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Messages - Araph

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271
Creative Projects / Re: Making a belt buckle
« on: May 01, 2015, 11:03:49 pm »
Lots of duct tape.

272
Forum Games and Roleplaying / Re: [Illustrated RPG] Descent
« on: May 01, 2015, 05:53:02 pm »
Guardian just to be contrary.

273
Alright, fuck that guy. After insulting us with a terrible dinner and siccing a bear on us, he is now a dead man walking. We must deal with him in true Breton fashion.

We're gonna play along and try to rope him into our cause and then we're gonna stab him in the back so bad.

Graciously ask the illusionist to release our bodyguards so that we may discuss the matters at hand with some measure of civility.

274
Other Games / Re: Warden - He's dead, Jim.
« on: May 01, 2015, 01:37:41 pm »
A little less than two months ago, Warden's Kickstarter ended in abject failure. Sometime after that, I pulled it off of Greenlight. After taking a break from everything to consume copious amounts of ice cream and blubber pathetically, I made a postmortem video of questionable quality on the project, which I'm finally leaving behind for real (unlike last time I stopped working on it). GitGud, the channel that video is on, is going to be all about learning stuff so that next time I try something like this I (hopefully) won't mess up quite as much.

Thanks for playing, everyone who joined in the testing! I wouldn't have gotten anywhere near as far as I did if you hadn't helped.

275
Creative Projects / Re: Join me in my quest to Git Gud!
« on: April 30, 2015, 07:41:50 pm »
I made a postmortem (sort of) of the game I worked on for the past year and a half (which was abandoned about a month or so ago), Warden. You can find the video here.

I've also decided I'm going to redo everything on the channel and try to make it look more professional (as well as better planned and executed). How well this will turn out is still up in the air, though.

276
...oh, I just realized:

[6]A band of knights calling themselves the Order of the Lamp have settled in the village, commandeering the Eights'
shrine as their base. While supposedly pious soldiers, they have refused to allow our local priest to perform his duties.

Order of the Lamp. These people might be very friendly to us.

@micelus: What's our Mage Guild rank?

I would be completely ok with establishing a mage guild chapter here.

Well, isn't that interesting. If the Guild still exists in any sort of official capacity, we might be able to set up a teleportation destination linked to the other chapters. If this is after the White Gold Concordat, though, we have no guarantee that these really are part of the Order of the Lamp. Out in the hinterlands with no actual knights to call them out on it and an unconcerned lord not bothering to investigate, posing as members of a knightly order could be very convenient for bandits.

277
*snip*
(clap clap)1+ good job excellently written.

LordBucket don't half-ass no Elder Scrolls stuff.

I'd hold off on military affairs until after we deal with these knights. There is a chance we could assimilate them into our regime, and use their expertise. Boom, ready made militia captains. I'd propose tapping into the budget to build them their own temple/mead hall/lodge/base of opperations, in exchange for their loyalty. Of course, I'd hold off on making that offer until after we find out how useful they might be.

Ooh, that's a good one. I retract my military vote and support this instead. First order of business, then: a congenial dinner with the knights, ideally making them an offer if they prove to be useful. We need to be careful to not give them too much power, though.

278
Better idea: Hit the fields for a bit. We can train our alteration magic, get to know our citizens, talk to them about our humble begining and extablish a reputation as a noble who does more than just sit in his manor all day, and perhaps even have a small effect on the food supply or alteration costs for the season.

Sputter incoherently at the notion of sullying our hands with field work. Reject the absurdity on principal. (The meeting with the quarreling leaders is a good idea, though.)

I completely agree about opposing vassalship to Lecroix. We need to stay free to pursue our own nefarious ends. Therefore, I propose/support the following:

- Send a letter to Lecroix, graciously declining a personal meeting until our fief is secured and order is ensured.
- Begin preparing defenses without any mention or indication to the outside world.
Commissioning (or rather, having our steward commission) arms and armor for stockpiling and send out surveyors to assess our land's defensibility.
- And most importantly, prepare a study or lab to continue our magical endeavors.

279
Forum Games and Roleplaying / Re: [ISG] Teovanth
« on: April 28, 2015, 04:22:59 pm »
So I think we're dead.

Try ascending to Lichhood. Failing that, become a ghost. Failing THAT, just go to the afterlife.


You briefly consider dying, but think better of it.


As you come to your senses, pain washes through your body. You reconsider your decision to not die.


Check to see if we have a blindfold in front of us or something with our hands. Blink a few times.
+1. If we don't, try magic.
We can't just "do magic" because we're a geometrist.
...Why not?

Sorry if I wasn't clear, but I meant attempt to scratch the simplest spell we know into the surroundings.


