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Messages - Salmoneous

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1
Forum Games / Re: Keep a word, drop a word!
« on: March 28, 2015, 14:35:27 »
Butt Out

2
Forum Games / Re: Keep a word, drop a word!
« on: March 26, 2015, 16:55:25 »
Butt Fart

3
Forum Games / Re: Keep a word, drop a word!
« on: March 25, 2015, 11:03:02 »
Butt Hurting

4
Knytt Stories Level Previews / Re: Climbing
« on: January 22, 2015, 16:12:58 »
that's some interesting level advertising. i have to play it  :)

edit: is this inspired by kz climbing?

5
I think that the main thing to consider about games as a medium is that they're interactive. This has been touched on by others in this thread, but my point is: how can you leverage that interactivity as part of your storytelling? We've started experimenting with that already; any game with multiple endings or a morality system can attest to that (even if both those mechanics are currently severely limited in the best cases). In those cases, you've affected the ending by your own play.

i've been thinkign about that. u make an mmo rpg game built around empowering players to change the world. we're not quite there yet are we? havent played them all dont know half of them. but the idea is to have a dynamic world over a static world where u just occupy space, the saying 'ur actions have an impact on the world' is real. player make own quest would be something easy for them to develop in the game but works on the same level as a prescripted quest. go to point a > kill enemy > find loot > bring back; so the player make their own script with own conditions. im also thinking something like market economy be an easy thing to incorporate with real economics and payers run their own businesses and have workers. it wouldnt be too hard to make, the game dont need much more over the usual rpg. its just knowing how too build it right. something like u and ur group take over an enemy outpost, this outpost becomes urs and the game knows this so the enemy knows it and a quest becomes to retake the outpost (or even take as many outposts as possible for more control of the world). an outpost can provide safe travel routes and automatic rescource gathering for ur kingdom that boosts the economy. idk just shower thoughts.

edit: not be like actual traditional rpg but an rpg borrowing elements from other genres. like the one i mentioned before i got idea from battlefield conquest games. the point is that most actions should have an effect on the world directly or indirectly. to build a world ythat respondss to actions. if u have 2 kingdoms at war with each other u can have variables like how many npc soldiers each kingdom have, the number is increasedby the amount of territory is held and how many soldiers not dying. thats just one example but i think dynamic mmo games  is the logical next step forward.

6
Knytt Stories / Re: Secret Level Tips
« on: October 26, 2014, 19:44:27 »
My levels are the best and they're super secret. Look I've hidden them in my signature oh nooo I've revealed the secret what have I done.

7
Other Free Games / Re: FastKat2 [flash arcade]
« on: October 21, 2014, 19:52:34 »
You play it in your browser. Oh look I provided a link in my first post what a coincidence.

8
machinarium like every point and click adventure makes use of 3d environments. I don't think you'd get as good result in 2d because it would be flat, perspective will only show you one side, the side the player stands against. point and click makes use of point-perspective with most often 3 sides. but maybe you don't mean you'll do point and click in 2d platformer? either way i like your approach 'no talk' just tell story through pictures. but that could be lots of hard work. for example instead of having a conversation you'll have to make animations etc. to create a scene.

9
yes nice tile mixing but there's still a problem with that screen. you have a transparent background tree to the left and a busy gradient that don't go well with it. plus those green gradient trees are out of place.

10
would you mind sharing your story? I would be very interested in hearing it so I can judge all your mistakes. no just joking but it would help with your question since not all stories fit all genres.

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2) dialogue and characters
bad dialogue can make a decent movie worse or a good movie decent. Like when I watched  sphere a few weeks ago I imagined it would have been a decent movie if this was accomplished. Games never seem to have good dialogue. it's extremely bland, predictable and lack writing imagination.

You should definitely, definitely try Planescape: Torment. It is probably the game with the single most extensive dialog and narration ever, with what's regarded as one of the best storylines of all time.

(just be careful not to read any spoilers)

Here are some other games with great characters, dialog, and player freedom in directing the story:

I have played those games and I think yes they pull through just fine. I did like that the characters in the party would chat with each other, that was a very nice touch.
i was kinda off-topic before lol. but you should listen to me because im always right. now let me think up reasons why 2d platformers/scrollers suck to tell a good story in.

the problems come with limitations in dimension- and space restrictions. 2d sidescrollers i think is the most cursed genre because the player becomes so confined. unlike other genres i feel like you're never playing or seeing beyond the layout. every jump or obstacle you avoid or enemy you have to pass, you're gonna do it in a way the developer meant for it to be done, like your entire progression through the game does not differ from any other play through. You just can't have a 2d sidescroller that is played any way unlike it is intended. this genre is old and quite frankly have not played any innovative ones since knytt but i do miss out a lot and theres like hundreds.
most 2d scrollers have the story advance through dialogue boxes with characters you are set up to run into. That is both lazy and no fun. it doesn't matter if these people have other things to say or do either. This is why themes is important, good thing i said that before. otherwise your dialogue have no purpose beyond information and you just waste time. another reason i think 2d scrollers are cursed is because they can't handle many cinematic approaches, which is usually why I imagine one would go for 3d or a 3d world in a 2d environment if they want to get serious with a story. In a 2d scroller the players character is always in the center or is the focal point of attention. Meeting people / discovering things is hard to get interesting when missing that dimension and it always kinda becomes that you stumble upon these things.

12
Stories in games I felt have always been horribly executed. Even exceptions of what I consider good stories in games don't come close to good film and literature. I would love to hear though which games people here think have the best stories.
Anyway there is several reasons why so I'm just gonna share few thoughts on it.
1) themes
blockbuster movies usually have famous actors be action heroes and have that be the base for the movie. Most games follow this formula, doesn't even have to be action games. There's little to no themes in games. Even games that have a more demanding and heavy story fail to fully incorporate themes successfully. I think it is when games follow a path most comfortable for a larger consumer group. It needs the 'right' elements. Monsters/enemies, levels, music, visual with a sterile but cool design. I don't think they want to risk it with a story that is too wild or unfamiliar.

2) dialogue and characters
bad dialogue can make a decent movie worse or a good movie decent. Like when I watched  sphere a few weeks ago I imagined it would have been a decent movie if this was accomplished. Games never seem to have good dialogue. it's extremely bland, predictable and lack writing imagination. This is partially due to a lack of theme, that there is nothing to discuss beyond the goals the players character. It's also due to the lack of characters that can handle anything story-wise since they are subdued into their static roles. Perhaps it is because of the character and story implementation. All is written to accompany the game objective first, everything else usually becomes filler. When this is the case I can't help but feel that my time is being wasted on a story that is only underlining this. Make it short so I can continue shooting bad guys.

I can talk about this for hours but it mostly falls on the parallel between the mediums games and movies. Games harbor much potential as they can be interactive but the interaction that is present between a movie and the viewer is still not present in games. Partly due to limitations, a game character can't reach the same results as an actor.

13
use shift and set flag to the powerup you want, no need for code.

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Knytt Stories - Custom Content / Re: knytt co's
« on: October 02, 2014, 15:25:36 »
That happens for me too and I don't know why. I think it might be a problem with ks+ editor.

15
Other Free Games / Re: Quake Live
« on: September 22, 2014, 15:50:20 »
sorry.

if anyone wanna play a game my quake client name is montegadio my steam name is andy.

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