Cheese7710
Well-Known Member
Ah. I was hoping I could find a replacement for the terrible face sprites. I just...don't like them.From what I've seen, most people use the character creator as a base, and edit the creations to suit their needs.
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Ah. I was hoping I could find a replacement for the terrible face sprites. I just...don't like them.From what I've seen, most people use the character creator as a base, and edit the creations to suit their needs.
Yep, it's also my favorite class c':Space Prates? As in Pirates in Space?
.......... Sign me the fuck up.
Couple of universal things to remember:Sorry for the triple post, but since things have slowed down, I guess its not as important to wait your turn now. But I was wanting to ask if anyone would be interested in seeing my game ideas and possibly helping me put them together if I was to take the time to write them into word documents. I have a few ideas I think are good, but I need a lot more to go off of.
That is a good guide. I have like 6 ideas, but I am not sure which to pursue first. I am thinking that I will do the horror rpg I posted above if I can flesh it out more.Couple of universal things to remember:
1. Fine details can be added later. Don't try adding the sprinkles before you bake the cake.
2. Remember the core components: Genre, mechanics/story, controls (Typically in that order)
3. Don't be afraid to change things if you get new ideas.
4. If it's a game with a set cast of characters, take time to flesh them out a bit. Give the characters..... er, character. You might get new ideas.
5. Focus on one thing at a time. Trying to do multiple things at the same time will stress you out.
I'm in a similar boat. I have about 4 or 5 (One's like a half idea) ideas for games I want to work on. I'm focusing on one in particular, and if I feel burnt out, I turn to the other ones to see if any new ideas pop.That is a good guide. I have like 6 ideas, but I am not sure which to pursue first. I am thinking that I will do the horror rpg I posted above if I can flesh it out more.
I really like your idea. I think I may start with my horror game I posted above. I hope it is a good idea. I have an idea for a demo I may post when I'm at my computer since it's annoying to type a lot from my tablet and I'm about to play D&D with friends (I'm a spider wizard due to a joke with the DM that we thought would be funny in a campaign.)I'm in a similar boat. I have about 4 or 5 (One's like a half idea) ideas for games I want to work on. I'm focusing on one in particular, and if I feel burnt out, I turn to the other ones to see if any new ideas pop.
As for working on the major project, same things apply. Once the genre was set in place, I've been bouncing back and forth between the game's mechanics to fine tune them, and the story to make it interesting, switching to the controls if I feel I've over complicated something and need to see if certain mechanics are even feasible.
Another tip I can give is play/watch games of a similar genre/style or hell, even with just a mechanic that you've thought about adding. Get a feel for the mechanics and controls. What makes them work? Can you improve something? Would it work in your set-up?
[collapse=Omg Chiba's revealing shit on the game he's been super vague about? Wtf?!]
Well, yes. Finally.
An example of what I just mentioned would be something I'm co-working on currently. The game is going to be an action-adventure game, allowing players to explore an area at their leisure, with them gaining access to more areas (via new abilities and such) as the game progresses. The combat in the game is going to play an crucial part, especially considering the two playable characters are pirates. (Who saw that one coming?) I was thinking of a combat system similar to the Batman Arkham games, but after doing more research and field testing, I've opted against it, simply because it feels a bit easy, even on harder difficulties. I then spent time watching fighting game videos, and it clicked with me that fighting games are entirely based on combat. My studying began, and I've settled on a mix of a few things.
For example, players will have the ability to:
Block (Hold a button; takes reduced damage)
Dodge (Block + direction; Character A can still be hit by projectiles while dodging, but his dodge can combo into attacks; Character B is immune to projectiles while dodging, but she doesn't have the combo potential of Character A)
Counter-attack (Block + Attack; Requires precise timing; Knocks away surrounding foes; No potential follow-ups; Projectiles can be Counter-Attacked)
Parry (Precise block timing; Full immunity to damage; Can be followed-up with combos; all hits of multi-hitting attacks must be parried for full damage immunity; Projectiles can be parried)
This gives players numerous defensive options depending on how they play. Blocking is the safest option, but gets costly after a while. Dodging works great, but might put you in a bad spot if you're doing it constantly. Counter-Attacks are great if you find yourself surrounded, but don't lead to much. Parrying is high-risk, high reward, either making you immune to damage or taking it all from mistiming. In the game, enemies aren't going to just take turns as to who's gonna attack you next. If you're open, they're going to swing at you. As a result, the player needs to learn and master their defensive options, otherwise they'll be staring at the Game Over screen a lot. Naturally, things will start out slow, giving you time to practice before you have 4 or 5 enemies wanting to nibble of your giblets.[/collapse]
Another tip: Just write stuff down if you think of it. Even if you don't know if you'll use it, write it down somewhere. Who knows? Might end up being the missing link you were looking for to tie everything together.
I really like your idea. I think I may start with my horror game I posted above. I hope it is a good idea. I have an idea for a demo I may post when I'm at my computer since it's annoying to type a lot from my tablet and I'm about to play D&D with friends (I'm a spider wizard due to a joke with the DM that we thought would be funny in a campaign.)