#1908 posted by
- on 2013/01/13 04:49:35
why were there cocks at the end?
#1909 posted by
necros on 2013/01/13 05:41:42
heh, i thought he was kidding and it would be like a rooster or something. -_-
there is coolness though:
https://lh6.googleusercontent.com/-WLaGUeGV6gU/UPBLmvGDhOI/AAAAAAAAFyY/OfCAWbwxd9o/s800/3Pjr4.jpg
#1910 posted by
- on 2013/01/13 06:01:12
I'm pretty sure that was used as the design for one of the bosses in Shadow of the Colossus.
#1911 posted by
Spirit on 2013/01/15 23:05:26
great post about platformer enemy design:
http://www.frogatto.com/?p=1253
Very Good.
#1912 posted by
ijed on 2013/01/16 13:54:28
Very self aware design and disection of the why's and wherefore's.
And this comment from the article it links made me laugh:
If video games exist to make you feel like a rockstar, then power-ups are the nosecandy that fuel you and alter your world for a short time until it all comes crashing down. And then you will do anything to get another one.
Because it's exactly fucking right.
Wall Of Words
#1913 posted by
sock on 2013/01/16 15:33:50
I thought the blog was poorly formatted and could have easily had some graphics to demonstrate the point. I also found it hard to read as a huge wall of text and I am sure it will turn away a lot of people.
Besides the formatting the thought about monsters acting in pairs is a good idea that is already used in plenty of different types of games. Introduce monster A (melee only) and then introduce monster B (range only) and then put them together to create something more challenging for the player.
Probably the most important aspect of monster design is how they are initially introduced to the player and having specially design levels to highlight their abilities is what makes them challenging.
Without solid examples it's just a block of words to me :E
Also I agree with Sock's comments. He's viewing enemy design as creating creatures to suit the environment they have in mind, rather than creating environments that do new and creative things with existing assets.
Fine if you've got artists that can churn out the new stuff like they appear to have though.
Did You Read
#1915 posted by
ijed on 2013/01/17 12:11:16
The article it references?
Sorry, no pictures, but much more concise.
It interesting that you both take different things from the post as well.
Stupid Links
#1916 posted by
sock on 2013/01/17 12:34:10
This is certainly the article to read, the one spirit has linked is terrible.
http://www.egometry.com/gruedorf/a-penny-for-your-thoughts-a-hundred-for-your-life/
@ijed, I wondered what you were going on about, yes the 'real' game design article is good, well thought out and for the love of god readable!
Wtf
#1918 posted by
Spirit on 2013/01/17 18:00:46
text in a browser can be adapted to your reading preferences. eg using the accessibility layout in opera. I read it on my mobile with great success.
you guys sound like you haven't played the game itself which might make the post less understandable. It's high quality free software, go get it!
Hey Look
#1920 posted by
DaZ on 2013/01/28 02:35:07
its marcher2.bsp
get on it Kinn
Whatever
#1922 posted by
wakey on 2013/01/29 14:10:31
it looks more alike, it's realy inspiring :)
#1923 posted by
sock on 2013/01/30 17:02:18
Warren Spector lecture 08 - Tim Willits
Got some nice information about the history of ID and he talks about Rage/ID tech 5.
Tim Wilitis
is, despite all his accomplishments, a really unlikable man. He just makes me want to wipe that smirk off his face.
Also, he forgot to bring the funny.
All His Accomplishments?
I'm amazed he wasn't let go after Doom 3.
Him being the design lead is a relic from the times where the general assumption was "a good mapper = a good lead designer".
#1926 posted by
- on 2013/01/30 18:08:14
True story: Once upon a time long ago on a dark and crunch filled night, Tim Willits was getting a snack from the vending machine in the Raven break room, and I entered the break room also in search of snacks. I said "hi" as we passed, nothing special I didn't know him other than who he was, and he didn't even so much as grunt a reply. I wasn't much a fan of his maps to begin with... but yeah, unlikable I think fits.
Oh God
I can't listen to this guy anymore. It's a shame, I would have liked to watch more, but his way of talking, his unfunny jokes and the way he goes on about how he thinks Romero's an asshole make it unbearable.
You Don't Have To Like The Guy
#1929 posted by
ijed on 2013/01/30 21:58:41
Nice Rocks As Well...
#1930 posted by
ijed on 2013/01/30 21:59:14
a challenge to get those into Q1.
Umm
#1931 posted by
sock on 2013/01/30 22:07:48
I enjoyed the talk, I thought it was interesting from a game design point of view. He talked about MP/SP design elements, ID structures and gave some cool advice to the students at the end.
Yeah
#1932 posted by
ijed on 2013/01/30 22:14:49
I'm still listening to it.
Informative - for all!
Entertaining - only for certain people.