NEOPHYTE'S PROFILE
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Screenshot Sesame Street (40th Anniversary Edition)
Okay, can the same 3-5 people not do that shit anymore (quotes, pictures, and large text). It's extremely annoying and a waste of space, thanks!
Anyway, I agree with what's been said, Blind. But I think the main issue with the first screenshot is the lack of direction. When somebody constructs a road, it's saying "HEY, GO THIS WAY". But you have 3 different ground tiles, and there isn't a clear direction of where everything is. That middle building is on all 3 ground tiles at once. If you posted the whole map it would probably make sense, but I have a feeling main points of interest will get lost in all of the mess.
Anyway, I agree with what's been said, Blind. But I think the main issue with the first screenshot is the lack of direction. When somebody constructs a road, it's saying "HEY, GO THIS WAY". But you have 3 different ground tiles, and there isn't a clear direction of where everything is. That middle building is on all 3 ground tiles at once. If you posted the whole map it would probably make sense, but I have a feeling main points of interest will get lost in all of the mess.
The whole Modern Warfare 2 fiasco.
I wouldn't bother with the single player. It's 4 hours long, has a story that really goes nowhere, and there is almost too much action. There are a lot of "wow" moments, but MW1 was better at pacing and story.
Multiplayer is obviously addicting. But devs are pushing to turn the pc market into the console market (pc gaming dying lol). I personally would have gotten the PC version if it was like MW1. The multiplayer just isn't the same when you aren't in a good community. And Xbox live is terrible. =(
MW1 > MW2
Still a good game though. And if you have it, do the "Hidden" spec ops mission. It's the best one.
Multiplayer is obviously addicting. But devs are pushing to turn the pc market into the console market (pc gaming dying lol). I personally would have gotten the PC version if it was like MW1. The multiplayer just isn't the same when you aren't in a good community. And Xbox live is terrible. =(
MW1 > MW2
Still a good game though. And if you have it, do the "Hidden" spec ops mission. It's the best one.
How to approach a Girl......The Correct way. (Serious topic)
One of my girl friends received a note in class from some 40 year old obese guy who sat next to her (she's half that age). It said something along the lines of "Would it be okay if I called you sometime?" She actually gets approached a lot and I feel sorry for her!
But actually seeing it happen in real time will reaffirm you that you do not want to be that guy in 20 years.
But actually seeing it happen in real time will reaffirm you that you do not want to be that guy in 20 years.
The RPGMaker Hump
I think every developer encounters this problem. As we make games, we're always getting better and better at it. And eventually time takes its toll on you and your project. Which is why time is exactly the problem!
When looking at the amount of time you spend on your project, there are lots of things to consider...
1. Spending too much time on something.
This can be applied to any part of your game. Taking too much time to map, code a battle system, animations, or work on anything that is tedious can be a part of this problem. As a perfectionist, I have had this issue in the past (and still do to an extent). And it's a double-edged sword when working on a project.
2. Too much time passing + not getting much done = bad
This is why you remake things. The problem here is that you're not producing enough content in order to make up for the past areas that are complete. You know those previous areas are complete, but since time has passed, your standards have risen (see #3). And now they don't feel as complete as the last thing you produced. Thus your project becomes a mess.
The solution to this is obvious. Spend time on your project where it counts the most. Modifying, fixing, and remaking things is addictive. The fact is that you will never be satisfied with your project. And why is that?
3. Because as time passes, your standards raise.
All you have to do is look at the rpg maker scene to know this is true. You have to recognize this and capitalize on it. You might not know it, but every project you create has a time limit. Who knows how long the time limit is, it could be 6 months or 2 years. Regardless, when that time limit has expired, your standards have been raised. What happens next is up to you. You can extend your time limit, but you can only extend it for so long since your standards are going to be raised again in those 6 months or two years. And the cycle will repeat.
Time is everything. That's why good organization, good design documents, and good story outlines are essential. They reduce the amount of time it takes to complete a project. Ask yourself how many months/years you have spent dedicated to your project. Was the time spent well? The answer is probably no!
I know this has applied to me in the past, but I'm positive that time management is the solution. Motivation is important too, but even that ties back to time. Hopefully you understand this mess of a post.
When looking at the amount of time you spend on your project, there are lots of things to consider...
1. Spending too much time on something.
This can be applied to any part of your game. Taking too much time to map, code a battle system, animations, or work on anything that is tedious can be a part of this problem. As a perfectionist, I have had this issue in the past (and still do to an extent). And it's a double-edged sword when working on a project.
2. Too much time passing + not getting much done = bad
This is why you remake things. The problem here is that you're not producing enough content in order to make up for the past areas that are complete. You know those previous areas are complete, but since time has passed, your standards have risen (see #3). And now they don't feel as complete as the last thing you produced. Thus your project becomes a mess.
The solution to this is obvious. Spend time on your project where it counts the most. Modifying, fixing, and remaking things is addictive. The fact is that you will never be satisfied with your project. And why is that?
3. Because as time passes, your standards raise.
All you have to do is look at the rpg maker scene to know this is true. You have to recognize this and capitalize on it. You might not know it, but every project you create has a time limit. Who knows how long the time limit is, it could be 6 months or 2 years. Regardless, when that time limit has expired, your standards have been raised. What happens next is up to you. You can extend your time limit, but you can only extend it for so long since your standards are going to be raised again in those 6 months or two years. And the cycle will repeat.
Time is everything. That's why good organization, good design documents, and good story outlines are essential. They reduce the amount of time it takes to complete a project. Ask yourself how many months/years you have spent dedicated to your project. Was the time spent well? The answer is probably no!
I know this has applied to me in the past, but I'm positive that time management is the solution. Motivation is important too, but even that ties back to time. Hopefully you understand this mess of a post.
STEAM: And why you should get it right now.
Always been a part of the group. Here is my id though.
http://steamcommunity.com/id/neo_phyte
ps I'm very dangerous in tf2. And l4d. And probably all Valve games since I know how they handle.
http://steamcommunity.com/id/neo_phyte
ps I'm very dangerous in tf2. And l4d. And probably all Valve games since I know how they handle.
Food for thought because food is delicious especially when your brain chews it
in one message box. That's like general design rule 101. =|
(see how annoying that is)
Totally digging the music and I can see the inspiration. I got a good feel of the place!
(see how annoying that is)
Totally digging the music and I can see the inspiration. I got a good feel of the place!
Food for thought because food is delicious especially when your brain chews it
What Darken said and you're continuing of sentences to the next message box. I like my messages to end...
Screenshot Drama-rama!
How willing are you to investigate?
Impact on the story on that scale would be impossible for us, yeah. But I remember Phantasy Star IV just like Craze. Helping the townspeople out by getting rid of a giant worm that had a history of causing earthquakes has the same effect. You feel like what you did made a difference. And maybe they will reward you by opening up their weapon shops now. =)