In a delirious haze of pain and panic, you attempt to magic your way out of the situation by scratching a explosive rune onto the nearest surface at hand. After a moment, your brain processes that you're clawing weakly at whatever seems to be carrying you.

You take a moment to catalogue the various scrapes and bruises you accumulated during your descent. Your left arm hurts a lot. You don't think it's broken, but you're no doctor. Your ribs and left leg are in similar amounts of pain, but everything seems to be more or less functional. Your head aches and everything looks too bright. A vague feeling of nausea is pervasive.


"Can you walk?"





Spoiler (click to show/hide)

I think I want this for my avatar. Is it okay?

Absolutely!

We can't just "do magic" because we're a geometrist.

You can do some magic (little things like projecting basic runes or creating a weak light source), but not much.

280
Fighting is for peasants and mercencaries. It's beneath us.
Not only does that mesh well with having soul trap from Mysticism

Yes, we can trap the souls of all the monsters we'll fight. :P

Also, does this game use Morrowind Mysticism? Or Oblivion Mysticism? Mark and Recall might not work.

281
+1 edit:i agree with above except in that we should have the enchanter instead of the trader because i say boo to the reduced taxes.

I think the 'reduced taxes' thing is reducing the taxes levied against us by the King and/or the Empire, not the taxes we take from our filthy peasant subjects. I may be wrong on that, though.

282
Hmm. I'm leaning towards illusion, destruction, or conjuration. Probably illusion (since we're a noble) or conjuration (since we're a Breton). Eh.

We have mastered the art of conjuration: the summoning and binding of daedra. We traveled to Wrothgar with our companion, The Trader. We don't trust him in the slightest, but for now our purposes coincide. Thus do we arrive at our late uncle's wretched little barony: Arkwick.

283
We are Beran Hawkcroft, denizen of Wayrest, inherited our dear father's debt after his truly unfortunate passing. Nephew of Merard Hawkcroft, some baron or other in Wrothgar, recently deceased with no heirs, thus his holdings have come into our possession, fortuitously relieving us of our debt and - rather unfortunately - sticking us away in the barren wasteland that even the Nords cast off after the Reachmen's unseemly debacle.
We are a noble and a mage, continuing the proud tradition of our bloodline, and are insulted that you could have assumed otherwise.
We are a Breton, you dunce.
Yes. It is a rather sore subject, how kind of you to bring it up.

284
Creative Projects / Re: Creating a game
« on: April 26, 2015, 11:30:11 pm »
You're right that it's important to break down a game mechanics into viable chunks, but when those chunks themselves are not interesting, then I start getting worried whether the enterprise itself is worthwhile.

The chunks alone without any detail usually aren't interesting. Break down Team Fortress 2, for example.

"Team A attempts to prevent Team B from completing objective" or "Team A shoot Team B".

The fun parts come from the details. Step it up to the next level:

"Team A attempts to prevent Team B from moving a bomb to the objective by giving players a choice of classes with a variety of weapons and abilities and pitting them against each other."

That sounds more like a game, despite the clinical description. Add in the fluff:

"A group of mercenaries working for the mega-corp 'Red' attempt to prevent an identical group of mercenaries (working for another mega-corp, 'Blu') from moving detonating a bomb in their base. Each of the nine mercenaries has a unique set of weapons and abilities that allow them to fulfill different roles in the team, all amidst a comedic and lightheartedly brutal war."

And that's without going into the specifics of each class (cloaking, headshots, ubercharging, sentries/teleporters/dispensers, rocketjumping, sticky traps, spychecking, airblasting, etc). Every game starts with a boring description. "Take turn, buy stuff, end turn" isn't that bad.


What is the player buying? Ships? Parts? Weapons? What differences do the ships have (size, speed, etc.)? What do the weapons do (think of the differences between bullets and projectiles in TF2: bullets are hitscan, projectiles travel over time. Both are weapons, but there's a very distinct mechanical difference between instead of just having numbers change)? Instead of upgrading from weak missile A to strong missile B, could there be guns? Lasers? Tractor beams? What are the effects of each type of weapon?

What variables are involved? Do the ships have limited power? Could a player be forced to choose between attacking without defenses (and subsequently being at the mercy of the RNG) or diverting power to their shields and increasing their odds of survival until a more opportune time?


Sorry for the rambling monologue, I'm just spitballing ideas. As a general rule, it's better to have a few simple (and very diverse) mechanics that interact with each other a lot rather than the endlessly increasing numbers that phrasing the idea as 'take turn, buy stuff, end turn' suggests. There's a lot you can do with that one starting point.

285
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 11:18:18 am »
Second: valve's distribution client isn't the same thing as this latest move.

If you wanted to send the strongest message possible, boycotting all Valve-related activities would be the way to go. It all leads back to the same company.

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