made said:Isn't that what the whole casual game craze is all about? Trine, Braid, Portal, that plants game, etc. all pretty much fit that bill. Perhaps not challenge, but that's relative anyway.
Awor Szurkrarz said:Cortex Command? Soldat? Firefight? I Wanna Be The Guy?
Luzur said:i never was much for casual games on the C64 and Amiga, sure i played Monty on the run, Cauldron and Samantha Strip Poker like the rest of you guys, but my main game where the RPG's and strategy games.
lisac2k said:TBH, I have been playing everything on c64 back then. I wasn't selective at all.
The taste comes with years.
piydek said:made said:It's a completely opposite situation today.
Except digital distribution is around for 6 years and all it does is bringing an unbearable amounts of low-quality "indie" shit.piydek said:I hope digital distribution will bring lots of good to games
Eh? Internet basically ruined the music because now every talentless retard can publish his shit and some are lucky enough to sign it to some shitty "indie" label.just like internet did lots of good for music
Anything that enables people who create to by-pass industry mechanisms is great.
I think that the casual thing is about not having to read any manuals.piydek said:Luzur said:i never was much for casual games on the C64 and Amiga, sure i played Monty on the run, Cauldron and Samantha Strip Poker like the rest of you guys, but my main game where the RPG's and strategy games.
Well, i have no idea why these games are referred to as "casual". Back in tha day we used to call them just "arcade games" or "action games". Actually i don't see that much of "casual" in them, they were pretty much always completely unforgiving and you really needed to invest time in playing them and developing 1337 skillz in playing. Nothing casual about that IMO.
Just as the other couple of guys, it was impossible to buy an original game on cassette for C64 here in Croatia (Yugoslavia) in the 80s and we have all had only compilations of pirated games. Nobody had the disk drive either. So that's why i wasn't even aware of RPGs back when i used to play on C64.
MetalCraze said:Except digital distribution is around for 6 years and all it does is bringing an unbearable amounts of low-quality "indie" shit.
Eh? Internet basically ruined the music because now every talentless retard can publish his shit and some are lucky enough to sign it to some shitty "indie" label.
Not when it doesn't have any filters for shit or standards to not let shit through.
Which digital distribution does not have.
Games were great back then because there was a competition to make them better than the next one to get more audience before publishers understood that they shouldn't sell better games for a, now demanding, crow but sell it to dumb amoeba retards who will defend the game with tears no matter how bad it is. With digital distribution where anyone can release crappy games there's none of that competition either.
Awor Szurkrarz said:I think that the casual thing is about not having to read any manuals.
piydek said:When it comes to today's arcade games - what i miss the most is the old "lives" system. 3 lives, maybe an extra one on each xxxxx score, no saves in-level or no saves at all if the game is sufficiently small (not really possible today but that's how it was on C64). Maybe if a game is long a password for each or each several levels (depends on how big they are) and that's it.
This mechanic is extremely important for creating a good, challenging arcade gameplay. And nobody has the balls to use that today. Recently, Team17 made a remake of an amiga game called Alien Breed and they put in the save system where you can not save anywhere, but only on terminals that are found in-level. Now, that was in the right direction but it wasn't bold enough completely. The right thing would be to be able to save only at the end of levels. Now, this thing raised a huge shitstorm over on steam forums. Everyone was saying "why can't i save anywhere booo". I was so disappointed at that reaction.
Blackadder said:piydek said:When it comes to today's arcade games - what i miss the most is the old "lives" system. 3 lives, maybe an extra one on each xxxxx score, no saves in-level or no saves at all if the game is sufficiently small (not really possible today but that's how it was on C64). Maybe if a game is long a password for each or each several levels (depends on how big they are) and that's it.
This mechanic is extremely important for creating a good, challenging arcade gameplay. And nobody has the balls to use that today. Recently, Team17 made a remake of an amiga game called Alien Breed and they put in the save system where you can not save anywhere, but only on terminals that are found in-level. Now, that was in the right direction but it wasn't bold enough completely. The right thing would be to be able to save only at the end of levels. Now, this thing raised a huge shitstorm over on steam forums. Everyone was saying "why can't i save anywhere booo". I was so disappointed at that reaction.
That was from an age where huge, boxlike machines desperately wanted to kill you and force you to place another coin in the slot. Such challenges are not to be found these days.
Alien scum can't into challenge. I remember how much tension lack of save added to Tower Assault.piydek said:When it comes to today's arcade games - what i miss the most is the old "lives" system. 3 lives, maybe an extra one on each xxxxx score, no saves in-level or no saves at all if the game is sufficiently small (not really possible today but that's how it was on C64). Maybe if a game is long a password for each or each several levels (depends on how big they are) and that's it.
This mechanic is extremely important for creating a good, challenging arcade gameplay. And nobody has the balls to use that today. Recently, Team17 made a remake of an amiga game called Alien Breed and they put in the save system where you can not save anywhere, but only on terminals that are found in-level. Now, that was in the right direction but it wasn't bold enough completely. The right thing would be to be able to save only at the end of levels. Now, this thing raised a huge shitstorm over on steam forums. Everyone was saying "why can't i save anywhere booo". I was so disappointed at that reaction.
I agree that I've come across very few good indie games. But anything that enables the possibility to bypass the money-obsessed development is good. And no amount of shit produced can change that fact.
No, internet gave power to indie labels who can now even pay good studios, recording engineers etc. and have enough audience to basically put out what they want to put out without money problems making them choose (very often between quite a few good bands) who to put out and who not to put out. Internet made the small distribution through mail possible on a wider scale and labels' websites are direct portals for music lovers where you get information and ability to buy an album directly from the label.
