Ash_NR

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Everything posted by Ash_NR

  1. [DevLog] Rich Uncle VS Cool Uncle

    The mix of 2D and 3D in that gif makes for a really nice sense of scale. Will love to try the build when it is available.
  2. This is really impressive! I love the tactical pause mode. I can see the ability to chain some pretty awesome tactics together with the cards.
  3. [Released] ROBOT NEWS by me, Dinosaursssssss

    Looks great! I particularly love the look of the pipes. I'll have to grab it and have a play.
  4. Welcome to WIZARD JAM

    Keen to try and get something done for this jam. I've got a basic concept already but I feel it is a little derivative. I'm not sure whether to use the jam to make a more complete micro-game, or something that stretches my legs design-wise. Do any jammers have any thoughts on their process for this?
  5. I wish I had known about this sooner. But I think I already have my episode title sorted, and a basic concept is stewing in my brain. Looking forward to see what everyone comes up with.
  6. Audibly swore in the car when I heard Anita introduce herself, really, really, great podcast. It was good to hear Anita talk casually outside her critiques. I am so impressed with her ability to keep her composure after all of the garbage. I am interested in that Pride & Prejudice card game, it seems to do a good job of making a mockery of high society and courtship of the period. Although I got the feeling that Anita didn't particularly take to that theme, I'm not sure if it was because the concept is gross or it just didn't do it very well. And I'll just concur with everything previously about sexism in contrast to violence on the forum. Since I am still a forum newbie, I am stunned that the Thumbs team was not lying with how awesome everyone is here. Great everything this week all! Oh and Jake was cheeky as hell at the end, "3 dudes".
  7. I'm going to assume that you are have little experience with programming (only because you mention that is the least interesting to you). I have some steps to suggest to you. First I want to echo the paper prototyping idea, write down your ideas. Scope is the biggest killer of games design, keep your ideas small, come up with a single core interaction for your game. This will constrain your creative process, but it really helps. By limiting yourself to a single input, you'll work really hard to make that one idea as interesting as possible. Canabalt is an excellent example of how a single method of interaction can really create an experience bigger than it appears. Secondly, I would recommend not going 3D to begin with. Unity is great, but you need to have a decent grasp of a range of concepts that may be a bit overwhelming to you. I've whipped up prototypes in Game Maker quite quickly, and was pretty happy with the results. I've also heard good things about Construct 2. 3D game have endless possibilities, it makes no concessions in what the game can turn out to be. 2D games however, have a bunch of inherent limitations to them (and this is good!). A Mode 7 racer like Super Mario Kart can only emulate vertical movement in a rudimentary way. So the game is more about getting a good racing line and avoiding/knocking opponents into obstacles. The limitations of the technology spawned interesting gameplay. My attempts at scripting and programming have progressively gotten more ambitious as I'm comfortable with attempting new techniques or coding practices. So I would suggest that you acknowledge your skillset and make the best damn game that your skillset allows. Don't think that the well of simple game ideas has been tapped out because we continually see new takes on previously seen mechanics. Picasso wasn't very good at realist art, I think he ended up doing pretty well for himself.
  8. I'm going to stop be a lurker and make my first post! Excellent response Gritfish! I agree that it seems inconceivable that past choices can roll together to form a multitude of unique situations in a narrative-led game. I'm not even sure that a systems based game can realisitically achieve that either. Coherent rules and behaviours are essential for both developer and consumers, without that the design would fall apart. The only "reliable" chaotic element we can put into games are us.