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Messages - Mesa

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61
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: March 12, 2018, 02:41:45 pm »
Spoiler: "Star Squad, star up!" (click to show/hide)

So as of late I've gotten into D&D (5e), and it's great fun! Really helped me get more social with some of my friends.
However, while fantasy is fun and all, I've had an itch to do something more sci-fi – and for a while I've had this soft sci-fi, somewhat heroic setting, that I could use.
So ultimately a friend suggested me to basically use D&D 5e as a framework for this, and since last week I've been slowly but surely picking away at making it into something more suited for SF - in some cases, it's merely re-flavoring of existing rules and content, in others it's something a bit more handcrafted.
(Also been developing a setting and campaign plotline to go along with it...lotsa stuff, I know.)

In any case, I ended up drawing concept art for the new, nine core character classes (though I have a few ideas for more, but that's for another time), and for that matter, some of the playable species (races).

I can provide some broad overviews of each of these for the interested.

62
Creative Projects / Re: Vastaghen12's daily drawing
« on: February 12, 2018, 10:20:22 am »
Aint no proper future if its not full of unnecessary LEDs everywhere.

---


An holographic ghost, because I'm committed to merge my science and fantasy universes together

Spoiler (click to show/hide)


Saw this make its way to the top of r/worldbuilding on Reddit yesterday and I (near) immediately recognized your art style.
Didn't comment on it there (Because I Forgot and didn't want to be weird on Reddit), but I'll do it here and say that it's Awesome.

(I have an inherent bias towards the mixing of magic and technology together, and have at least a few settings like that of my own.)

63
Life Advice / Re: should I upgrade from windows XP?
« on: February 03, 2018, 03:22:44 pm »
New hardware, or a low-end hardware-friendly Linux distribution, like {X,L}ubuntu or Puppy Linux.

64
Other Games / Re: Games you wish existed
« on: January 31, 2018, 12:57:44 pm »
Well Roblox's suckiness (from what I can tell) probably stems from the fact the game is marketed at actual children (so the community is really difficult to put up with), and the fact it's been heavily pushed towards an ethically-questionable monetization scheme.
As for Minecraft, well, that's kinda been pushed that way, thanks to Microsoft probably pushing down all sorts of nonsense antifeatures on the non-Java versions, and attempting to push people away from said version as well.

Both games can still be enjoyed, sure (Minecraft in particular, with the immense amount of mods out there), but They're Not What They Used To Be.


On topic:

A game where you run a space shipyard - taking orders (from all kinds of clients both human and alien), constructing the ships, managing your staff and resources (raw materials + premade ship components) and eventually expanding the facility to allow for building more, and bigger, ships.

(But never actually flying them or fighting because that's not what the thing is supposed to be about.)

I have an ever-so-slightly more expansive ""design document"" (If you dare call it that) on this, and hope to maybe, just maybe, get a prototype going at some point. But that never goes well with me, so who the hell knows...

65
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: January 29, 2018, 10:21:48 pm »
Allow me to enter full fangirl mode for a post because Godot just had its biggest release to date (3.0, after months of alphas, betas and RCs), and to me, that's hella exciting as someone who's been following the engine's development really closely for the past half a year. (And even contributed to the docs and other non-code things a bit!)
And all the work is summarized in this giant blog post.

Now I actually have an excuse to dust off my prototypes and concepts and start working on them For Real...
Their website also had a total makeover.

66
And why is it non-free?
Well, Dwarf Fortress is under a proprietary license (after all, we don't get access to its source code), even if it's financially free to download and play.
It's the whole "free as in free beer" versus "free as in freedom" thing that's huge with Linux distributions, Debian especially.

67
DF General Discussion / Re: New title screen message?
« on: December 26, 2017, 07:29:24 pm »
It's always been there - even as far back as version 0.21.93.19a (the first version ever released), the possible "Histories of X and Y" have been as follows:

X: "Greed", "Avarice", "Jealousy", "Cupidity", and "Gluttony"
Y: "Industry", "Enterprise", "Resourcefulness", "Determination", "Mettle", "Dynamism", "Labor", "Toil", "Diligence", "Exertion", "Tenacity", and "Perseverance"

Well, there you go.
Again I wasn't expecting it to be new, since even though it might be a very easy thing to add, Toady's priorities are in completely different areas of the game right now, so it'd seem strange for him to suddenly add new words to the list of possible title screen subtitles when he's working on stuff like false identities and what have you.

