KILLER WOLF'S PROFILE

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

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Whatchu Workin' On? Tell us!

That map has an awful lot of archipelago going on, and some rounded corners wouldn't hurt.

That aside, taken as a whole, the map looks pretty good. There are a couple of areas that look like they would be tedious to navigate in 1:1 scale, since you would just be surrounded by the same tiles for a screen and a half in any direction, but it is still a hell of a lot better than any world map I've ever come up with.

Anyone up for proof-reading a book/pointing out areas of suck for me to edit

Two years ago, I finished a 50,000 word novel for NaNoWriMo and had every intention of releasing it on Amazon via the create space thing. The problem is that I wrote it in about six days, and I would like to get some extra eyes on it before I attempt to self publish it.

If anyone has some time to kill, and is interested in helping me out, feel free to PM me.

Thank you, in advance.

What are you jamming to?

What are you thinking about right now?

I tried listening to a song I love to help distract me from something, and due to the way my memory works, instead I've now encoded everything about the situation onto my memory of the song, to say nothing of how appropriate the words were to begin with.

Now I have it on auto-repeat, I think I might be trying to bombard myself with the images it brings up now in order to desensitize myself to them. So far, not so much.

What are you thinking about right now?

I'm good at making excuses not to do things. Why not start in 2k3? There is no law saying you can't change to another program later. Red Dead Revolver started out as an arcade-y shooter with zombie elements, but by the time production ended became a very different animal indeed. Also, people who were aware of that fact were much less suprised/likely to roll their eyes at the sequel's decision to chuck zombies in as a dlc mode.

You might think you have everything perfect, but you probably don't. As soon as you start to work on it, you might realize there are parts that can be done better, changed, whatever.

If you just want to treat it as a thought experiment, fine, I have realized that is what most of my game ideas are anyway. The only way to get better at things is to practice.

What are you thinking about right now?

Because it interprets them as code.



Also, I seem to learn something new about myself almost every single day. Some lessons I could have done without.

What are you thinking about right now?

I'm not sure what movie it was (maybe the terrible mess called Mutant Chronicles), but I remember seeing an actor who reminded me of Zaeed's model so much I had to check to see if he was the voice actor.

In the selections where the character looks like the voice actor, it makes perfect sense to me. That should let them build the facial rigging right off the real thing, but that isn't always the case. The main problem is that they still have a difficult time getting certain types of features rendered well enough.(Not as bad as the Jet Li model for Rise to Honor back in the Ps2 days... geez) I think Zaeed's face might have been the most realistic/natural looking one in the game.

What are you thinking about right now?

I hate my cell phone right now.

Any message over 160 characters, it breaks into two messages, which it then sends. Lately, my coverage here has been terrible, so the first time I tried to send a tandem message, they both failed. It saved them separately, so I resent both of them. One of them failed, the other didn't.

So, instead of asking someone how she was doing, and inviting her along for something, the only part of the message that went through was: If you feel up to it, and you want to come, just let me know.

Does it still count as a Freudian Slip if it was caused by my cell phone provider?

Games that nobody remember?

There were only the three Hugo games, right? I remember playing them all at some point on one of those old 500 games cds.

There was also a fun little ship to ship deathmatch game on the disc, where one of the enemy ai settings was Locutus, with a picture of Patrick Stewart and all, and one of the difficulty settings was Vorpal. Fun times.

Short games, yay or nay?

The one game I've released so far, or the non-demo version of it I play in testing, has about 5 hours of non-battle content, not counting the final cutscene. I've never actually timed out the entire game, except to notice that playing the whole thing apparently eats up most of a saturday, but I'm guessing there are probably at least 2 and a half hours or more of actual combat sprinkled throughout. Depending on the player, and if you take dying and re-loading into effect, it probably makes for about a 10 hour game, which is still incredibly short for an RPG.

One of my other projects has a target of around 4 to 6 hours, total, with an optional extra dungeon that can be unlocked after the plot for the particularly masochistic (No items, limited healing, party member perma-death).

I'm really getting to like the idea of releasing games episodically. At first, I hated the idea, because what happens if I buy episodes 1-8 of a game, but I'm the only one and the company goes under before rounding it out to an even ten and finishing the story?

As a fledgling game dev, episodic games feel like the ultimate use of the short game format, or maybe it just feels like that to me since I grew up in the Golden Age of Shareware. Once you locate/generate all your art and sound assets, you never have to start the project from scratch. Keeping the content blocked into easily digestible chunks allows the dev to reach goals and (hopefully) stay motivated. It would feel much better to complete three projects in a row than it would to realize you were only one tenth of the way through one game, wouldn't it?