-
Content count
4673 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Everything posted by clyde
-
To be fair, we then ran into some intelligent conversationalists and a goofball once the bigots left.Architecture was in there name-dropping Gone Home. It was an adventure.
-
Push-to-talk being mandatory discourages chat. Last night, Architecture was speculating about whether or not this is intentional. Respawn has to be aware of COD's reputation for being a cesspool of juvenile attempts at hate-speech. They may be trying to avoid it with this split.
-
I played capture-the-flag for the first time this morning. It's a completely different game. The wall-running and verticality make it very race-like and there is typically a titan-war happening that has to be traversed.
-
IGN takes it one step further. I suppose it isn't their fault if EA cherry-picks a partial quotation. But I thought it was funny.
-
The campaign would be great if they didn't call it a campaign. I love it when the bad guys drop knowledge like "Today's civilians are tommorow's militia. Do you want me to wait?"
-
Porpentine says "Kickstarter fail" in the rhythm of a lashing.
- 41 replies
-
- Nick Breckon
- Porpentine
- (and 9 more)
-
If anyone figures out a good way to deal with push-to-talk when using a controller, be vocal about it.
-
I just read that you can hack turrets. Should I be shooting the red bits on the titans? Does that do more damage?
-
This morning I played through the campaign with a random who hadn't heard that the campaign would be multiplayer or that there were bots. How strange would that have been!? He was vocalizing his confusion a lot. My favorite moments were just the general "wtf?" when we hit the ground for the first mission and the "I thought I killed like 30 people! How come it says I only killed 1?" I hope he eventually embraced it. He was one of two that stayed in the lobby for the whole militia-campaign. Oh, and the mission I was talking about earlier where you spawn more spectres if you control points was "Man Made", not "Demeter". I've replayed a few of the missions, I'm still not sure if the turrets or spectre spawns are dynamic in other levels.
-
I haven't had any problems with servers.
-
Origin: clydebink
-
I'm barely paying attention to the story because it's fucking dumb, but I actually like the structure. It does give me a bit of a war-cry chill going into a multiplayer map with some cheesy speech about how we have to win. I think the narrative structure that allows for wins and losses is interesting enough that I want to win and lose on both sides in both maps atleast once. The Demeter level seems pretty cool because if I understood what was going on, teams that hold the capture points spawn more spectres. I like that idea.
-
Progress Report Week #5 What were my goals? Which of my goals did I accomplish?-I drew a new character. Imade some animation frames in Gimp and then imported them. I successfully used Mecanim for the arms and face and used rigidbody physics for the legs. This was for the dancing-game, so that goal was accomplished too. -I didn't work at all on the 3d Hanenbow idea. I ended up doing something completely different. What happened? -Monday I drew the sprites. It was an interesting process because I was aiming to do different things with different parts. I'll be doing more of that in the future. I like the paper-doll mixture of animation and physics for separate body parts. -Tuesday I made the sprite-sheet and imported it. That was also when I did the physics on the legs and worked with mecanim. I still haven't assigned any logic to it. Wait, I guess that means that I didn't use mecanim. I lied; I didn't accomplish that goal. Oops. -Wednesday, I woke up with an idea for the cyberpunk game-jam and thought it would be easy to do. I quickly found out how little I knew about scripting movement with controller-input. This sent me on a long journey of discovering the difference between value-variables and reference-variables. After some struggle and advice from the forums, I came out more capable than before. -Then I tried writing script in my notebook for the first time. I know enough for it to be really fun, but I haven't tried the code out to see if it works. Writing away from the computer was interesting because I try to compute initial values myself (imagining what theinitial values would be and going through the script to see what would happen). At the computer, i tend to make guesses about why the script doesn't work, change a little bit, try running it, change it a little bit, repeat. It works, but I felt that my book work was significantly different, enjoyable, and gave me a greater capability. I still need to type it in to see if it works. I know it won't if C# says 1/0 is an error. http://doodle-plans.tumblr.com/post/79190682328 Then I worked on GUI again. What are my goals for week #6? -I want Veronica to have an animation for standing. It hurts my back looking at her crouched down like that for too long. -I need to tie the animations to controller-input in mecanim. -I want to think up a process for me to continue to focus on learning, but also result in small finished products. I feel like everytime I learn how to do something, I move the goal-post for what I want in a game. I want to be putting very small games out regularly and I'm pretty sure that I now have the capability to do that. The cyberpunk idea I have is currently beyond my capability, but it provides a good impetus for learning about designing my own character-controllers, but I also want to frequently work on small games which are entirely within my ability. This week I plan to keep this on my mind so I can add something into my routine that will encourage this. Maybe I spend one week out of three making a game that I know how to make. I don't know, I'm thinking about it. What are the challenges I may face, and how can I prepare for them? -Titanfall. I think I'll be alright. I'm pretty much just planning on finishing Veronica. I don't expect to run into anything I can't solve in two hours.
