Something bothers me about his right arm, other than that I mostly agree with the rest of 'em. Real nice job, btw.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: TheJBurger on Wed 23/04/2008 18:57:11
I have been playing a lot of Oblivion lately.
edit: touched it up a bit.
Quote from: miguel on Fri 25/04/2008 08:57:42I re formatted it. Better, worse, or same?
I read your first post and what Increator wrote and I also believe it is a bit confusing, but I guess it was a first atempt to clarify things for yourself.
QuoteMy opinion is, If you're going to put everything on paper first and then start on the making of the game, you should consider a shorter story.I've built some smaller games already, I wouldn't have even DREAMED of conceptualizing a game like this if I didn't have smaller learning experience already. I am no pro, but i'm comfortable.
QuoteA 10 room game (without the intro screens/animations) takes LOTS of time. - intro sequences? - you need more people to help you, it's too much work on your ownIdeally, once I develop enough content, I will be able to assemble/attract/persuede a small team of friends and hopefully forum contributors.
QuoteSpeaking of that I would not do *phase3 and later phase7, it's two times the work.The dimensions and overall shape of the phase 3s are accurate, the only different between phase 3 and phase 7 are that the phase 3 stand ins are just blue blobs, basically just the silhoutte othe characters.
QuoteAnd you don't want to see EGO moving around every time you test your game ( I don'tWhat does EGO mean? =D).
QuoteThen, picking up on what InC. wrote, ask yourself this question:This being a set up to the actual series itself, where Mike is working against a villain I am cheating by using about 5-6 cut scenes. I just don't see any other form of exposition available, BESIDES dialogue, but if I wanted to write a novel I would write novel. Currently we're experimenting with the cutscenes. If we can't figure out a relatively painless process to implement them, we'll scale that number down.
How am I going to put such a rich and detailed story into a game?
- Lots of dialogs? - be careful, it drives players away
- intro sequences? - you need more people to help you, it's too much work on your own
Quotegood luck and as you can see, people will always help you here.Thanks alot! It's nice to take a break from the discouragement of striving for quality, hours on end, and get some encouragement from you guys. It's refreshing.
QuoteYour sketches need some heavier detail. And some ... look. I mean, those faces are bland, expressionless. "WTF?" in only expression I read at all. Also, I don't think we could count 8- quick lines as a sketch of well... anything.The entire concept was outlined in about 3-4 hours today, I am less concerned with character details at this point and more interested in solidifying the scene, events, and actions that will occur. I've developed several character personalities, these personalities will develop the dialogue. Before I sketch out detailed drawings of these characters, don't you think I should perhaps first determine their behavior and allow that to influence their look?
QuoteDraw a background, or whole character. Or even better, both. Until you haven't done so, the whole project is quite doubtable. Making a BG and character sprite would set first brick for actual art style and direction.Before I start drawing backgrounds, I need to know what i'm drawing, right? That's what this is about. A breif outline of the venues, the events that happen in them, the characters involved and the actions that will be carried out. So just by writing out my intentions I've determined I need:
QuoteI like the setting. Rarely-used take on typical future-aliens-humans kind of science fiction. I think it could work.
Suggestion: If making anything like this, be sure to remember basic human psychology and under what condition would humans be okay with something like this.
QuoteSo I wonder how are you actually going to pull this off.How am I going to pull this off? Slowly? Painfully... I discovered AGS when I was 15 maybe and was interested in the tool, but couldn't A.) Figure out how to use it and B.) Figure out what to do with it once I knew how to use it. I know how and I know now, so I must. Ideally, once I solidify the way I want the gameplay to feel with 8 color sprites, i'm going to edit the stand ins and start the process of creating the final in-game characters, that's when i'll be putting up characters for critique, i've seen a lot of people get really good advice on the artwork that steps it up several notches, so that will be exciting. So the current phase of things is to hammer our the grand scheme of things, then i'll add detail, then i'll chrome it up, then i'll add nuance and lastly polish.
Quote from: vertigoaddict on Wed 19/03/2008 07:05:56Quote from: Ryan Timothy on Wed 19/03/2008 02:47:58
From now on, AGS developers should write "This is a freeware game" in the intro and finishing credits. It honestly won't change much, since that's what he seems to be selling anyway; others freeware games. Now that I've seen this, if I complete a game, I'll be writing it in there. Then maybe someone will get pissed that they bought a free game, and make an attack on this person. haha
Meh.
that's a good idea
We should make a 'free game' logo/ certificate or something.
'if you bought this, you were ripped off'
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.051 seconds with 14 queries.