It may be so, but we are talking about games in the first place. So you see the problem here.In digital distribution for game that may be true, but for music - labels are filters. There's tons of indie labels who have really high standards.
That's exactly what I said no? Better than the next guy. And it wasn't done by some amateurs either. They perfectly knew what they were doing by moving forward. The idea was that better quality sells more.There was competition only to make good games and maybe better than the next guy
I wanted some help braingstorming here. So all I really need to do is make a full-screen mouse-controlled version, that works more like warcraft/starcraft where you can click on the unit and tell it what to do. I pretty much know how to make the user-interface, mouse control, etc. What I wanted some advise on are some things I can't seem to wrap my mind around.
1) Pathfinding. I really can't grasp this. In Starcraft, if you select a unit and tell it to go somewhere, it knows how to find the proper path and go. I do not understand how to do this.
2) Large objects.. Okay, so in previous games I've done, all of the objects are exactly 8-pixels by 8-pixels. This makes it quite simple to create routines which draw the screen. but what if I wanted to have an object that is 16-pixels or more, while other objects remained 8-pixels? I'm having a hard time figuring out how the screen-drawing routine would handle that. Actually, even that I could probably handle except that when one of the large objects is half-way off the screen. I guess I could simplify it by having the screen always scroll 16-pixels at a time and larger objects could only be placed on even coordinates.
3) AI - In Planet X1, for example, the evil spiders track down your base. But all they really do is pick a random number between 1 and 6, and 3 of those numbers will be programmed to take the spider in your direction, where the other 3 will be in a different direction. So they kind of wander around randomly, but in your general direction. They have no AI. They just kill you or your base on contact. And being how few C64 users there are, combined with how few have the ability to connect to the internet with their C64, it is reasonable to assume the game needs to be single-player against AI.
Then there are other considerations. I'm having difficulty figuring out how to slice up the available 64K of RAM. I need some space for the actual play map, plus space for storing graphics, code, and information on each unit. So if 50 units are allowed, each unit needs about 15 to 20 bytes of data for it. To say nothing of music.
I believe this can be done. I've been thinking about it for years. The reason I haven't done it is because of those 3 issues above. Any advice?
Exmit said:Gotta love C64 times in Poland. There was a pirate radio station that would send a pirate signal and you could record games on cassettes :D
Fascinating stuff. I'd have to check out the demo.Luzur said:Starcraft for the C64 is being coded:
http://www.youtube.com/watch?v=94QCuBaHPsA
but he needs some help now.
I wanted some help braingstorming here. So all I really need to do is make a full-screen mouse-controlled version, that works more like warcraft/starcraft where you can click on the unit and tell it what to do. I pretty much know how to make the user-interface, mouse control, etc. What I wanted some advise on are some things I can't seem to wrap my mind around.
1) Pathfinding. I really can't grasp this. In Starcraft, if you select a unit and tell it to go somewhere, it knows how to find the proper path and go. I do not understand how to do this.
2) Large objects.. Okay, so in previous games I've done, all of the objects are exactly 8-pixels by 8-pixels. This makes it quite simple to create routines which draw the screen. but what if I wanted to have an object that is 16-pixels or more, while other objects remained 8-pixels? I'm having a hard time figuring out how the screen-drawing routine would handle that. Actually, even that I could probably handle except that when one of the large objects is half-way off the screen. I guess I could simplify it by having the screen always scroll 16-pixels at a time and larger objects could only be placed on even coordinates.
3) AI - In Planet X1, for example, the evil spiders track down your base. But all they really do is pick a random number between 1 and 6, and 3 of those numbers will be programmed to take the spider in your direction, where the other 3 will be in a different direction. So they kind of wander around randomly, but in your general direction. They have no AI. They just kill you or your base on contact. And being how few C64 users there are, combined with how few have the ability to connect to the internet with their C64, it is reasonable to assume the game needs to be single-player against AI.
Then there are other considerations. I'm having difficulty figuring out how to slice up the available 64K of RAM. I need some space for the actual play map, plus space for storing graphics, code, and information on each unit. So if 50 units are allowed, each unit needs about 15 to 20 bytes of data for it. To say nothing of music.
I believe this can be done. I've been thinking about it for years. The reason I haven't done it is because of those 3 issues above. Any advice?
new nice demo released:
http://noname.c64.org/csdb/release/?id=97558
looking nice!
MetalCraze said:I have a hard time thinking about a single indie game that is on a par with better games. Smaller dev studios yes (like Cyanide that finally did a proper WH game since the first PC Blood Bowl), but indies - nooooo.
...
Yet that niche target market so rarely seems to consist of reasonably intelligent people who can understand things.7hm said:The advantage of indie developers (and a similar group, ambitious modders) is the ability to target niche markets.
zeitgeist said:Yet that niche target market so rarely seems to consist of reasonably intelligent people who can understand things.7hm said:The advantage of indie developers (and a similar group, ambitious modders) is the ability to target niche markets.
zeitgeist said:Yet that niche target market so rarely seems to consist of reasonably intelligent people who can understand things.7hm said:The advantage of indie developers (and a similar group, ambitious modders) is the ability to target niche markets.
Exmit said:Gotta love C64 times in Poland. There was a pirate radio station that would send a pirate signal and you could record games on cassettes :D
Exmit said:Gotta love C64 times in Poland. There was a pirate radio station that would send a pirate signal and you could record games on cassettes :D