osmosisch

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Everything posted by osmosisch

  1. Books, books, books...

    lend it to me :3
  2. RIP David Bowie

    https://www.youtube.com/watch?v=I4gABvUhhkg
  3. RIP David Bowie

    Remind me of the babe!
  4. RIP David Bowie

    You do!
  5. RIP David Bowie

    The power of voodoo!
  6. RIP David Bowie

    The babe with the power!
  7. There's a difference to me between actions and mechanics. Pushing a button is an action. Having an avatar 'jump' when the button is pushed is a mechanic. Having the mechanic of gravity affect the character is also a design choice, Actions that result in consequences which are constrained by mechanics form the vast majority of games as we commonly understand them.
  8. RIP David Bowie

    Basically, this reminds me of the babe.
  9. RIP David Bowie

    Somehow his appearance on Extras is among the first things to come to my mind, because it's written to be so cruel and you can tell he's having so much fun with it. It's just... I don't know. This is probably the first celebrity death that hits me so hard. He was a great part of my growing up and discovering music to love. http://www.funnyordie.com/videos/a342bc7f6c/david-bowie-on-extras
  10. RIP David Bowie

    Fuck One of my favourite entertainers gone.
  11. This was just so cute and funnny and well done. I'm very pleased and intrigued about whatever they put out next.
  12. My pick-up/put-down at any moment game is Tales of Maj'Eyal, one of the most imaginative and fun roguelikes out there. Maybe not quite what was asked, but I find it's much easier to do intermittent gaming if I only need to consider tactics, not strategy.
  13. New people: Read this, say hi.

    It's fine (doubly so?)
  14. Recently completed video games

    Yeah, then 80 days is not for you.
  15. New Forums! Post feedback, notes, etc here

    let me try videogames. Eh, I forgot how to do it.
  16. Shadowrun Returns

    Just finished the Hong Kong chapter of this series. Very, very good. These guys are clearly learning a lot as they make these games, it's the best one yet (or so I think anyway). Excellent writing, a gorgeous setting and an interesting plot. Not to mention my favourite NPCs in the series so far, and some genuine headscratchers as far as moral/plot choices go.
  17. A dangerous yeti has escaped from the monster zoo that you run. Better tranquilise it back into its cage before it can go on a rampage! I'm making a digital version of a boardgame I've been working on over the past couple of months. Because I have this week off from regular work to study, I'm not doing it in a game tool but using this opportunity to learn more javascript ecosystem stuff, like React, webpack, ES6. Here's what I got so far: As you can see I'm not much of an artist (and I'll have to redo the gorilla thing anyway) so any contribution in that field would be super welcome! The code's over on github for anyone who wants to look along: https://github.com/DanielReid/beast-tamers A brief summary of the game mechanics: - there's a team of zookeepers, each of whom has slightly different stats/abilities (move rate, tranq range, trang damage, health) - each zookeeper gets two actions per round, which can each be one of [move, tranquilise, special] - whenever the monster is tranquilised it gets angry, causing it to plan one more attack. - the monster's next planned attack is visible so the player(s) know what to expect - monster attacks happen at the end of the round sequentially (it's a queue) - most monster attacks hit certain spaces on the board - players have X rounds to inflict Y points of tranq or the monster enrages and goes off to destroy Gotham City of what have you - players also lose if the whole team is knocked unconscious I've got a a giant ape and a psychic cyber-bunny so far, but to go with the winter theme I'll be designing a new yeti monster for this jam.
  18. [Dev log] Yeti tamers [Art requested!]

    Update! Currently away on holidays at the in-laws in Poland, so I had some time to mess around. Added: - ability to select a player - when selected, a player's movement range is higlighted - players have limited actions per turn - players can use their actions to either move or attack the monster (if they are in range) - the turn counter advances when all players have used their actions - the monster tracks the damage it receives. Todo: - figure out the best way to propagate information between stores in Flux. I think I need to set up a better event chain. - add monster response attacks - resolve these attacks (ie. damage players if they get hit) - add win and loss states - limit players' movement (they should not be able to pass through each other) Update's up on github as always.
  19. Fallout: New Vegas

    I haven't said yes to anyone yet, I found Yes Man and then talked to Bennie, and now am sort of dreading having to go round everywhere and talk to everyone, I don't know. It doesn't help that I just remembered I had Shadowrun Hong Kong in my backlog which is beating the pants off this game as regards writing and interesting quest choices. I did the White Glove stuff (good guy version) which I'll admit had interesting options, but still left me kind of cold. I think the biggest problem for me is still the uncomfortable split the game makes between exploration/open world and scripted story stuff. In contrast, I loved Skyrim because there a dungeon was always a sort of miniature short story, that I could explore and experience without having to do tons of dialogue staring at terrible face models. It may be I went into this with the wrong biases/expectations anyway. I'll probably chip away at this a bit more between other games. Thanks for the discussion and tips
  20. [RELEASE] Button Frenzy

    Dear god those comments.
  21. Fallout: New Vegas

    Update: Made it to the Strip, cleaned out a couple of vaults, am now tasked with finding out crap about all the tribes/families. I think this may be my quitting point, I'm not even a little bit interested in these people.
  22. [Dev Log] Rewind

    I adore what you've done with the devlog, and I think it's pretty damn cool to make such a general concept as rewindable behaviour in a time-limited jam window.
  23. Not joking about this btw. Would you prefer I arrange it myself (and if so, may I?), or do you want to set up a store somewhere?
  24. I think my favourite "e-sports" event this year was the Archon Team League championship. To see such a community-driven event get so successful was super cool to see.
  25. Fallout: New Vegas

    I've started to play through this while waiting on F4 to make its way into my library, and so far I'm not all that impressed. The dreary green overlay is gone, but it's replaced by a dreary brown desert that's not so fun to navigate. I find the spiral they try to make you go through irritating. The awful character faces are still a thing. The weapons at the start feel super-ineffective. It's a weird combination of 'go explore' with 'follow the plot' that doesn't work that well for me. I have no idea how much I'd like Fallout 3 if I tried to play it these days, but this...well. The oddest thing to me is that I still somehow don't quit playing it, but it's not very enjoyable from moment to moment. I will say that I found several of the story nuggets to be pretty cool, like Boone's story and the Helios power plant (although that ended on a bit of a whimper but maybe there will be consequences down the line). It's such a weird combination of retreads (the fallout 3 skeleton and the oblivion rpg) that don't blend well together at all for me. My final dislike is that there's literally zero driving force for me to go do something. 'Find guy who shot me' does not have the same impact for me as 'find dad' does. For reference, I've made it to Boulder.