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UBON'S PROFILE

sleep don't pacify us until
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past

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What are you thinking about right now?

what you're feeling right now is how those kinds of projects usually wind up, from what I've seen. it can be a really exciting idea at first, and mapping details of pop culture to game mechanics and seeing how they fit together can be really fun, but most of the time there really isn't enough to the idea to keep it interesting, for either the devs or the players, you know?

I think it might be a good idea to kind of close the door on it. take what you can from the concept in case it could be useful somewhere else, but don't torture yourself by wailing on a project that has lost its joy for you.

Okay, now I really have no choice but to be productive any more!

be

productive

be, be

productive

b, e, p-r-o, d-u-c-t-i-v-e, productive

hey, hey

productive

post your picture

those aren't misses, you dork, he's just mocapping the field

Battles shouldn't be bad sex! It shouldn't be something to merely 'tolerate' in a game simply to play through it. Make your battles fun enough to actually encourage the player to look forward to them.

how much experience do you think I'll get for killing the moon

c.jpg

I don't think that the style itself interferes much with the worn-down look much, but they are notably more colourful and high-contrast than their surroundings. it might help to desaturate the sprites just a tiny amount -- not so much that it ruins their visibility, of course!

Battles shouldn't be bad sex! It shouldn't be something to merely 'tolerate' in a game simply to play through it. Make your battles fun enough to actually encourage the player to look forward to them.

this is only sort of tangentially related, but I've been meaning to look into approaches that focus not on overcoming obstacles, but on play instead. I'm not quite sure what that means yet, and even the people who do seem to think it's a very difficult sort of thing to integrate, but if it can be applied to more traditional methods of conflict resolution it could be interesting.

I mean, we've stuck with battles in their current format because they're easy to represent, easy to code, and easy to understand -- you lower numbers to flip the enemy from the 'alive' state to the 'dead' state, and that's that. I'm starting to see people thinking some exciting thoughts about battles that are far less binary in their goals and outcome, though.

(that mostly just came to mind because it came up in a different discussion somewhere else about how people tend to represent sex and relationships mechanically, and how building them around the same 'conquer this opposition for a prize' framework as most other game mechanics often results in some pretty awful practices and connotations.)

Donated to RMN, now I have over 7k makerscore!

this is the same sort of thing that made it impossible to permanently set my makerscore value to the letters 'awk', much to my disappointment.

Donated to RMN, now I have over 7k makerscore!

Donated to RMN, now I have over 7k makerscore!

having the highest makerscore is a never-ending effort, and basically impossible to actually attain in any permanent sense

meanwhile, I already have the lowest

The "new" RM2k3 engine

author=BizarreMonkey
I was into debating about it maturely

nothing in this sensationalist nonsense about 'a faceless giant' has been mature, or even remotely useful. thank you for quitting, though.