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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Generosity in Games
Personally, I truly don't mind gameplay elements all that much. I'll literally play anything so long as it can retain my interest and I find it enjoyable. I care more about concepts of stories and images more than action or battle elements, puzzle-solving and platforming. The immersive, emotional experience is what drives me.
How important do you think it is, are those little elements that can go unnoticed through the initial playing experience?
Subtle things that you might take for granted if you rush through the levels trying to claim your prize. Examples include looking out your window in Silent Hill 4 and seeing all the people outside, and the world feels vast and you feel cramped inside your tiny box of an apartment because of it. The soldier dying in an alley way in Ocarina of Time, who you might never get to see if you just race to the Temple of Time to grab the Master Sword. These tiny elements are really what take a game from being a fun time to truly being an exceptional experience.
Even if these things are just simple touches like pictures hanging on a wall in a character's home that are tagged with a narration about the family in the photo, they speak volumes about the story and truly seem to snag me further into that game's world.
How important do you think it is, are those little elements that can go unnoticed through the initial playing experience?
Subtle things that you might take for granted if you rush through the levels trying to claim your prize. Examples include looking out your window in Silent Hill 4 and seeing all the people outside, and the world feels vast and you feel cramped inside your tiny box of an apartment because of it. The soldier dying in an alley way in Ocarina of Time, who you might never get to see if you just race to the Temple of Time to grab the Master Sword. These tiny elements are really what take a game from being a fun time to truly being an exceptional experience.
Even if these things are just simple touches like pictures hanging on a wall in a character's home that are tagged with a narration about the family in the photo, they speak volumes about the story and truly seem to snag me further into that game's world.
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
Goodbye Cruel World
Sorry, felt that title more interesting than the typical "hello". My name is Dorian and I suck at drawing and making games, but that's why I'm here, to learn and engage in a community in order to leech, erm, glean information from those more knowledgeable and talented than myself. Things I am somewhat competent are my writing and the ability to tell a story. For those who'd like to read my fiction, feel free to email me. I enjoy horror, surrealism, and just general what-the-fuck'ness.
Greetings everyone.
I hope to bother and annoy every single one of you,
-Dorian
Greetings everyone.
I hope to bother and annoy every single one of you,
-Dorian
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