Thursday, June 7th, 2012

Uh oh

Thursday, June 7th, 2012 01:10 am
dev_chieftain: (leonard roland)
I have a job interview I'll be preparing for tomorrow after work, so I can't really devote my full evening to animating; I lost a lot of time tonight being social for the first time in about a week, and cleaning up line art is (predictably) a slower process than I'd hoped.

Fuck, I have to finish this thing! what to do, what to do! D: I only have 4 days left as of right now (1am, Thursday morning).

This part is almost clean: Part 4, the most complicated part, but the others all have only maybe a frame or two of work I've actively cleaned so far.

Adjusted my goals for myself to reflect today's events. We'll see. Argh, so close! I really want to finish on time!
dev_chieftain: (Devpony)
Magical Diary is available on Steam, I think.

Trudy linked me to the above review. It sounds like a really interesting game! More importantly, totally like the kind of thing Danny, Dustin and I would all gladly play.

Trudy: I don't mind combat, but I really-- I'm in it for the story
Dev: Yeah, basically I'm tired of games where combat is made necessary, but is still uninteresting.
Dev: There's a reason why I like the Zelda games so much.
Trudy: I sympathize.

Edit: Things I would also like to see more of in video games, from least difficult to incorporate to most difficult to incorporate:

-Cool secret passages like in Wolfenstein 3D
-Gadgets that can be used outside of battle, even if they can be used in battle (some Zeldas more than others)
-Cooperative minigames
-Even if your mount ends up being a car or other non-living thing, it'd be cool if the character talked to it like it was alive. Reasons: it's nice to have acknowledgement of the mount if it's a living thing. Also, it's kind of hilarious and awesome to have a character who talks to their car or motorcycle.
-Choice about who's in your party, about what you're riding or driving, and about whether you want to follow X plot or Y plot or just do minigames.
-Consequences based on your choices. So the plague doesn't just continue to suck until you get around to coming home-- people actually die off and the city is empty when you return, etc. The quickest way to create urgency in gameplay is to make threats (such as a plague or an invading force) actually real to the players.

Also, conditions for victory more meaningful than beating the final boss in an arbitrary fight, conditions for loss more interesting than 'well you're dead, end screen time.' (Like plotlines that require you to lose somewhere along the way so that you discover X; like villains who don't just want to kill you.)

Edit: In other news, another product I now want is Sold OUT because the Vatican foolishly condemned the book and made it more popular earlier this week. I'm interested in it because the author is a nun who suggests that women find great good in self-pleasuring and that it improves relationships. Additionally, she's inclusive and supportive of homosexual relationships, and remarriage after divorce (I suspect not to the person you were previously married to, even). Go you, Sister Farley!

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