SLASH'S PROFILE
I make video games that'll make you cry.
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DOING IT! - WEEK TWELVE - Dialogue
I liked it, MKID. The fight at the end is pretty damn amusing - I always crack up when protagonists completely ignore their enemy because they're too busy arguing or splitting loot or something. Your heroes have a tendency to state the obvious, though:
Brian: The cave entrance behind us collapsed. We're trapped here!
Would work much, much better as a rumbling, a sound effect, possibly some visuals, and a "We're trapped!!"
Kitty: It's the Bat King Eranela. He must've woken up from his thousand year slumber!
A little cheesy, but that might fit your game. It comes off as a little redundant here.
Diana: Fine, we'll beat him, and move on.
This just seems kind of obvious. You could just as easily say "Fine, let's go!"
I'm really just picking for nits, though. The dialogue has a quite solid cheesy RPG feel. I hope that's what you were going for.
Brian: The cave entrance behind us collapsed. We're trapped here!
Would work much, much better as a rumbling, a sound effect, possibly some visuals, and a "We're trapped!!"
Kitty: It's the Bat King Eranela. He must've woken up from his thousand year slumber!
A little cheesy, but that might fit your game. It comes off as a little redundant here.
Diana: Fine, we'll beat him, and move on.
This just seems kind of obvious. You could just as easily say "Fine, let's go!"
I'm really just picking for nits, though. The dialogue has a quite solid cheesy RPG feel. I hope that's what you were going for.
Full control and non-control
For the most part, you cannot leave your forces to fend for themselves in Starcraft. A smart attacker will crush your units with focus fire. But that's why the game is so tricky: you have to divert between directing your army that happens to be under fire, preparing a counter-force, and expanding to three bases. You have to constantly switch between full-control and trusting the computer to auto-control for you.
It's funny, I might just be used to Blizzard RTSes but I just assumed "units autoattack until dead" was the only option. I guess they could TRY and run away when they were about to die. It works fine the way it is in SC, though.
It's funny, I might just be used to Blizzard RTSes but I just assumed "units autoattack until dead" was the only option. I guess they could TRY and run away when they were about to die. It works fine the way it is in SC, though.
Could anyone throw me a few city mapping pointers?
Thanks for the tip. I'm going to have to take it in 1/8 because I'm pretty sure it's just that big. I'll throw a couple smaller examples out there too.
What are you working on now?
Re-mapping two cities, and now I want to re-do the entire opening scene. I'm going to cut the entire opening dialogue and replace it with a little more action and pizazz. I also need to redo some boss dialogue because he doesn't get his point across very well.
I find it hard to make progress on my game because when I learn new tricks, I always want to go back and perfect what I've already done... que lastima.
I find it hard to make progress on my game because when I learn new tricks, I always want to go back and perfect what I've already done... que lastima.
Could anyone throw me a few city mapping pointers?
Could anyone throw me a few city mapping pointers?
I need some advice on mapping cities. I want to make it big, juicy and flavorful without being a waste of space.
In my game, you control a corporate businessman who runs an energy company and must fight off rebels and people who want your inventions for themselves. The setting is modern-ish. The first town is supposed to be a huge city surrounded by defensive walls. I wanted to make it huge, so I made the map... huge. I'm at work so I can't check, but it takes a solid 60 seconds just to walk straight from one end to the other. The more I look at it, and compare it to some of the more well-designed cities I've seen, I realize it's very boring.
I know this is hard to judge without a picture (and I'll provide one later, promise) but I've found myself adding NPCs that walk randomly around shouting nonsense to take up space. I can only give so many hints and tips without sounding repetitive.
I'm going to re-map it from scratch, but any tips would be appreciated. How do I give the idea of a sprawling metropolis without killing the gameplay or confusing the hell out of the player?
