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Everything posted by Nappi
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It plays like the first two games and at least the first episode was fine. Not mind-blowing by any means but I had fun with it.
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The rumor has it, the final version of Half-Life 3 is locked in a vault and will only be released after Gabe Newell's death. Seems fairly obvious that Gordon Freeman will die at the end.
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Can you guys recommend me a fun four-player board (or card or whatever) game to play with my friends at a summer cottage? Preferably one where a single game does not take ages to complete (1 hour is okay, 3 hours is too much) and where the rules can be learned in a game or two. Also one that can be played slightly drunk. So far we've played — and enjoyed — Dominion, Carcassonne, and Seven Wonders but we'd like to try something new. I'm a complete novice when it comes to board games (I know Monopoly and Trivial Pursuit) so feel free to list also the "obvious" choices. The game doesn't have be a popular classic, though, and we don't mind if the game is heavily themed as long as it's fun. We might also be interested in trying out a board game that requires teamwork (either 2 vs 2 or 4 vs 0) or some role play / dungeon master-ish stuff. Are there any good board game review or recommendation sites? BoardGameGeek.com gave me a massive headache.
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But I want! (I don't)
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They were clever enough not to mention the year. Hopefully, the new episode will by out in June.
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Or is it? -The Narrator.
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A Question of Game Design: Associating Sounds with the Passage of Time
Nappi replied to Rxanadu's topic in Idle Banter
The boring answer is that some watches (and apps) tell you the exact time in an audible form. Plus, it seems that there are tactile watches. In addition, there are loads of audible cues for determining the approximate time of day in most environments. -
A Question of Game Design: Associating Sounds with the Passage of Time
Nappi replied to Rxanadu's topic in Idle Banter
I have no idea. I usually get distracted halfway through a post and let it stew for a while. Like Lacabra suggested, instead of carefully formulating your post, it would be better if you just "let it all out" so to speak, and not leave us guessing. In general, it would help if you actually commented on other people's suggestions, so that we would know whether we have understood your problem and whether the suggestions are helpful. Also, many of the important questions have already been asked at some point (see BenX's last post for example). Some questions (of which some have already been asked in one form or another): Are you looking for a periodic sound that people associate with some unit of time (as suggested by Tegan, elmuerte, me, etc.)? If not, then why not? Or are you looking for some sound that people associate with time in general (see posts by BenX, Lacabra)? Why is the audio-time thing important? Do people simply have to differentiate between a state where the time is passing and a state where it is not passing? If that is the case, would simply stopping most of the ambient sounds do? Or do people have to be able to judge how fast the time is passing? Will the speed vary throughout the game? Is it possible to just speed up the music or the ambient sounds or decrease the interval between the periodic events (e.g. fireworks)? If not, why? The implementation, of course, will entirely on the story/setting/mechanics of the game (of which we know nothing). Example scenario, periodic check-up at the hospital: -
Additional rule: - Unless you want to play it within 2 years, don't buy a game that costs above 10 €. What are these rules?
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merry christmas to you all
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https://www.idlethumbs.net/forums/topic/9008-gotycx-2013/
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A Question of Game Design: Associating Sounds with the Passage of Time
Nappi replied to Rxanadu's topic in Idle Banter
Also, if you really want people to help you, why don't you take the time to explain yourself better, since it's evident that we don't know what you are looking for? BenX listed various possibilities and specifically asked you to clarify the situation (even after your bizarre accusation that seems to have no basis in reality). Since many people reacted to your response to Tegan, you could also have explained why periodical party sounds is not something you could consider in your project. With little effort, you could easily have kept this thread on topic. -
Fine.
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You can get 20 - 25 % off most titles at Green Man Gaming most of the time with their voucher code, so if your only criterion is that you don't want to play the full price, maybe you should check that out.
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A Question of Game Design: Associating Sounds with the Passage of Time
Nappi replied to Rxanadu's topic in Idle Banter
I thought that example was referring to a day-night cycle. In place of birds, you could also use an alarm clock to signal the beginning of a new day. Other cycles to consider: church bells striking, traffic, sounds of neighbors, workday-weekend cycle, different seasons, periodic check-ups at the hospital, yearly events ("happy new year"), and so on. -
A Question of Game Design: Associating Sounds with the Passage of Time
Nappi replied to Rxanadu's topic in Idle Banter
Yup... Seeing that you didn't specify what type of sound you are looking for, "Happy New Year!" or "Happy birthday!"* combined with the associated party sounds is a perfectly valid suggestion. For reference, you could check out how SimCity 4 handles the passing of a year. (Hint: it involves fireworks.) * Which would also act as a great reminder for one's mortality. -
The last time I crafted a badge, I got a TF2 hat and a dozen Russian friends.
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Do beta testers usually get the final product as well? If so, I need to sign up for some betas.
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Yup, I went from "Maybe I should finally check out DayZ" to "Oh, now I remember why I will never play DayZ" because of that.
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The Google robot and genomics company acquisition talk was hilarious and horrible. I hope Chris is not using an Android phone. On a related note, Introducing Google Nexus 6.
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Is Nick Breckon really the lead writer on this? Is not saying anything still a viable dialogue option? If the answer to both of those questions is yes, then I wonder whether keeping silent for extended periods of time will make one of the characters babble incessantly.
- 121 replies
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18 hours for me according to Steam.
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Ugh.. you are right. I was wondering whether I can still get spin the wheel to get the jetpack, then got scared by the ghost and quickly bombed my way through the floor. And the wall. And did not pick up the jetpack... Jesus, I need to get better at this. Just out of curiosity, but very much related: How many hours have you put into Spelunky at this point?
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Survived giant spider trap and the Black Market massacre and got the Hedjet for the first time, then got killed by a dick yeti- By the way, provided that I had noticed the Jetpack I got from Kali right before I died, would it somehow have been possible to switch the cape for that?