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Fallout 3

author=Feldschlacht IV link=topic=2468.msg44615#msg44615 date=1226881189
This topic is long overdue, man. Where's the Fallout love?
There is no room for Fallout 3 love in my heart. Only hate.

What annoys you in a game?

I hate being railroaded. When a party member asks me "Do you really want to kill him?" and I say yes and then the member asks again "You can't mean that you really want to kill him?" and I say yes. And I say yes. And I say yes. Until I'm forced to say no becaues the game can't continue otherwise.

WHY THE FUCK DO YOU GIVE ME A CHOICE IF IT DOESN'T MATTER

Ehrm. But I also dislike other railroadings. But those really obvious ones are the ones that I hate the most.

But other railroady things that I hate is those completely unconnected thing. "The door is locked. It will be unlocked once you do a quest on the other side of the world that has no connection to this door." (a.k.a The Plot-Driven Door.)

What character do you choose

I often pick a healer/diplomat. Or if it's more combat-oriented I tend to pick the defender-type character. Either someone who has a lot of armour and armour spells or someone who can summon things to fight instead of actually fighting. If possible the whole summoning in combination with long range sniping methods.

I hardly ever pick straight hand-to-hand/man-vs-man characters.

I guess I like ranger/bard.

Oh hell anything but fighters really. (including martial artists, paladins, or any other close combat oriented character)

Square-Enix release dates for early 2009

Map Making 101

There's a couple of ways to go about doing it. The two major ones are the maze way and the linear way. You can pick whether the plaze is a labyrinth you need to find the right path in or a more linear path filled with eyecandy.

If it's eyecandyland you should fill the map out with loads of objects. Things for the player to look at, add the whole snowing overlay thingie (which is always lovely) and be inspired by stuff like this and this. Clearly make a difference between the nonpassable eyecandy and the rather straightforward path.

The path itself should have footprints and different coloured snow as in having some places with more snow and others with less to create the bluish shadow. (Just look at the pretty pictures, they certainly are pretty)

In a more maze-like labyrinth thing you still need the graphical variety of the linear path but with clear landmarks. There should be some things that the player take note of and use as a waypoint. If everything looks the same it will be very disorienting, very quickly. Instead use the same techniques as the linear path, making almost everything unique in some way (even if it is small things such as a patch of trees that is slightly larger than another patch of trees). Also if you make everything unique then the landmarks won't stick in the eye and tell the player "this here is a landmark, remember this" because the player can choose the landmarks themselves.

I think when it comes to snowcovered ground to have many different kinds of is important. Wind makes it so that occasionally there's more snow in some places than others, and there are barely visible undergrowth that can change the height of a pile of snow dramatically.

and then more inspiration

Map Making 101

I've never used the three tile rule or anything but isn't it actually pretty good? It's intent is not to disallow huge walls. But to make those walls have a crack or discolouring or something every now again (where three is probably a good number)

For example if you look at the walls in Blitzen's maps they clearly follow the "three tile rule" every now and again there's a bit of difference, in the coloured map there are the different tiles that stick out with a bit more snow and in the black and white map there are trees sticking out making the wall less repetitive.

Any map where form a single tile you can go three tiles in any direction and there's the same tile in all 8 directions for all those steps. That's a sucky map. There's probably exceptions depending on resolution and style and things but generally in rm2k's resolution that's a sucky map.

Other than that I don't have tile-based mapmaking advice, since I don't generally use tiles a lot anymore.

(edit: look at this map for instance:

There's a lot of... wasteland there but it still adheres to the "3-tile rule" since the textures don't repeat for every tile. Instead they repeat every now and then. You can clearly see it's the same tiles but they're put in different orders to create a pattern on the ground that isn't entirely repetitive)

RMNcast Episode 3: Play Something 2: Second Run: Colon

For myself I chose the games mentioned in the Play Something thread. I looked through the thread and took all the download links from there. Unfortunately I was way busy in the last week before Play Something so I completely missed the boat on all the Halloween games.

