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Welcome your new overlord of Games

Marvel noticed that game? Ahahahahahaha

Bad games you love any ways.

author=sbester
I could really go on, as I typed that all in like 1 minute. But I won't, it was definitely a major disappointment to me personally, regardless of how many COD lovers thought it was an improvement.


Perhaps we should separate "disappointment" and "bad game"?

For all your complaints, it's still a much much better game than some of the other ones mentioned. Like Deadly Premonition, my god.

Bad games you love any ways.

Let me add Space Griffon VF9.

Anyone remember that game?

Bad games you love any ways.

author=Max McGee
The Way of the Samuraiseries (specifically 1 and 3) is probably the best example of legitimately bad games (omfg don't get me started) that I love anyway (collecting swords (fighting styles) is so addictive that I will put up with what is essentially an All Star Team of bad game design ideas to do it, even if the games frequently cause me controller biting frustration).

I have played through them hundreds of times while fully aware they are terrible.


Correct.

And in full anticipation of the next horrible WotS, 4 is coming out for release in the states this year apparently. I've heard you can switch stances with the same sword this time around. It's the little things. Can't wait.

Seeking A Team

author=ArcaneMidnight
In what way would I do this?


For example, say I'm good at choreographing/directing cutscenes. I'd make a video.

Or say, I'm good at writing witty dialogue. I'd show some samples of scripts.

Do something to make people interested enough in working on a project with you that they'd take time away from other things, like working on their own projects.

Seeking A Team

I'm only mad NB beat me to it.

When I saw the topic, I turned to youtube to grab a link to the very same video, only to be gravely disappointed when I saw the first reply.

Back on topic, you won't have much luck without a resume and/or showcase of what you have to offer.

What is up with all the NAMES people come up with for their games?

It's the same as anything else someone writes creatively. Some people are better at it than others, trained or otherwise.

"Why does your title suck?" is not terribly different from "why does your story suck?"

It's not always easy to produce an attention grabbing/intrigue building title that fits artistically with your game, even while ignoring differences in opinion.

That's assuming the dev WANTS to have a quality title.

Demo Length

author=Neverm0re
The reason I had the main character's back story included was because it was so short and simple. She is a reporter for a tabloid paper and she is following up on an urban legend. Done. But since it is nice and short I can take it out without losing more than a few minutes of gameplay.


No need to make arguments for why or why not to include something. If that's what you want to showcase, that's what you should put in your demo, whether it's 10 minutes long or 10 hours.

Most important thing is that it's the first impression you're delivering. For the players sake, preferably not a misleading first impression.

RPG cliches

cliche = overused expression or idea

wearing shoes and weather forecasts are not cliche, because they're not ideas/expressions

what WOULD be a weather cliche is at the most dramatic moment in a romance story, it starts pouring rain

or when the dark and epic battle is finally won, the sun emerges from the clouds

to the more relevant question
author=PsychoFreaX
How some ideas could have been used as frequently as cliches without them being cliches.

The key is that the idea/expression is overused. If people don't consider it overused, it's not really cliche, even if it's used frequently.

rm2k3 - Is there a way for Common Events to stop map events halfway?

author=calunio
Sauce you're right. I tested with NPC events that had no wait commands. You can prevent this by designing a way to prevent the character from walking, which should be a small system in itself (you can use a common event so you won't have to program it multiple times). Or you can just not use waits. Or you can just have it that the bomb will wait for the NPC to finish talking.


Something like a common parallel process for variable NPCTALKING > 0. Move Hero - Wait, disable menu?