In my game, you control a corporate businessman who runs an energy company and must fight off rebels and people who want your inventions for themselves. The setting is modern-ish. The first town is supposed to be a huge city surrounded by defensive walls. I wanted to make it huge, so I made the map... huge. I'm at work so I can't check, but it takes a solid 60 seconds just to walk straight from one end to the other. The more I look at it, and compare it to some of the more well-designed cities I've seen, I realize it's very boring.
I know this is hard to judge without a picture (and I'll provide one later, promise) but I've found myself adding NPCs that walk randomly around shouting nonsense to take up space. I can only give so many hints and tips without sounding repetitive.
I'm going to re-map it from scratch, but any tips would be appreciated. How do I give the idea of a sprawling metropolis without killing the gameplay or confusing the hell out of the player?
Full control and non-control
I just bought Starcraft 2 and I've been playing it for a week. After browsing the internet, I read this article describing how much the SC2 unit AI has improved over the last game. Apparently, units like Siege Tanks will auto-target things like High Templars and Infestors.
For those of you who've never seen Starcraft, it's a real-time strategy where you gather resources and build an army to kill your opponents, who want to do the same to you. Siege Tanks are an extremely useful unit that can go into "Siege Mode", locking them in place but giving them crazy good area damage and the longest range in the game. A typical defense involves a few Siege Tanks, supported by some gunmen (because the tank is weak if you can get close). High Templar are units that you can order to cast a "Psi Storm" which does a ton of damage to everything in an area if they sit still in it. It's great at killing tanks, but since High Templar are weak units you have to distract the tanks with warrior-type units.
Now that the unit AI is so good, tanks will fire at the warrior-types, but they will prioritize killing High Templar first, even saving their cannon fire to make sure that they die. This is without the player even having to tell the tank to do ANYTHING. Basically, a complex strategy that has to be controlled closely by the player can be countered by auto-targeting AI being very, very smart.
Which is why I love Terran.
For those of you who've never seen Starcraft, it's a real-time strategy where you gather resources and build an army to kill your opponents, who want to do the same to you. Siege Tanks are an extremely useful unit that can go into "Siege Mode", locking them in place but giving them crazy good area damage and the longest range in the game. A typical defense involves a few Siege Tanks, supported by some gunmen (because the tank is weak if you can get close). High Templar are units that you can order to cast a "Psi Storm" which does a ton of damage to everything in an area if they sit still in it. It's great at killing tanks, but since High Templar are weak units you have to distract the tanks with warrior-type units.
Now that the unit AI is so good, tanks will fire at the warrior-types, but they will prioritize killing High Templar first, even saving their cannon fire to make sure that they die. This is without the player even having to tell the tank to do ANYTHING. Basically, a complex strategy that has to be controlled closely by the player can be countered by auto-targeting AI being very, very smart.
Which is why I love Terran.
DOING IT! - WEEK FOURTEEN
To lull them into a false sense of security. And then annihilate them.
A variable challenge curve is part of any good game. It should never be linear because if they're all easy the game is boring, and if they're all hard then the game is tiring, and you can't shock the user with a difficult challenge. I try not to be predictable.
I'm not saying I want to make battles easy, but making a few of them easier allows you to really sucker-punch the player (in a good way, if done right) when you throw a boss at them. The trick is to not make the boss rage-quittingly hard or the easy part too long.
A variable challenge curve is part of any good game. It should never be linear because if they're all easy the game is boring, and if they're all hard then the game is tiring, and you can't shock the user with a difficult challenge. I try not to be predictable.
I'm not saying I want to make battles easy, but making a few of them easier allows you to really sucker-punch the player (in a good way, if done right) when you throw a boss at them. The trick is to not make the boss rage-quittingly hard or the easy part too long.
DOING IT! - WEEK TWELVE - Dialogue
It all seems to be very in character (from what I can see) except for Mansel's last "..." only because Mansel comes off as the kind of guy who talks at every opportunity, and would take that chance to say something funny or sarcastic.
I like the characters though, you can tell their first-glance personalities pretty well from that convo.
I like the characters though, you can tell their first-glance personalities pretty well from that convo.














