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Messages - Captain Mayday

Pages: 1 ... 9 10 [11] 12 13 ... 163
151
General Discussion / Re: Film Enthusiasts; unite!
« on: February 07, 2011, 01:03:07 am »
I have all the Shia The Buff love.

Possibly a criminally guilty pleasure.

152
General Discussion / Re: Film Enthusiasts; unite!
« on: February 07, 2011, 12:51:49 am »
Transformers: Revenge of the Fallen
Transformers
Disturbia
Surf's Up
Indiana Jones and the Kingdom of the Crystal Skull
The Greatest Game Ever Played
Nausicaä of the Valley of the Wind
Constantine
Bobby   
A Guide to Recognizing Your Saints

These are your favourite movies? Either you've got some serious guilty pleasure stuff going on here, or you've only seen ten films.

154
Life Advice / Re: I can't connect to wikipedia?
« on: February 04, 2011, 05:06:08 am »
Can you ping 208.80.152.2?
If you can, it's a DNS issue.

155
I definitely prefer Perlin noise, but there isn't much I can do about it, so Simplex noise will have to do for now. I broke plate stresses, so I don't have those for show right now. I'm probably going to end up doing a stepwise simulation of plates - I didn't want to, since that would take a very long time, but I don't think there's any simple algorithm I could use to calculate plate velocities, stresses, and boundaries all at once.

If it's any consolation, this will probably be the best and most natural random map generator that has been written.

156
Yeah, I'll agree with Chromasphere on this one.

157
OKAY GUYS I'M GOING TO BED NOW.  I MAY BE SOME TIME.

MOURN FOR ME.

It's just like that time with Captain Oates!  :o

158
I have seriously been looking for a terrain generator of this nature for years. I'm deeply interested in seeing how this goes.

Edit: I notice this isn't seamless. Are you looking at getting seamless maps working once you have overall functionality up and running?

159
Creative Projects / Re: My new novel, "Beganningmyth"
« on: February 01, 2011, 11:47:10 am »
If you're going to write something like this, you ought to at least explain where you're coming from and what you're trying to accomplish with it, because at first glance it looks completely impenetrable.

It also looks impenetrable at second and third glances too. I've read this thing about a dozen times and I just can't figure it out. I'm beginning to suspect that it's either in some form of code or that dhokarena56 is a troll.

160
Creative Projects / Re: My new novel, "Beganningmyth"
« on: February 01, 2011, 08:39:26 am »
Actually, I am curious to see what happens. Is that some ancient text somebody is reading, or is it really how the entire book is going to be written?

It was the intended form of writing.

It is also incomprehensible.

161
Creative Projects / Re: A Work In Progress
« on: January 30, 2011, 05:28:31 am »
Thank you for the clarification.  :P


Seriously though, this is not good.
First of all the grammar. White space is important to legibility. A rule of thumb is that whenever a new character begins speaking, a new line begins.
Second of all, it's very simple, which in itself isn't a flaw, but here you lack any form of characterisation. We know nothing of you, save that you have a cane and a dead friend named Reynolds. We know nothing of the king, save that he probably smoked cigars and is exceedingly dead.
Third of all, a single paragraph does not a chapter make.

From the looks of things, you really intend this to be in more of a script form. So that being the case, you may as well work in that direction - it should go some way as to improving this, and will serve as an educational foundation for future works you may produce in other writing styles.

162
Creative Projects / Re: My new novel, "Beganningmyth"
« on: January 30, 2011, 05:19:23 am »
This one's free: people will be more inclined to read your novel if the beginning makes any sense whatsoever.

This.

I don't really think the great majority of potential readers are going to understand that style you're using. This seems rather counter to the point of storytelling.

163
Creative Projects / Re: Open Space - Suggestions Welcome!
« on: January 29, 2011, 10:22:19 am »
I'm glad to see you've got more going on that the opening post suggested then.

The design document is definitely the most important thing you'll have going on right now, then. It will let you know how much stuff there is to do, and it will let you manage the project much better.
Be sure to divide it up into stages, so that the work doesn't seem overwhelming. That way you'll have a sense of progression in your work. It's also a good way to establish a timeline for the project, so at no point will you be putting the cart before the horse.

164
Creative Projects / Re: Open Space - Suggestions Welcome!
« on: January 29, 2011, 08:23:14 am »
Alright, I see a lot of these kinds of topics getting posted about projects that, unsurprisingly, never make it into existence.
Despite this, I'm still going to post on the assumption that you are actually serious about this. Please understand that the following criticisms are intended to be constructive. I don't want to come off as sounding like I'm stating that your idea is dumb.

1. The Setting
Honestly the setting seems incredibly bland. "Humans spread throughout the galaxy, now they're fighting each other" is just about as generic as "Humans spread throughout the galaxy, now they're fighting each other as well as a new alien race."
In all seriousness, the galaxy is big. Really big. Enormously huge, even. In 600 years I doubt we could even populate an appreciable fraction of it. I understand that large settings are 'in' these days, but the only way I can see you being able to fill this is by procedurally generating the vast majority of it, thus creating bland 'everywhere is basically the same as everywhere else' that exists in real space, but rarely exists in fictional space.
In short: Setting needs a lot of work to be interesting. I suggest you check out some of the fiction writer's resource aids on the web, they should be of help in laying out your setting properly.

2. So... this is going to be like EVE Online? Except your spaceship works more like a mech from mechwarrior? This is how I'm reading this.
I'll break this apart a bit at a time.
MMO - Hard to do! To properly run an MMO of the caliber you are suggesting takes a lot of startup capital.  I'm not even going to go into the fact that you really need a team of people to get this kind of thing off the ground to begin with... although...
Coders - Are you the only one? What about modellers, texturers, sound-effects guys, and so on? If you're going to make this work, you need a team of people. I don't want to sound like an asshole here but if you're running a project here, your best bet is to have something to show off before telling people about your idea and making promises. People will be more inclined to join your project if they can see there is a main driving force behind it, and that stuff is going to actually get done.
You also need a plan.
The Plan - A project plan that is. You need to write it up, in detail. This means details about how each aspect of the game will function, details about every object that's going to be in the game. It's basically an enormous to-do list stapled onto the back of a detailed game concept. By having a plan like this, and sticking to it, you minimise the prospect of feature creep - a real danger on any project.
Gameplay - You need to determine how the game is intended to play. Are you going to go a route similar to EVE and allow players to establish their own factions? Or will you have existing factions like governments and semi-detached groups like pirates available? The game currently sounds like you intend it to be heavily combat based, so you need to figure out reasons for folks to fight each other.
You say that tactics will be very important, and that survivability and armor will both be very high and weapons are going to be rubbish. If tactics are important, what do the latter promise except to possibly draw out conflicts? Speaking of which, in space (which is empty), what kind of tactics are you suggesting be used?

I'm sure that I've missed some stuff that others may pick up on, but the sum of my suggestions is: Right now all you've got a very general outline for a game, with a very generalised plot. If you're going to move ahead with the project, you need to improve all of the above (at least), or it just won't work.

165
Play With Your Buddies / Re: Space Empires V
« on: January 24, 2011, 07:48:36 pm »
Strictly speaking only the .gam file is required. The rest is all stats and logs.

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