NARCODIS'S PROFILE
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What are your favorite and least favorite parts of gam mak?
I love most aspects of it, except for creating graphical assets. Any time I reach a point where I know I have to open an image editor, I just dread it, and wind up procrastinating. It happens frequently.
Goaling It 2019
The official English 2k3 version is out!
The official English 2k3 version is out!
Screenshot Survival 20XX
author=Nil
http://imgur.com/a/oFPyBdecided to join in on the action
Hey, I think this looks pretty good. One thing to consider is I think the perspective of the bed is pitched a little too much down the z axis more than everything else, which kinda makes things look a little weird (it should have more of an 'overhead' appearance to match the rest of the room!)
Whatchu Workin' On? Tell us!
Been refactoring my event-based custom battle system. Many years-old event code at this point. Took a while to parse what I was thinking back forever ago, but I made things a lot more manageable and things will be easier to develop moving forward.
Screenshot Survival 20XX
[Poll] What is your favorite Final Fantasy game?
Not sure I can pick a favorite! But I picked 5 because it's the only one I find myself going back to once a year. 4, 6 and 7 may trigger some extremely intense nostalgia for me, and their soundtracks can nearly move me to tears. I love them for that reason alone. But gameplay wise, 5 has so much to offer in terms in replayability. The game is just so damn fun.
What are you thinking about right now?
Whatchu Workin' On? Tell us!
author=Desertopaauthor=narcodisI'm curious what point in the game development that is for you. For me, I don't even have much of an idea what the style or mechanics of a game ought to be like until I have a good sense of what the overarching narrative is going to be.
Got to a point in my game development where I need to start really nailing down a narrative. So I wrote fifteen pages of story stuff... back story, an outline of in-game events, and some dialogue sequences. Need to start fleshing out the characters more, too.
If I'm working with someone else, who already has an idea where they want to go with the mechanics, but not the story, I can do it the other way, but this always feels distinctly like working backwards to me.
Well, up until this point, the entire story has been "go to this bigass tower and figure out how to break the curse that turned everyone into monsters". Given that, it's been pretty easy to just design a ton of dungeons and traps and combat and puzzles etc.
Like, if you think of Castlevania, the story there is basically "go up and kill dracula" and not much else needs to be said. It's a bit more involved in later games, but not too far off the mark. Same sort of deal.