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31  General / Everything / Re: A hate letter to notgames admin on: January 31, 2012, 10:33:44 AM
Oh man, I love hate mail. If you're creating that strong emotional responses purely by creating fictional material, I say you're at least doing something right. I'm a bit confused by this one, though. Non-game interactive fiction has a place in the market... yet we've all destroyed the games market with it. ... what? (S)he could at least have the decency to keep it consistent. I'm also surprised to see both coherent sentences and proper grammar and the word 'faggot' used as an insult in the same text. I think that's a first for me.
32  Creation / Technology / Re: 3D tribulations on: January 27, 2012, 10:44:27 AM
And perhaps add dirt like we would add a lightmap (with a smart algorithm that knows that corners and bottoms are dirtier).
http://www.spot3d.com/vray/help/150SP1/examples_vraydirt.htm I think something similar could be done in a realtime environment as well.
33  General / Check this out! / Re: 4 hour games on: January 25, 2012, 08:27:26 PM
Thanks a lot! You've definitely helped; I feel that I can understand some of the problems much more clearly now. I'll be playing around a bit with the controls, but I'm not sure on whether I'll release any new version (probably not). At the very least, it's a learning experience I'll have in mind for future projects. Overcoming the binary nature of the keyboard is proving to be quite difficult. Perhaps I ought to focus more on the mouse, but the experiments I've done on that have turned out rather poorly as well.
34  General / Check this out! / Re: 4 hour games on: January 25, 2012, 12:04:31 AM
Could you please elaborate on the Lone Flower bit? The controls were something I had a lot of problems with. I guess I really wanted to make them more sensual and soft but couldn't think of any way to do this on keyboard + mouse. I wanted the player to have more of a minimalist approach, seeing beauty in the small (although I guess I blew that in the ending, considering it's just a bigger version of the beginning). I think what I really needed was a touch-interface.* But I'm getting ahead of myself. Do you mean that the control methods or the level of interactivity?

* Boy, does this statement make me look like I'm blaming all potential problems on the technology available to me and being blind to my own flaws, but I can assure you that's not the case.
35  General / Check this out! / Re: 4 hour games on: January 24, 2012, 01:12:10 PM
If all goes well, I'll be at Arabic Game Jam in Malmö. It being my first jam coupled with me knowing nothing of arabic culture ought to make it a fun, interesting and/or embarrassing experience.
36  General / Check this out! / 4 hour games on: January 19, 2012, 04:34:14 PM
Occasionally, I participate in 4-hour game development contests. They serve as a nice motivation to get some smaller projects done and explore smaller idéas without the risk of them taking up too much time or becoming overwhelming. One of the results, some of you might already have seen. I decided to post the most worthwhile ones here. Some are products of those 4 hours; others have been expanded upon afterwards.

Lone Flower

Shake a flower, fly an insect, steer a bottle and make a tree bloom in this short, ambient piece.
Download (Windows)

Remnants

Inspired by Michael Gira’s I’m an Infant, I Worship Him. Contains material that might be considered offensive.
Play online (HTML5)

09801

An experiment gone wrong during a power shortage results in communication errors between scientists and test subject.
Play online (HTML5)
37  Creation / Notgames design / Re: Problems With Points on: November 24, 2011, 01:12:46 AM
38  Creation / From the ridiculous to the sublime / Re: Modern Warfare 3 vs. The Road To Guantanamo on: November 15, 2011, 10:49:16 AM
I can't help but wonder whom the story in Call of Duty is supposed to appeal to. I can't see how anyone over the age of 13 could possibly take it even remotely seriously yet it's an 18+ game. This leaves me wondering if players actually care about the story at all or if they just accept is as something that ties the shootout-sessions together.
39  General / Check this out! / Re: The Graveyard for Android on: November 15, 2011, 10:42:42 AM
You won't be able to download it unless you have Android 2.2+. Same thing for me, unfortunately. (Even though I have a custom ROM of 2.3.7, the market still thinks I have 2.1)
40  Creation / From the ridiculous to the sublime / Re: Modern Warfare 3 vs. The Road To Guantanamo on: November 14, 2011, 05:21:08 PM
– Battlefield är som en modern »tjuv och polis«-lek i en häftig miljö med stora explosioner. För våra spelare är lika ointresserade av seriösa krigsskildringar som vi är av att göra dem, säger Karl Magnus Troedsson.
Roughly translated:
Battlefield is like a modern »cops and robbers«-game in a cool environment with big explosions. Our players are as uninterested in serious war depictions as we are in making them, says Karl Magnus Troedsson. (vd of DICE)

(Yes, this is about Battlefield, but they're exactly the same game.)
41  General / Check this out! / Re: Jason Rohrer in favour of challenge on: November 08, 2011, 09:35:16 PM
Of course games should not be boring, but to me: challenge is boring. At least if we're talking challenge on a superficial level rather than an intellectual challenge.

The problem with 'boring' is that it's an overused and unspecific word. People call Andrei Tarkovsky's work boring, and I disagree in every way. So when people call my work boring it's hard to seperate the ones who have a legitimate point from the ones that, for lack of better terminology, "just don't get it" (which is perfectly fine not to do). I agree that many art games are not engaging enough (often through the use of, in my opinion, too abstract representations*).

*Abstraction can work fine, or even better than realism, in certain topics but the problem is that the abstraction often seems to be used not because it's effective but because of either time-constraints or lack of artistic talent.
42  Creation / Reference / Re: Tell me what you are playing on: October 29, 2011, 12:56:19 PM
I tried playing Eufloria but it's too goal-oriented and antagonistic for my taste.
I thought it was fine and relaxing until the later levels, which grew increasingly frustrating until I simply gave up.

And we're re-playing Ico in HD on PS3.
Yet another reason I'll have to get a PS3 eventually.
43  Creation / Reference / Re: Tell me what you are playing on: October 25, 2011, 12:12:10 PM
I just got the collector's edition of Machinarium, so now I own 3 copies of it. Tongue

I picked up the recent Humble Indie Bundle and played a bit of the games. Sadly, I found them all to be pretty much shit (apart from TRAUMA, which I immensely enjoyed and was the entire reason I got the bundle to begin with).

I also played through Limbo now that it's finally out for a system I own (PC). The atmosphere is staggering. The gameplay is decent enough, hardly anything spectacular, but the visuals and audio is what really sells it.

Edit: I tried playing the demo of The Binding of Isaac but it was far too difficult for me. Couldn't get through the first room.

Edit2: Oh, and Professor Layton and the Specter's Flute. Charming, as always.
44  General / Check this out! / Re: Nature Treks on: October 25, 2011, 12:05:52 PM
I found it very relaxing, though I didn't care for the voiceovers when one collected colors that told you all sorts of strange properties about the colors that didn't make any sense to me.
45  General / Check this out! / Re: Sjörök - En färd över dunkla vatten on: October 23, 2011, 11:54:41 PM
Well, if anything, we have quite a few swedes here to try it out (me included). It's getting a bit late now, but I'll download and play it the first thing in the morning.

Edit: I like it, though it had me confused at the end. Was I supposed to go somewhere after getting all the notes? If not, why couldn't I go back to previous islands and explore some more? Was I supposed to (half-)sink or simply encounter an invisble wall when going outside the map?

Some parts feel very Mysty (the good parts of Myst, not the ridiculously difficult puzzles and walls of text parts). I like the menu but I think the different options should highlight when the mouse is over them, or at least give some kind of indication that the menu will respond if you press them. The graphics are good but I think they could benefit a lot from some anti-aliasing (that shouldn't be too hard to enable in UDK, right?).
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