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Recent content by galsiah

  1. Indie Friendly Development Tools

    That does sound nifty. I think it makes sense to release it at some point, kludgy or otherwise - if there are clear ways to do things more cleanly, I'm sure someone will let you know; if not, then it's only as kludgy as it needs to be. Now that I think about it more, I'm not really sure I'd...
  2. Indie Friendly Development Tools

    Sure, I can't argue with that. It makes sense to go in with your eyes open - if at all. I'm sure anyone who does any research will get quite a few "Torque sucks because..." perspectives. At $99 it is at least worth thinking about. Though of course you're right that an early bonus (whether in...
  3. Indie Friendly Development Tools

    I'm saying I didn't get started - but that's mostly due to my own daftness rather than the engine. If I'd known precisely what I wanted to achieve, I'd probably have been fine. Yes - and I'm sure it'd have me rolling if I got into it. I just don't think it'd roll me far in the direction I want...
  4. Indie Friendly Development Tools

    If history is any guide: I'll be loading the engine up occasionally, staring at the screen and thinking for a while, then concluding I need to do more design work before starting. The design will then gradually evolve from simple-but-a-little-dull, into...
  5. Indie Friendly Development Tools

    In case anyone hasn't heard, Torque's alive again (for now at least), and down to $99 for either the 3d version or the 2d version. I bought a Torque3d license a few weeks back, mainly just for kicks - and now I'm almost considering using it. In other news, I'd recommend "The art of game...
  6. Player Character Intent

    It's an interesting notion, which could work quite well I guess. However, I don't think all your examples work - at least the first PS:T one doesn't. Whenever some NPC asks the PC a question, there are thousands of reasons the PC might want to lie. Even where the designer can't think of a clear...
  7. The mechanics of fear

    For an extremely loose sitting-around-not-doing-a-whole-lot value of "working", yes. Currently I'm in the role of ideas-bouncer, and absurdly-underqualified-programmer - but have been slacking a little lately. (though dabbling in C4 a bit) [[On that subject, I can't emphasize enough that if...
  8. Game News Tim Cain is dead

    It might have made a little more sense to start with: "He made a daft analogy - so what? Why's that such a big deal?" than to indulge in pointless, illogical justification for a clearly daft analogy. Of course things look reasonable if you ignore what he said, think about what he might have...
  9. Bioshock is too complex. Help!

    Getting the Most from Game Design Articles We like to imagine that our writers will invest countless hours of thought in their articles. We hope that they will consider the ideas over and over, thought-experiment after thought-experiment, just trying to understand every perspective. And every...
  10. Procedurally generated dialog/quests and the Diplomat.

    That only applies if the granularity of the blocks is much too large. If each challenge is formed of one or two "blocks", naturally it'll get repetitive very quickly; if each challenge is formed of, say, 50 fine-grained "blocks" knitted together in one particular way, it won't be repetitive...
  11. Aleatoric Music

    Me too. I wouldn't say that the rules are universal exactly - just that the factors upon which the rules are based are universal. In any polyphonic context, consonance/dissonance is going to be a factor. It's inherent in the physics, and the human ear is going to pick it up. Any harmonic...
  12. Characters - Emotions/Dispositions

    I'm sure there will be quite a few indicators for this in one way or another - just probably nothing so explicit. It's important to give the player a rich set of feedback (though it might not always be clear/precise/objective). That's true, but I don't think that complexity is necessarily...
  13. Characters - Emotions/Dispositions

    That's a thought, but I'm not sure an overall stat like that would make sense. That model includes subjective, personality-based responses to the situation, but doesn't include different perceptions/knowledge of the situation. Say that Dave and Nancy are exploring and find something...
  14. Characters - Emotions/Dispositions

    It's a good thought, but, as you say, might be tricky to balance - since it naturally acts against stability. For NPCs that needn't be a problem, since the cool-in-a-crisis / optimistic ones can come to the fore more when things are going badly - where perhaps they might be outperformed by...
  15. Characters - Emotions/Dispositions

    Just an actually quick thought this time: Yes, that's much better - both from a feedback-to-the-player perspective, and a clear-consistent-designer-thinking perspective. It solves the issues I have with the opposed pairs too, since all that's really necessary is for expressions of opposed pairs...

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