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author=Craze link=topic=384.msg62686#msg62686 date=1235137924
Which look gets the women, Jude?

I wish the first one. :'(

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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.

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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.

Custom Game Engine

Or he's just as interested in learning how to program a game engine as he is in making games themselves.

Professionalism, Now With Less Exit Fate

I am completely in favor of hype.

RPG Mechanics IV : Boss Balancing and Strategy

Bosses are a culmination of what you've learned so far as a player. The monsters you're eased into during the level prepare you for your encounter with their overlord. Self-contained bosses with strategies unique to themselves, offering your battle with them as the only lesson, are best left for optional content.

A strong, recent example of this philosophy is Twilight Princess:

1) Kill stuff with your sword.
2) Kill stuff with bombs.
3) Find a Boomerang.
4) Solve puzzles by grabbing bombs with your Boomerang.
5) Solve puzzles by hitting several targets in one throw with your Boomerang.
6) Dodge for dear life, grab and redirect bombs at the boss with your Boomerang, and then obliterate him with your sword.