I guess though to get your game featured you just have to pimp it a little. I'm not sure if you did or did not because I've been sort of away for a couple of weeks. But usually a fair amount of pimping leads to features.

Stats and Damage

I tend to work on a tabletop RPG basis when it comes to stats and skills and stuff. Usually translating everything to die rolls.

Things like skills checks are always a top priority. Though I've also used the technique of automatic success at certain levels. Such as certain dialogue options appear when a certain skill is high enough. Or even certain locks are pickable once you've reached a certain skill level. The pro in the automatic success is that it removes one of the "grinding" elements (trying to lockpick a door until it opens), the con is that there's no random factor.

As for actual stats I tend to go with as basic as possible and expand when there's need for it. I liked the (again tabletop) division of Mental and Physical stats that you can then expand on (so that strength, agility and stamina are Physical and intelligence, willpower and wisdom are Mental. Charisma I suppose is a bit of both, though it could be split into two: Charisma (mental) and Appearance (physical), but by then you already have too much and I just want to go back to the two original ones)

If possible I like to have alignment/reputation meters, though I guess they aren't really stats. Though on the other hand they kinda are.

I don't do anything strange with stats. I just steal completely from tabletop RPGs.

Sex Appeal An invisible stat that alters the chance of an enemy hitting you
certainly you mean the chance of an enemy hitting on you?

Your Game Designing Exprience

My first game (I can remember) was a war cardgame loosely based on a computer game I played that I no longer can remember anything else of (I've tried to find it and Jagged Alliance seems closest but it's not the right one). It was never entirely finished though made quite a lot of event cards for it.

The second major game I remember was a football game with stats. Unfortunately it was dependent on a game master since I didn't make the rules standalone enough. So it had a bunch of inconsistencies and judgement calls. The game was loosely inspired by the NES game Tecmo Cup, which was a hit among us.

The third game was an ice hockey game using collectable hockey cards a players. It was simple and it was fun to keep statistics of everything.

Oh yeah a game between these somewhere was a car racing/crashing game using Matchbox cars. It used mostly physical mechanics (i.e. you flicked or pushed the cars)

There was also a Super Mario card game using a regular stack of cards. I made four levels for it but the game was unfortunately too difficult.

For the computer there's a bunch of RM2K projects I worked on and rarely released anything. Then there was a very short move into RM2K3 before I quit that aspect completely.

I've played around with other makers. I made it through the tutorial of gamemaker but it never stuck and I even made it three-four times for every time I tried to get into gamemaker again.

I've toyed around in flash but haven't done much in that. Also some simple java games of massive simplicity.

My main thing at the moment is probably Adventure Game Studio where I know basics and haven't really released much. But whenever I start it up I haven't forgotten everything either which is a really good thing.

Outside computers there's been a bunch of projects too. A Quidditch board game that probably needed more playtesting but we never got around to it. A huge roleplaying game that has been on the backburner the last couple of years but all notes for it still exist somewhere. And something else I can't remember.

Play Something! Day II: Second Run [Nov 5th]

author=halibabica link=topic=2157.msg42270#msg42270 date=1226094127
author=Shinan link=topic=2157.msg42224#msg42224 date=1226078595
Then came the second best part of the game. The distinction between it and him. Where everyone else calls the creatures it and the main character calls them him. That was a neat touch.
I feel I should point out that I did this on purpose. It was meant to illustrate the gap between Tom and the rest of the town. The townspeople don't like Tom much, and don't share his philosophy about beasts. As such, they refer to his lost animal as "it." However, Tom cares a great deal about his beasts, so he refers to them properly. Sorry if that went over your head, but that's the point I was trying to get across.
I did say it was a neat touch. And one of the few things that relly worked for me in the game. I would have written that it was the best about the game but I noticed above that I already had a best so it became second best. Overall the writing wasn't very exciting but that little semi-subtle touch there worked.