SLASH'S PROFILE

slash
APATHY IS FOR COWARDS
4158
I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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Let's talk about how great The Binding of Isaac is (or isn't)

I've gotten about 40 hours out of it and I know it's one of those games that I'll keep coming back to play if I have an hour to kill. It's perfect for that.

Also the Masks of Infamy are a bitch. I used to feel the same way about the Knights too because the window of hitting them before they turn is so small and gah. And yea, what's up with Eve? She has such a weird playstyle.

Anyway yea I am loving the idea of super-short roguelikes that start quick, end quick and are always new and random. I'd love to try making a mini-roguelike sometime, similar to Isaac, like Desktop Dungeons or Spelunky. Maybe not the biggest, craziest game you've ever seen but fun to pick up again and again.

Let's talk about how great The Binding of Isaac is (or isn't)

This is by and far the best game I've played all year.

I love the exponential randomization and how it leads to huge levels of replayability; I love the creepy, black humor story being offset by the cartoony poops and monsters and how far the aesthetic is from the "future/fantasy" setting; I love the pureed blend of Zelda with roguelike. I love that the games are short enough for me to get through in 45 minutes, but even if I die after only 5 I just want to play again.

This game is amazing and unique, and it has a lot of great design I think upcoming developers could analyze and learn from. Shall we talk? Have you played it? Have you liked/learned anything from it, from a design standpoint? What did you dislike?

[Poll] Internet Browser of Choice

I remember when I liked Opera a ton - it was zingingly fast. Unfortunately it couldn't load half the websites I needed it too, so I swapped to FF and then Chrome.

I assume it's better now, but I Chrome is good enough for me.

The Screenshot Topic Returns

Do you? I'm really debating about it at the moment. I've wanted to play on the idea of an octopus invasion, but without making a blunt pun like "Octoplosion" or something... I'm not 100% on the title yet but it's good to know it has potential.

The Business Aspect of Starting a Game Studio

Making your own games (or games with a friend or two) is completely possible, but don't expect it to support you financially; at least, not right away.

If you really put your heart and soul into it, you may find that after 10 years of doing it for peanuts, your games can make enough money to quit your day job, or maybe only work part-time, etc.

The vast majority of smaller, independent developers/teams had years and years of experience before they set out on their own. The people behind Super Meat Boy, VVVVVV, Minecraft, Braid, etc. all had starved and sweated games in their spare time, and didn't make any money for years, decades. That's not why they made games.

Even if you put in the work, you may never make enough to live off of. If you want to make games, and if you love making games, make games. Make lots and lots of little games, small projects that teach you the process and have the rewarding feeling of finishing. The money will come, but don't rely on it.

In summary, don't do it for the money because you're not good enough for that yet. Do it because you love to make games and you want to get better.

VX Ace - Unofficial translation of editor and legality

author=Rave
Yeah, but if I sell game?

There exists a slim but tangible chance that they would care, and if they do they might have a case against you if they felt like pushing it.

The Screenshot Topic Returns

I'm making a game about shooting stuff with other stuff. The working title is Love Has Eight Legs.

Battle Pacing

I think a chess-like method could be fun, where each side of the battle is bound to lose a few pieces (party members) as the fight goes on. The pressure increases as members of the battle on each side are removed, because it's clear the battle is coming to a close.

This is used in Tactical games often, due to the obvious similarities to chess, but you could try it with a JRPG formula if:
  • You reduced the likelihood of encounters, but increased their difficulty; Chess as a game is 100% even mechanically, although this doesn't have to be the case in every game. You'll want easy "wipe-the-floor" battles and hard "holy-shit" battles.
  • Each battle starts off with a clean slate; downed characters are revived and HP and MP restored, focusing less on the "attrition" model of classic JRPGs.
  • Make sure battles have a chance of wiping out some of the player's "pieces", whether they're characters or special abilities, and possibly allow the sacrifice of some pieces for others, so the player has difficult choices to make.

I don't know how many games this model would work for, but it could be a fun take on the purpose & excitement of a battle

Why rm2k3 is terrible for action games

Is anyone in this topic considering making an action game, and possibly moving to Unity? Learning a professional engine was one of the best decisions I've ever made :P
The learning curve is higher but you can make truly fantastic-feeling action games.

Programming isn't for everyone though; I enjoy it but it grates on me at times.

Breaking Up: Text Boxes, Line Length, and You

*kill me double post*