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Great, now there's going to be some Blog Spam. I suggest only insightful or meaningful blog posts should be rewarded with Maker Points.
Who Are You Mean To?
post=102111
You guys are kind of missing the point here, a little...
... but they're totally being insightful. It's kind of hard to focus on character roles you're hard on when you focus on being mean to the player.
The importance of Music in a game
I love Uematsu (as I cannot spell his first name), he is a master of game music. The fact that you refer to the music composer of FF12 as 'that composer with the name that escapes me' means much in itself. He's also always had a thing for that Latin stuff.
I want to look up the composer for Thunder Force IV. I need to study how to give fury to someone with music like that- perfect for any action game that's intense and has stuff happening all over the place.
I want to look up the composer for Thunder Force IV. I need to study how to give fury to someone with music like that- perfect for any action game that's intense and has stuff happening all over the place.
The importance of Music in a game
But if i had a game with EPIC music and a shoddy storyline i'd drop it like its hot.
I'd actually play it if the gameplay is good. I'd play a game that had graphics that make the Commodore look good, a story that makes Elementary School prose seem like Shakespeare, and horrible music if the gameplay was fun. I'd just turn the volume off. But, the thing is I've never played a game that has good gameplay with all of these things horrible. It's common for a game that has horrible everything to also have horrible gameplay because the maker put little effort into anything.
Someone who wants to make a fun game will also put effort into things like character design, look and feel, and sounds. They might not deliver on any of those things, but it will at least be passable and not an abomination of art. If you find a game that's really fun, yet has horrible everything else let me know. I would like to play it.
The quality of all this side not-so-important stuff usually reflects how much effort and spirit went into the game itself. Lots of people say "i can't draw" or "i can't compose music" just don't put the strong effort or have that spirit for it. When they say "no, that's not it, I really can't draw (or insert thing here)" it's the sound of them just giving up. Or the sound of them not looking for someone who can. Willpower is everything. I don't care if you don't agree with me on that, would I really listen to you? That in itself is integrity (or stubbornness). All in all, I'll commend anyone for at least trying- "effort" is the key word here.
Personally, I really try my best not to violate anyone's ears or eyes (unless they just don't like the general style, and in that case to hell with them ^^ )
Who Are You Mean To?
I've made tons of random demos, but I've never actually written a story that's mean to anyone. I do at least try to think of how to get the player to identify with at least one of the characters in any game I make so that they can act as though they were them.
I like more well-rounded stories. I'm utterly sick of all these "OMG my game is dark!" titles from both companies and hobbyists. Nothing hurts the soul like an overabundance downer characters. There's other colors in the world besides mostly gray and brown. I need a strong range of tones, and to get worked up in a fury to defeat enemies. Typically, action RPGs do the trick.
Now, my games might not even really have that much of a story anyway. However! I can tell you that I will not have mercy on the player. Sure, at first the game will be pretty easy so that they will learn how to play. It will be a gradual increase with a sharp curve at the end. I want to lure them so that they get addicted to the first part of the game so that they will actually try to beat the merciless end of the game.
It might actually be bad game design to do this, but I just feel as though my game should be much more than hard to beat. You can give up with your save file right before the final battle or you can feel the ecstasy of beating something really hard.
If you skipped the whole post to read this line: Just like Chaos Productions except the beginning will be easy.
I like more well-rounded stories. I'm utterly sick of all these "OMG my game is dark!" titles from both companies and hobbyists. Nothing hurts the soul like an overabundance downer characters. There's other colors in the world besides mostly gray and brown. I need a strong range of tones, and to get worked up in a fury to defeat enemies. Typically, action RPGs do the trick.
Now, my games might not even really have that much of a story anyway. However! I can tell you that I will not have mercy on the player. Sure, at first the game will be pretty easy so that they will learn how to play. It will be a gradual increase with a sharp curve at the end. I want to lure them so that they get addicted to the first part of the game so that they will actually try to beat the merciless end of the game.
It might actually be bad game design to do this, but I just feel as though my game should be much more than hard to beat. You can give up with your save file right before the final battle or you can feel the ecstasy of beating something really hard.
If you skipped the whole post to read this line: Just like Chaos Productions except the beginning will be easy.
(Changing Title Pending) NovaForce
It's not like it's my idea. You have to give Nintendo credit with their Super Mario Bros. 3 style of level advancement. I'm just adapting it because it's an idea that worked well for level advancement. I have to change several things from the original design for it to work at all well in NovaForce.
Too Much Stuff
Oh, I actually really, really want to work on this game! I really want to but there's too much stuff going on that I have to drop what I'm doing to study for midterms, etc.
Help with dialogue
post=101335
...i put it in rapidshare because ...
No sentient being should have to download from RapidShare. Ever.
Attack-Spamming
Live Alive just had moves you could do, and some of them had charge times, shapes, and the like. There was no normal attack, you just had moves.














