly comical when you can enter random people's houses and loot through their belongings. Yes, this man is a great hero and all and fights for the people, while helping himself to their shit. Though I do enjoy a bit of exploration. I think the best way to probably get around the silliness of entering in random houses at will would be to find a way to work the gameplay mechanics into the storyline.
Also, I'm not too sure if I like the idea of coloring all entry doors a certain way and giving the player that code, it detracts from the immersion level, and reminds you that you are indeed playing a game. Sometimes, it's just better not knowing. Yes, it may be inconvenient to the player, but life is inconvenient. We don't always know which doors we're allowed to randomly break in, now do we? We just have to barge in and try it.
Now that would be interesting, make a game where when you break into someone else's house, you actually get arrested for it.
Also, I'm not too sure if I like the idea of coloring all entry doors a certain way and giving the player that code, it detracts from the immersion level, and reminds you that you are indeed playing a game. Sometimes, it's just better not knowing. Yes, it may be inconvenient to the player, but life is inconvenient. We don't always know which doors we're allowed to randomly break in, now do we? We just have to barge in and try it.
Now that would be interesting, make a game where when you break into someone else's house, you actually get arrested for it.
What makes games "fun"?
Games that interest me have an engaging storyline and a rich atmosphere populated by unusual and interesting characters. Everything else is just icing on the cake, but that's really what I'm looking for. After that, I don't care if I'm traipsing through dungeons, exploring dream-worlds for useless items, or solving puzzles, I just want to get into a weird little world of someone else's imagination and play around inside of it.
Did you want to make an RPG/Game? Be honest!
Lockez, does anyone ever really grow up when you think about it? We're all just sad fucking children wearing adult's clothing, and wandering around lost, lonely, and scared until the day we die.
Did you want to make an RPG/Game? Be honest!
author=Archeia_Nessiahauthor=DyhaltoThank you very much. Because if you say games are for kids who don't grow up then the same goes to artists, writers, etc. since we're trapped in our own dream world!author=DorianDawesI disagree. Video games are a form of art. They can be as much a narrative as a movie or a novel.
People who make games are just kids who forgot to grow up.
The only thing holding them back from recognition as such is the abundance of uninspired trash, ranging from Madden NFL 2011 to sandbox gangsta-violence to the typical cool-unsociable-guys/hot-clothless-girls fluff.
I believe it was C.S Lewis who said that artists are children who never grew up. This is what I was referring to. I do believe that art can be expressed through any medium dependent upon the artist and that nit-picking what is and is not art is a slippery slope that censors expression and is not a road I should wish to travel down.
If you'd read the rest of my post, you'd have seen that I was not saying video games were not art, but rather that they are another medium through which art can be expressed and that we are all children living inside world of our own creation.
Did you want to make an RPG/Game? Be honest!
I've always wanted to make games since the day I could put pen to paper and pick up a controller in my hand. Not just RPGs, but all kinds of games. I've always been in love with the idea of telling a story through an engaging, interactive medium, of being able to play around inside the world of your own creation. It's something that I think is in every kid who ever made a let's-pretend game with their friends, in which woods became dark forests filled with lurking horrors and terrifying creatures, and they are the heroes swinging swords against them.
People who make games are just kids who forgot to grow up. We're just taking that endless creativity and sharing it with other people. When I discovered RPGmaker, it was after playing Yume Nikki for the first time, and how wow'd I was with the depth and the scope and the imagination of its strange dream-like universe. I realized I wanted to learn how to tell stories through that medium. So, I started watching pixel art tutorials and playing around with RPGmaker. I'm still working on my first game, and it's going to be a while before I feel competent enough to actually begin something actually worthwhile and ambitious, but I'm okay with that. It's like learning to walk for me.
There's also of course, the thrill of learning a new language. You have this tool now that you could never use before, like getting a new toy and pressing all the buttons. "What's this do? What's that do?" I'm having a fantastic time and I haven't even done anything yet. Looking forwards to telling more stories, because at the heart of it, that's what I love to do, and I want to do it in as many ways possible. Gaming is just a new language to tell them in.
People who make games are just kids who forgot to grow up. We're just taking that endless creativity and sharing it with other people. When I discovered RPGmaker, it was after playing Yume Nikki for the first time, and how wow'd I was with the depth and the scope and the imagination of its strange dream-like universe. I realized I wanted to learn how to tell stories through that medium. So, I started watching pixel art tutorials and playing around with RPGmaker. I'm still working on my first game, and it's going to be a while before I feel competent enough to actually begin something actually worthwhile and ambitious, but I'm okay with that. It's like learning to walk for me.
There's also of course, the thrill of learning a new language. You have this tool now that you could never use before, like getting a new toy and pressing all the buttons. "What's this do? What's that do?" I'm having a fantastic time and I haven't even done anything yet. Looking forwards to telling more stories, because at the heart of it, that's what I love to do, and I want to do it in as many ways possible. Gaming is just a new language to tell them in.