Geomancer86
Literate
- Joined
- Jun 10, 2023
- Messages
- 13
He skipped a day, strange.
He skipped a day, strange.
Thank you, I have been skipping the last couple of weeks or so, Tim Fatigue is setting.He skipped a day, strange.
He lately announced he will not do videos on the weekends anymore.
I talk about the decades-long process by which flaws eventually made it into one of my games.
The only game I can think of that did this with any regularity is the Game of Thrones RPG, it gave you small improvement perks for accomplishments like striking down a bunch of wildlings in a combat encounter you can't win, handed a number out based on your choices, completing a few quests, and other occasions I cannot recall.Failing/completing quests should give you flaws/perks more often. It's a pet peeve of mine that the game doesn't track your achievements and failures more closely. It would also be cool if the gameworld reacted more strongly, but giving out perks and flaws is easier to do. It's also a way to reduce degenerate quest hoarding.
I talk about one of my favorite mementos, my T. Ray original drawing of me in the Vault Boy style.
A boss is a place where the designer can have the player demonstrate they have learnt the game.
Didn't really want to use bosses in Outer Worlds.
A boss is unique because it is specially placed and designed, ideally with lots of warning ahead of time. Preparation on the part of the player is possible beforehand.
For balancing player characters that didn't bring in combat skills, for stealth characters, you can have ways for them to prepare the encounter such as a special locked area that can weaken the boss or give them special gear. For dialogue based characters, you could have dialogue options to weaken the boss or persuade NPCs to follow you to help fight.
Leadership skill in Outer Worlds was one method for speech characters to handle boss fights easier.
Bosses can have smaller monsters to benefit players with area of effect abilities.
Bosses can go through stages that make players adapt.
In ToEE, Zuggtmoy's various options when they surrender was one way to make the fight more interesting.
Environmental hazards can be added to the fight as it goes on, also giving a benefit to player characters that upgraded movement options.
Post-boss, you can have NPCs react to equipment the player looted from the boss or have the world mention it was killed.
Outer Worlds as well. Never saw that boss fight.Or you can just talk the main boss out of his evil plans:
Fallout 1 - The Master
Arcanum - Kerghan.
There's also the Balor in the Fire Node...Funny thing about Zuggtmoy is that if you agree to parley but don't agree to her surrender, she just refills back to full health so you would have been better off not talking to her at all.
Outer Worlds as well. Never saw that boss fight.Or you can just talk the main boss out of his evil plans:
Fallout 1 - The Master
Arcanum - Kerghan.
Funny thing about Zuggtmoy is that if you agree to parley but don't agree to her surrender, she just refills back to full health so you would have been better off not talking to her at all.
Outer Worlds as well. Never saw that boss fight.Or you can just talk the main boss out of his evil plans:
Fallout 1 - The Master
Arcanum - Kerghan.
Keep in mind the same phase will be called different names company to company.
Test rooms are first, individual levels/stages/rooms that are designed to test features in isolation. Combat test rooms with weapons and options to disable AI, stealth test rooms with places to crouch or lockpick, dialogue test room to see how close to have to get to someone to activate dialogue or what dialogue between multiple NPCs would be like. Exploration test rooms to determine the maximum possible movement of the player. A level designer wants to know how high the player can jump, he can just hop into the exploration test room and figure it out.
Next stage is prototyping, designed to put features together and test them. Greybox or unfinished art is used.
A beautiful corner is done to show the team and publisher what the game should look like what it ships, and demonstrate the artists are able to deliver the vision the concept art gives. Very small area, usually not playable. Usually done right after prototype but sometimes at the same time. Very literally a corner, as you turn 180 degrees around and you see the art ends. Outer World's beautiful corner was a water treatment plant, with a ship flying by the windows.
Vertical Slice is one area of the game taken to completion. A full demonstration of what the game should play like, at least within the realms of that section.
Outer World's vertical slice was Roseway, the town, and the ship, but lacked crafting and you couldn't go into the ship. Also lacking fast travel and couldn't switch companions. Everything else was done to completion, including VO(This is sometimes left out of the vertical slice, but the TOW team included it.) As such, the team had Roseway completed for over a year before release.
Cain hasn't heard of the next one being given the same name from other companies that often but the next one in his practice is Horizontal Slice, where all areas of playable, but they may not be content/art complete. Done to see how the levels connect to each other, and see if they forgot to create a way for builds to access important areas. Also lets you get a rough determination of play time.
Also let's you determine if there is any potential issues in the order of quests or areas the player goes in, important not to make any assumptions about what player has or hasn't done when you start a discussion with a NPC.
Alpha stage is when all the areas are in, and all of the content is now in. But it may be unbalanced, buggy, and possibly missing small amounts of small content (i.e all the crafting stations are in, but some of the recipes or resources aren't implemented.)
Beta stage is when all content is implemented, nothing more gets added. Time for fixing bugs, balancing tweaks. optimization.
Patches after release
TL;DR : test room ---->prototype -------->beautiful corner--------> vertical slice --------> horizontal slice --------> alpha --------> beta --------> ship --------> patch/DLC
hotJust think. Whenever he's chatting away in one of his videos, there's a very good chance he has his husband's seed swimming around inside his asshole.