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How long should demos be?

I just found an article one them demos. It probably doesn't apply to most of you who aren't making demos instead are releasing betas. But still it does have some neat points for all your demo design choices.

http://www.escapistmagazine.com/articles/view/columns/experienced-points/6088-Your-Demo-Sucks

If you had to make the next Sonic game...

Do you see the similarities between this
author=Darken link=topic=3768.msg75516#msg75516 date=1242600439
Flow as in falling off high places all the time and reloading saves?
and this
author=Fallen-Griever link=topic=3768.msg75488#msg75488 date=1242580286
Completed without collecting any emeralds.

= Not complete.
quote?

(Hint: They both miss the point completely! ^_^ )

If you had to make the next Sonic game...

author=Darken link=topic=3768.msg75474#msg75474 date=1242573754
author=Shinan link=topic=3768.msg75458#msg75458 date=1242564273
So yeah. I think a Sonic Mirror's Edge might be a good idea.


I don't get the picture though I assume it's sort of negative. But I don't get why it would have to be so negative? Combining the "flow" that is always talked about in parkour and free running with the "flow" that I believe should be present in speed-based games. I guess the new Prince of Persia (Which I sort of referenced in my post) is also fairly similar, but I haven't played that one.

If you had to make the next Sonic game...

I've never played a Sonic game but I think they're all about speed right?

So it should probably be a game about insane amounts of speed. Perhaps something like a simpler version of Mirror's Edge with Sonic. Sonic doing parkour on time-limited levels and going at insane speeds always blurring the details of the environment (though it should be colourful so that the player can tell distinctive features.

Some sort of bullet-time might be good but I think it'd be best if you could make the game without it. Perhaps some sort of hyperspeed instead that stops time while moving.

To make it accessible to the current generation of gamers it should be fairly forgiving and checkpoints should be everywhere (or alternatively it could go the Prince of Persia route and make the player unkillable, which could be a good idea if it was possible to make it make sense in-game).

The challenge in the game would be the time-trial modes as well a ring collecting. Alternate routes and certain speeds could give extra rings (perhaps the hyperspeed feature, when time stops as you're going insanely fast certain otherwise invisible rings would become visible and available to get)

I wonder if it would be a good idea to make the game on-rails so that you can only regulate the speed of Sonic (Fast, Insanely Fast and Hyperspeed). It would probably make it easier to control since I guess the biggest problem is how to convey the speed while still make it possible for players to feel like they're in control.


So yeah. I think a Sonic Mirror's Edge might be a good idea.

So what describes a quality game to you?

author=geodude link=topic=3737.msg75123#msg75123 date=1242334629
but MIDIs ?? MIDIs can actually sound really good if you know what you're doing / have a soundcard that doesn't blow hard. Then again I do like using SNES samples too soooo.
Yeah but isn't it better just to put the blipblop midis into some other format so that everyone gets the same sound that is not dependent on sound card?

So what describes a quality game to you?

In graphics I like it when it's consistent and home-made. I like it even more when it's not anime. For sound I think that we're all past midis by now and should have some of that "proper" sound in. (Doesn't mean it can't be blipblops, it just means that it can be better sounding blipblops)

What WIP said is probably most important though. A smooth game experience is A and O. (I don't want to press the same button fifteen times to get something simple done) And text speed is a huge issue. I just never really get all the pauses, I understand why you like to use them but never ever in a game have they been anything but an annoyance. They never do what they're supposed to do.

If there's huge menus and stuff like that I also like to have mouse control. Gamepads are for suckers.

Does anyone in Phoenix even know what hockey is?

The KHL is the future. I think one NHL team should be in Mexico, so that it'd be a proper north american league. Or perhaps a Cuban NHL team.

Harvest Moon

I love the concept of Harvest Moon. The only ones I've played extensively are the SNES, GBC and GBA versions. Of those the GBA version was probably my faovrite. Though nostalgia clouds my judgement on the SNES version making it better than it probably is. (I have good memories of that game, in its simplicity)

3. I think the GBA one is my favorite because it takes the good parts of the first one and expands on them. That's what improvement is. It just felt like there was a lot to do in that game and that made it pretty awesome. Though I, of course, would have liked loads and loads more to do.

4. I can't honestly remember. And to be honest "most often" means "the one during my playthrough". There might have been two. I tend to go for the "ones with personality", preferably not the ones with huge hairs (I remember someone with pink hair that was just ginormous).

My sister is hugely into the Harvest Moon games and the reason I didn't play the GBA version that much is because it was her and I only borrowed it for a short while. I think she's owned every single portable Harvest Moon game there is.

A Wii Rant

The problem with the 2D platformer revival is that it's not happening in the WiiWare section it's happening in the Virtual Console section.


Because, to be honest, I think that thre's not a whole lot you can bring to the 2d platformer anymore. The best 2d platformer games have already been made. Any new 2d platformer will always suffer from the "Oh it's pretty good but damn those games in the 90s were better overall but I'm starving so I'll get this oh wait there's all these retro games for sale too I guess I'll buy those instead of this average new product!"

How long should demos be?

author=Craze link=topic=3599.msg72372#msg72372 date=1240756528
author=Shinan link=topic=3599.msg72362#msg72362 date=1240747655
But if your game is free anyway I can't really see a point in having a demo.

Demos allow the community to assist people who suck at some aspect of a game improve it before a final or second release.
Is it impossible to improve on a completed game? Isn't that what patches are for? Or do you mean a demo as in "A work in progress I want you to look at"?