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How do some of you complete games so fast?
author=MayorAnime link=topic=3215.msg63512#msg63512 date=1235576867
That's why professional developers create a full design document, then follow it like it's the game's Bible.
Some do, some don't. The design document for God of War was mere pages, and nobody will argue against it being a highly polished, blockbuster title. The design document mythos is propagated primarily by amateurs.. The more successful game designers have a liquid formula.
What are you thinking about right now?
Whats your theme song?
Hey Jude, duh.
What are you currently reading?
post your picture
author=Craze link=topic=384.msg62686#msg62686 date=1235137924
Which look gets the women, Jude?
I wish the first one. :'(
post your picture
author=Holbert link=topic=384.msg62651#msg62651 date=1235106376
Those two pictures barely even look like the same guy.
Facial hair is awesome.
A clean shave and a haircut will do that. My manbeard comes in pretty quickly, but really thinly unfortunately.
post your picture
They get mad at me when I show up to work looking like the first picture. I really hate shaving. Well, I hate hygiene in general, actually.



Numbers, and System Transparency
I didn't read the whole thread because I'm lazy. However, I'll offer my two cents anyway. I don't think the way stats are weighted needs to be changed, but I completely agree in transparency. The more easily a player can understand the full consequences of decision-making, the more easily he can focus on what actually matters: making the those decisions. One point of strength should be fully understood.
I think it's a folly when developers try to obscure game mechanics or don't do a very good job of explaining how they work. Look at FF8. The Junction system is one of the best Square-enix has designed, but look at how radically different opinions are on the game--because most people had no idea what it all meant. That or they just hate soap operas.
One of the most acclaimed RPGs ever made, Diablo 2, demonstrates this pretty well. You know exactly how much the potency of your skill will improve before you add a point to it. Right from the start you can see your entire skill tree so you know how all those points will ultimately work towards whatever skillset you're going for. Hover your mouse cursor over your armor rating and you see exactly what your chance to dodge is against the last monster type you faced. Transparent.
I think it's a folly when developers try to obscure game mechanics or don't do a very good job of explaining how they work. Look at FF8. The Junction system is one of the best Square-enix has designed, but look at how radically different opinions are on the game--because most people had no idea what it all meant. That or they just hate soap operas.
One of the most acclaimed RPGs ever made, Diablo 2, demonstrates this pretty well. You know exactly how much the potency of your skill will improve before you add a point to it. Right from the start you can see your entire skill tree so you know how all those points will ultimately work towards whatever skillset you're going for. Hover your mouse cursor over your armor rating and you see exactly what your chance to dodge is against the last monster type you faced. Transparent.
Custom Game Engine
Or he's just as interested in learning how to program a game engine as he is in making games themselves.