-
I played some Black Ops 2 last night and decided on Hardcore Search & Destroy; it was awesome. I either have never played that game type before, or I just didn't know what is going on. Before the chat reached high levels of bigotry, I was having an awesome time on both the attack-rounds and the defend-rounds. I am really impressed that this game-mode can feel so distinct from everything else available in the game and be so much fun. I never played Counter-Strike (which I assume is where this game-mode comes from). Super fun, great pace, very satisfying to win.
-
Replayable Narratives: Does Anyone Even Play a Game Once?
clyde replied to TychoCelchuuu's topic in Video Gaming
I started trying to figure out what a finished game would look like from the perspective of making one. I'm surprised to say that expressing a sense of completion to the player is something important to me. I don't have the skills yet to make a simulation, so my games will be short-verse; I prefer short-verse that expresses a sense of completion. The reason that I am surprised is that I'm ashamed of my consumerist culture and upbringing. Sense-of-completion seems like an illusion that is sold, which ultimately makes real-life seem disappointingly mundane. Win a car; get the girl; save the world; are all fantasies of resolution in a reality where life goes on long after the thrill of living is gone. I'd prefer to communicate how non-commodifiable, non-marketable experiences are awesome rather than bolster the illusion that desirable experiences are measured by distinct and unambigious completion. But right now, that's exactly what I feel the need to make. So I'm trying to think of things that give the user a completion-high so that I can use them for parts. -It's satisfying to finish a bottle of wine. There is more of a sense of completion than having more than you can use. The imbiber doesn't feel any confusion of whether or not they should continue (or atleast I don't). -Circling back to the car after a walk. The hike is complete. I'm not going to question whether or not I should walk a bit more; I done walked. -Popsicles, there I am holding the stick in my hand and I've read the joke and the punchline printed there. Which brings us to... -Fortune cookies. Nothing says that I've finished like breaking a dry piece of sugar-dough and reading a piece of hyper-real ancient oriental wisdom. I wonder if they have cowboy-truths wrapped around toothpicks when you eat a steak in at a Texas Roadhouse in China. I want my little games to feel done. I can't think of many short games that actually accomplish this. If a game consisted of one Super Mario level, the player wouldn't feel the amount of completion I want to express by lowering the flag. The Show Must Go On does the job with an entertaining cut-scene that doubles as the motive for game-play in the first place. Black Swan (the film) takes the sense of completion to perverse levels. That's what I'm going for. I wonder what it is that creates this unambiguity that it's done; complete, fin. Edit: I like how the Little Nemo comic did this even though it was episodic. Nemo would wake up in the last frame. It gave a certain rhythm that would satisfy my needs. Basho's poems do this inversely in his travel-log. He punctuates moments with poems. His poems act as demarcations of his life-experience. The Narrow Road to the Interior can satisfy the need to consume completion by appearing as a attempt to coalesce life-experience (the journey) into a commodity (poems), but then never actually confirming that absurd conversion of priority. I'll try to aim for that.- 41 replies
-
- Dan Marshall
- Richard Cobbett
- (and 12 more)
-
I think those dreams and being-chased dreams are really interesting because if I'm lucid enough, I can just willingly take the hits or get caught and then the dream antagonist loses the wind in their sails. There are a few exceptions though where I was like "Go ahead, you can't do shit." and the antagonist was like "muh-ha-ha" and then I go into a sleep-paralysis where I was awake, but I couldn't move for 15 seconds or so. That is horrifying when it happens. Still, it's neat how I can sometimes turn dreams where I am being chased into dreams where I can fly or something. The trick for me is making sure that there is no urgency to the ability to fly, if it's necessary to get away or something, I end up just jumping a lot and being like "why can't I fly? It's my dream!" My dreams tend to spit in my face when I act entitled.
-
Thank you for your hard work.
-
https://www.humblebundle.com/doublefine Pretty much the best news I could have heard today. Last time they did this, I enjoyed it a lot.
-
Little Pink Best Buds chat-system doesn't seem to work at all. I feel like I'm asking baby questions and getting no responses. The only time it seems to work is when I'm asked a yes or no question. I haven't found a single question or phrase that they are capable of responding to. I would think questions like "Who lives in the house?" would have had some sort of prepared statement. All I get is "The house is back." once and then nothing. For me, this prototype was largely about the open input. I can't even figure out any key-words. Edit: I give up. If anyone can figure out how to get into the house, please put it in a spoiler-tag for me.
-
If I can play it in Korean, then that will be worth the extra gigs for me.
-
This made me laugh out loud. Hopefully your explanation will leverage my narcissism in such a way that I will retain the information.
-
Thanks TerriSchiavosGhost, your explanation was clear. It'll still take me some time to absorb. Based on what SpennyDubz suggested, I'm going to try to just ask myself "Am I assigning a new value to a component? Or am I assigning it to some float, int, bool, Vector, character, or string?" We will see if that heuristic takes care of it. On a more serious note: Have y'all ever thought that maybe your new scenes are populated by tons of gameObjects, but you just don't know it because they lack the Transform to give them a location? Shit is deep.
-
I would have enjoyed the game more if the Trevor missions were optional, not because I think people who enjoy playing as Trevor are psychopaths (I don't). For me, playing as him felt gross like watching surgeries or videos of puking.