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The Big FPS Playthrough MISSION COMPLETE
Ben X posted a topic in Video GamingI've got a pretty big games backlog that I'm working my way through, and I've decided to clear a big chunk of it out by playing all the FPSes in chronological order. So I thought I may as well post my thoughts here. It'll likely take a long time - I don't have that much time for gaming at the moment - so this thread may not get updated very regularly. I'll probably play through a lot of the early ones on easy, because I've got a lot to get through and some of those 90s FPSes are crazy tough. I'll also give up on a game if I'm hating it. I'm going to try and stick to the original experience, so no mods and no mouse look for the earliest ones (including DooMTM even though apparently it was possible - no one outside of id actually did that, right?). I'll allow some genre-bleeding. I'll also probably mention a few that I've played previously and can remember my impressions of. My list (mainly for my own interest, I've given a colour rating (only 75 emoticons allowed so couldn't do thumbs!) to all the games played so far. It's mainly about my final enjoyment level rather than a broad review of the game as a piece of art):
[Dev Log] Real Slyboots
Wyatt_AK posted a topic in Wizard Jam 4 ArchiveGreetings all! I am a longtime fan of Idle Thumbs, video games, and gamer culture. As such, it has been a dream of mine to make games of my own, and with this current Wizard Jam, I'm planning to do my best to make that dream a reality. Currently, I'm designing a 2D platformer based around the Idle Thumbs episode titled "Real Slyboots," in which you traverse a series of levels in search of the real Slyboots, encountering all sorts of other boots along the way. The ideal game I'm imagining is probably far more than a first-time developer like myself will be able to complete within the two weeks of the jam, but more than anything I'm aiming to get experience developing, and I'll be cataloging that experience on this thread. I'm using GameMaker (which I've gotten little use out of other than casual goofing around) as an engine, and am creating art assets by hand with pen and paper. Finalized drawings will then be photographed on my iPhone and sent to my horribly outdated laptop, at which point I'll clean, tweak, and color them (using Paint.NET). Obviously I recognize that there are more efficient ways of handling asset work, but I find this process to allow for quick transitions between concept -> creation -> correction -> implementation. In my parting words, I'd like to say that advice and criticism alike are welcome, and that I'm both excited to take part in my first jam as well as eager to witness the fruits of everyone else's labors. Thank you and good luck!