Jump to content
The Dark Mod Forums

Diego

Member
  • Posts

    1256
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Diego

  1. I never considered the sound effects bad. But, except for music, I'm not a sound enthusiast :P

     

    For me the weakest link is the editor, despite it already being a great tool. Let me explain. The whole game is sustained by one big pillar: user content, i.e., maps. And that pillar is held by the editor. Thus, to me, the editor should be the focus of everyone's efforts, so that creating maps for TDM becomes easy and maybe just as entertaining as playing the game.

     

    The only reason I'm mentioning this is because of the subject of the thread. Unfortunately we can't really decide where to focus in a project with this kind of organization. We take what we can get!

  2. Experience with the previous contests indicates that people have great difficulties in delivering their work before the deadline

    I suspect that has to do with quality standards, and short deadlines eliminate it.

     

    The idea of week long contests isn't to produce high quality and polished results, but working prototypes that you can finish up after the contest if you like. My opinion is: I don't think it would hurt. Worst case scenario is the week would pass by and no one would deliver anything. Lesson learned. Best case scenario? we would end up with something like this. Not finished products, no stunning visuals or impressive scripted events, just sketches of missions with a good layout and gameplay elements.

     

    Also, limiting size is tricky because people can cram a lot of stuff into a tight space, so that's not a good measure of anything. I think the result would be claustrophobic and epic missions that took months to complete.

  3. Has there been any speed-building competitions before? I'm a big fan of competitions like the Ludum Dare where contestants have a very short timeframe to finish something playable.

     

    Sometimes giving people clear limitations can bring out really cool projects. Limiting the timeframe is one thing, but you could also do things like limit the size of the level (as an example of a similar contest, Doomworlds Congestion 1024 maps are some of the most clever Doom maps ever IMO).

     

    Having a deadline can motivate some developers to finally finish something, and once you have that first project under your belt its much easier to continue creating and publishing content.

     

    Exactly! I participated in a couple of game jams at gamejolt, one was only a weekend and the other a full week. I think these were the most productive days I ever had developing a game. The whole environment feels productive and competitive, people video stream their works. You really learn to prioritize in such a tight schedule.

  4. It's weird that I'm starting this topic, given I do not make maps. But I'm thinking here, I know you mappers need a lot of time to finish a mission, months at least, but I propose making a contest that lasts one week. "Impossible" I hear you say, but it isn't! what is impossible is to make a polished mission in a week, but you can do the polishing after the contest.

     

    I say this because I've participated in a couple of game jams, game development competitions that lasts one week, and if you can make a game in a week you can definitely make a map in the same time. Just focus on gameplay and functionality. I think it's a great exercise and it's a much more fun and interesting experience. Just compare with this latest contest, I didn't even know it was still running and it only has 3 entries. Boring! no matter how great the missions are. It's also a less daunting task, as counter intuitive as it may sound, because if you have months to conclude a mission you konw you'll be competing against potential master pieces.

     

    Anyway, just an idea :) share yours.

  5. What an awesome prototype! I'm hoping they find funding to develop the game.

     

    The only thing fair to criticize in a prototype is the actual game design, and I have one. I love the aesthetics but sometimes the pitch black shadows simply swallow everything, I can't tell what's a wall, what's floor etc.

     

    The basic gameplay mechanics are great, very original, very creative. The demo is easy but that's just a matter of designing harder levels.

  6. The only argument against this I agree is the one where the music tells you when you're seen. But you can't not know you're in a fight! and as much as I think this game isn't about fighting or anything action related, these things are a part of the game, I think some different atmospheric tunes for battles could be interesting. As long as they don't give additional information to the player, but that's a problem, isn't it? when does it start playing and when does it stop playing?

  7. A Machine for Pigs sucks, avoid if you liked The Dark Descent. Condemned is a really really creepy game if that's your thing, same with the Penumbra series, and Vampire Bloodlines is one of the best games ever (though you have to patch it first or you'll be in a world of pain). Painkiller is a cool FPS but avoid the addons like the plague, Soul Reaver is a classic, and F.E.A.R. 1 has the best close quarters combat I've ever seen in an FPS. Natural Selection 2 is a great multiplayer game and They Bleed Pixels is a cool but insanely difficult platformer with combat. Other than that there's nothing really exciting.

     

    Oh yes and I Have No Mouth And I Must Scream is a classic. Everyone should play that.

     

    I'm not hearing good things about machine for pigs, what a pitty :\ This developer was going places, what happened?

  8. I've come to realize not everyone focuses on a game like I do, lots talk with roommates/lovers/kids/spouses in the background, have TV on or radio, are constantly hopping up for food/drink or other distractions. This environment permits lots of not paying attention given it's pace and ability to hide.

     

    Whenever I want to play TDM or thief, I have to wait to play during the night. Not only the light gets in the way in dark games but these games are so demanding of my attention. You have to read, watch, listen, plan...

  9. Thanks for the tips :) I'm checking some of these. I already played limbo, penumbra and the first amnesia. Machine for pigs is very interesting but the discount isn't sufficiently attractive yet.

     

    I guess I'm just not a huge fan of horror games after all :P

     

    edit: also played Swapped. I recommend it! a bit short but very cool.

  10. Did you know they actually hired a New York fashion designer to 'make' his silly looking super hero outfit.

     

    I don't doubt that!

     

    What I find so unfortunate about these huge productions is that they mean well. I don't see them as greedy bastards trying to suck every drop they can out of a franchise. I bet there's a lot of love and honest effort being invested in these AAA games.

     

    My theory is that the lack of a director-like figure creates a situation where several different forces pull the development in different directions. The result is a shapeless blob, completely generic, a sum of features that are floating around in the industry.

     

    If we feel heart broken, (I certainly do) imagine the die hard thief fans that are actually working there, putting effort into something they don't like where it's going.

×
×
  • Create New...