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KILLER WOLF'S PROFILE

When you're bound by your own convictions, a discipline can be your addiction.

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What are you thinking about right now?

author=Gourd_Clae
Also, I got around to asking her her personality preference in men and she said:
"Not you." I think she got the impression I was hitting on her. I should probably ask someone else.

"What do women like in men" is a tough question to ask anyone.

If you ask some random girl, you might get another fake TMI brush off.

If you ask a friend, she might whitewash her answers to make you feel better about yourself.

I'd say you should ask a good/close female friend. Someone you can be honest with and expect honesty from.

Even then, aside from some basic generalities, no two people are the same.

What are you jamming to?



I've always loved this song, even the part at the end that always makes me feel like my ears are about to be devoured by a horde of angry robotic bees.

What are you thinking about right now?

Cyberspace Kim Gordon will be keeping an eye on things around here for a few days, via my avatar.

What are you thinking about right now?



Kim Gordon is not amused...

Finished Games 2012

As of 7/16-

Commercial:
Arkham City, Mass Effect 3 + 1&2 for the 12th times, Dragon Age 2, Deus Ex:Human Revolution (2nd playthrough, Foxiest of the Hounds all the way), Alpha Protocol (not yet, but considering I'm on the last mission it shouldn't take much longer), Max Payne 3

Rmn:
Schuld, Super Doki Doki World, Pixel Brady (apparently?), LCPANES, and of course, my own game about 50 times for testing purposes.

Other:
All of Wadjet Eye's Blackwell games, except Deception, which I started a couple months ago and had to put aside for a while.

How planned-out should your RPG be before you begin?

While I would never advocate its use for any other type of literature, getting at least a basic outline done should be the first step.

When I sit and write for days/weeks/months and square away every aspect of the game I want to make, not only do I lose interest in the project, but I start to forget the limitations of the maker.

It is easy to get caught up in your own world, writing the game the way you think it should go. When you get to the creation stage, you might have a few things that are very difficult to translate into your maker. Do you change them, or obsess over getting them to work exactly the way you wrote them?

I don't tend to think of my games in a linear progression, so I use note cards. I write characters, plot ideas, themes, combat ideas, set pieces, etc out on cards. I even write the gist of what conversations should say. I find it easier to have a basic idea of the information I want to convey, and then just write the actual conversation out in the maker. It helps keep me thinking in terms of dialog boxes, and how many times the player will tolerate pushing (z) and waiting for another paragraph.

Having it all on note cards allows me to move things around if I notice a pacing problem or something that doesn't make sense.

I've filled two notebooks with information for one of my games. I started working on this game's first iteration back in 2006. I've never been able to translate everything I want to get implemented into the game. I've stopped and started it twenty times, changing the artstyle, the gameplay style, the world, just about everything I could trying to find the best way to reconcile what I put on the page with what came up on the screen.

As a contrast to that: The project that I wrote a brief synopsis of, with almost no dialog, and just vague hints about mechanics, has already made it to the demo stage, gone up on the website and received a positive review. I know (roughly) how long the game will take to complete, and how long it will take to play once completed. I know point a and point z, but I connect the dots in the Maker.

What are you thinking about? (game development edition)

I'm thinking that until I figure out what direction I want to take the project in, I might as well put up a page for the old version of my Western game. It's hard to believe I've had a playable-ish demo for it ready since 2008, but never released it.

Edit - Geeze - the oldest file in the folder, the main character's almost original charset is from Februrary 8'th 2007.

Procrastinate much?

Edit - It gets worse. The first charset for my Starwars game was made in Novemeber of '04....

Which of the 7 deadly sins do you most relate with?

Greed: Medium

Gluttony: Medium

Wrath: Very High

Sloth: High

Envy: Medium

Lust: Medium

Pride: High

Edit - I guess that makes me an angry, lazy, know-it-all bastard. No wonder I fit in so well.

Logic in games - where do you draw the line?

I'll skip ahead to the random chests thing. Don't try to think of things in those terms. Lets say there is a canyon that hasn't been explored in however many years. No, there aren't chests, but there could be ore deposits, petrified monster remains, rare minerals or herbs.

It doesn't have to come out of a chest to be valuable.

Back to NPC talking. I tried the "every npc is unique" route with one of my games and giving them all their little plot threads turned the entire project into a giant Gordian knot.

Having npcs tell you to shove off is not immersion breaking. Probably quite the opposite. Go ask ten people on the street to help you find something. You'll probably get a couple good answers, a couple brush offs, and some outright lying.

Maybe, instead of thinking of npcs individually, think of them in terms of classes. Npcs in the merchant quarter might be able to tell you where to find that smith who is just excellent at balancing swords and sharpening polearms, but people in the noble sector might be more inclined to talk about the fine silks they bought. Hell, they might even flip you a gold piece to get rid of you and be on their merry way.

For plot purposes, there would need to be some fairly knowledgeable people around. Maybe the npcs in their areas could point you towards them. "Magic sigils? I don't know anything about those, you might try Banduro at the ale house. Crazy old fool thinks he knows everything."

Maybe you could add in an inventory cap/encumberance to keep people from turning their party into a mobile junk shop? I like the way Dragon's Dogma handles this, actually. The more you carry, the slower you get. If you want to be a nimble thief, you shouldn't be carrying two bows, three sets of daggers, some back up armor in case you need extra flame protection and thirty gallons of cure all.

Crafting equipment vs buying it

Have a character early on explain "They can talk about how fine _country_name_here_'s blades are, but steel is steel. The only thing that makes one weapon superior to another is the warrior behind it."

If "steel is steel" all shops can sell the same basic items, but the player will train with them and improve in skill. Maybe you have areas where weapons can be altered, which increases their base stats. I'm thinking lightening it by cutting material away, sharpening it, making it heavier to drive through bone easier, balancing the handle.

The player gets a weapon at an early shop, trains with it to get better, customizes it as they wish... but maybe they find out it isn't perfect against all enemy types. They invest in another starter weapon, at any shop along the way since "steel is steel." They train with it, improve it, etc.

Instead of making different towns have "better" weapons, maybe they have regional specialties. One place makes excellent spears because they had to, to deal with the monsters in the region. Maybe instead of bare bottom starter weapons, some places that specialize in a type of enhancement sell weapons with that feature already.