WIP'S PROFILE
I made this site and it's awesome. But I don't run it anymore. Now I'm just a plebe like you.
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[Poll] Do you prefer IRC, Slack or Discord?
Existential question: why is real-time chat even needed? Does that help people develop better games? Is it outside the realm of productivity and merely a way to waste time?
I think real-time chat is cool. Just saying it's helpful to figure out why it's there rather than checking a bullet point.
Also if you figure out why it's needed, that could help decide the best way to meet those requirements.
I think real-time chat is cool. Just saying it's helpful to figure out why it's there rather than checking a bullet point.
Also if you figure out why it's needed, that could help decide the best way to meet those requirements.
[Poll] Do you prefer IRC, Slack or Discord?
Slack is a square peg in a round hole for community use; it excels quite well for office work and that's it. I hope Google's new Hangouts can supplant it.
Discord is probably the most appropriate, but its circle-jerk gaming lingo is embarrassing. Its UX is also all over the map.
IRC is old, solid, and works. But it's barrier-to-entry is aggravatingly high.
One shared thread between the three options: all their clients are garbage. It's a sad state of affairs when mIRC is still such a widely used client. And the other two are built with Electron, which is cool but bloated tech. There is very little reason for Discord/Slack to be as fucking huge as they are. Same goes with the new Twitch app.
The last good piece of chat software was Google Talk.
Basically, all the options are shit.
Discord is probably the most appropriate, but its circle-jerk gaming lingo is embarrassing. Its UX is also all over the map.
IRC is old, solid, and works. But it's barrier-to-entry is aggravatingly high.
One shared thread between the three options: all their clients are garbage. It's a sad state of affairs when mIRC is still such a widely used client. And the other two are built with Electron, which is cool but bloated tech. There is very little reason for Discord/Slack to be as fucking huge as they are. Same goes with the new Twitch app.
The last good piece of chat software was Google Talk.
Basically, all the options are shit.
Element Properties in Enemy Attack Skill Names?
I'm not really even dissenting! I think it's an acceptable solution. Makes for good discussion about spell visuals, though.
Element Properties in Enemy Attack Skill Names?
author=Feldschlacht IV
-Quasar
-Starlight
-Shock Wave
-Acid Rain (Water obviously, yes. But it's also a Poison attack)
-Atomic Ray
-Diffuser
-Mirror Orb
-Flash Rain (Water and Ice, not just Water)
-Raid
-TekLaser
Some of those seem quite non-elemental (Quasar, TekLaser); others I could possibly pick out if I could remember their visuals (Starlight). Poison isn't an element; telegraphing statuses is gonna be difficult regardless. Mixing elements is much trickier, to be sure. I think it's bad design to do in general, but to each their own.
Truth be told, FFVI has some awesome spell effects. But you're chasing the wrong end of them; the ones that you can't discern what they are doing are bad visuals. They did a pretty good job overall, but missed the boat on a few of them. You are trying to account for intentionally bad visual designs later on.
Icons are not as good as telegraphing. Depending on what you want the player to feel, it absolutely can cost the player. If where the game actually tells me what's happening is the icon, that's where my attention will be. If the elemental type is not that big of an impact in battle strategy, I'll ignore the icon.
It was mentioned before, but probably bears repeating: how many spells will actually have disjointed visuals? If you have 100 spells and 10 of them are disjointed, the obvious answer would be to fix the 10.
Element Properties in Enemy Attack Skill Names?
author=Feldschlacht IVWhat spell in FFVI doesn't clearly have its element telegraphed by its colors and design?
I'm in a FFVI mindset where there were all kinds of cool enemy animations, but they were unclear on what element or property they had. In my game (and a ton of RPGs in general) enemies also use a ton of skills that the player can't. Something like I'm suggesting would still allow me to do something like that while making information clear to the player.
A lot of them were totally crazy looking, but pretty consistent. Even Kefka's big spells were telegraphed pretty well. AKA, none of them really shared their looks with anything else, and didn't have elemental properties. The big crazy spells in FFVI were non-elemental and this was intentional.
I think you are too worried about this; if a spell has an element like ice, it would be a bad visual if it didn't have ice in it. The opposite is also true: if the spell isn't ice elemental, it would be a bad visual if it had ice in it.
Element Properties in Enemy Attack Skill Names?
author=Feldschlacht IV
I agree with the sentiment, but I can just as easily put icons (which for my game, would be two at most) in the attack names so I can make my energy rays look however I want them, right? Like, what if I want a bunch of funny ass energy rays? Creative direction shouldn't suffer if I can properly convey information at the same time.
Granted, I'm not saying I MUST do this and I insist on having weird confusing looking energy rays, but I don't want to get too complex into solving a simple "problem" that may not even be much of a problem.
If you want a bunch of funny ass energy rays that are inconsistent with all the others, it'll be noticed. Don't sacrifice game fluidity to suit creative direction; you're still making a game that needs to be played. Embrace consistent game design and don't swim against it. Just as you are designing rules for the player, you need rules to follow while making it.
Sure, you COULD make a spell that trips a player up. But breaking your own visual design rules only hurts the player and experience.
Again, icons are okay. They are easier to understand than long text, but not as good as a full visual. The visual is what sticks in the player's mind.
Element Properties in Enemy Attack Skill Names?
I typically prefer a visual telegraph with primary colors. The latest Zelda does a good job at this: they never mix colors for the different elemental attacks, so you're always very aware of what you were hit by.
If you're limited by visuals, an icon doesn't hurt. Adding multiple elements to an attack can complicate things a lot and I'd recommend just avoiding it.
If you do have energy rays in the game, make all of them the same element and visually similar. Consistency matters.
If you're limited by visuals, an icon doesn't hurt. Adding multiple elements to an attack can complicate things a lot and I'd recommend just avoiding it.
author=Feldschlacht IVIf you put oddball stuff in the game and blame the player for "not getting it", that is not good design. It's up to you to convey digestably (is that a word???) what is going on in the game.
Sure. But close your eyes and think of all of the oddball, nonspecific, 'either or' vague energy ray or magic sword or whatnot attacks you've seen in RPGs that look pretty ambiguous. Rather than streamlining down and limiting the expression on that front, I think it would be very valuable for any game to have this feature, and I'm wondering what the holdup is at this point.
If you do have energy rays in the game, make all of them the same element and visually similar. Consistency matters.
[Poll] IS THE BREATH OF THE WILD (THE ZELDA) REALLY THAT BAD?
Did you even play the previous Zelda game? Their formula was so stale and factory-like it was barely enjoyable.
I'll say that BOTW has been the only open world game I have actually enjoyed. Primarily because it gives you a lot of guidance and that Zelda polish without just ditching you in a game with bad mechanics (Skyrim). The game is what you always envisioned you were playing in previous Zeldas. Not that MacGuffin bullshit they have done for DECADES.
I'll say that BOTW has been the only open world game I have actually enjoyed. Primarily because it gives you a lot of guidance and that Zelda polish without just ditching you in a game with bad mechanics (Skyrim). The game is what you always envisioned you were playing in previous Zeldas. Not that MacGuffin bullshit they have done for DECADES.