68
DF General Discussion / Re: New title screen message?
« on: December 26, 2017, 02:57:32 am »
Seems like an unlikely addition (in the current release cycle), so maybe you just never notice it before / it never showed up; I don't really recall it either, however.

69
Other Games / Re: Games you wish existed
« on: December 26, 2017, 01:51:08 am »
This is partly "remembering bits of a dream I had" and "doing post-dream design refinements to the concept":

A first-person shooter of some variety (the dream version was a mix of TF2 and Ravenfield) where the main gimmick is that each players gets to place four or so teleport spots that they can teleport to at any time, with the caveat that it takes a few seconds to do so, and one is vulnerable while doing it (so it's not instant). At least within the dream (I think), two of the spots started off at your team's two distinct spawn points, so you can warp between them.
The teleport exit spots would be visible by enemies and could also be destroyed, to prevent spawn-camping and other such tactics.

I'm not really sure on the gameplay specifics of the game beyond this main teleport thing, but it would definitely be something that can play well with it - so basically, not "capture the flag", at least not without some twists to it, like being unable to teleport while carrying the flag.

I also like to imagine that one would have the ability to change the behavior of their teleporters, at the cost of having access to fewer of them - say, you only get 2 or 3 teleporters, but you get a brief speed boost after teleporting. Or they go invisible after a while. Something like that, in addition to the more conventional weapon/loadout/class customization that would inevitable also be a part of this.

70
DF General Discussion / Re: Patreon's new fees
« on: December 08, 2017, 03:58:29 pm »
As a dev myself, it's also about thinking of anon-profit open plateform for money giving to artist, an open-source tool (instead of Patreon / bandcamp etc..) even if I believe it will be hard to skip the Paypal part

That already exists and is called Liberapay.

I don't donate to DF specifically but this really seems like a huge dis-incentive to $1 donations, and a lot of Patreon-backed content creators are suffering for it as people drop out, especially those who donate $1 to multiple people. It's really shitty and I hope that Patreon rolls this back because it straight up benefits nobody but themselves - I get it, they need to run and pay for the whole service and all, but at what cost?

71
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: December 02, 2017, 03:48:05 pm »
I mean, there's plenty of games that are clearly inspired by DF but took the "2D + game" (probably both for technical and gameplay reasons) route, Rimworld probably chief among them, if that's up your alley.

Also it'd be probably easier to just build a 2D version of DF from scratch than try to reverse-engineer the binaries (though DFHack might be of help if that's the route you still desire) and probably have Toady be a bit mad at you...

72
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 03:27:20 am »
Link to album

Yesterday curiosity got me and I decided to grab the absolute very first public alpha of Dorf Fort (which I was not around to play when it first came out...but who really did?), all the way back from August of 2006, so well over 11 years ago, and see how it holds up today, and I was surprised just how much there already was back then (and what we nowadays take for granted was missing, like Z-levels, the ability to pick your embark location or being able to customize your worldgen parameters).

And I think it just kind of goes to show that Toady&Threetoe really seem to have had a rock-solid vision for the game from day one considering that 11 years later, in the days of 0.44, it really doesn't...play or look fundamentally different (at least compared to other long-runner games).
Sure, there's a lot, like a LOT more to it in every area other than the visuals, which I'm sure would become that much more noticeable if I spent more time with that vintage version (which I might), but in principle, the core gameplay has stayed the same since then.

So yeah, for anyone curious and/or nostalgic, take a look at the album.

20 years later, people will look at 0.44.02 this way...

Perhaps, though in 20 years 0.44.02 will be but a long-forgotten memory, another stepping stone in DF's devcycle.
At least 0.21.93.19a has the benefit of being THE first version, the one that started it all. 0.44.02 is great at present, don't get me wrong, but it's not gonna go down in history the same way - after all who even remembers a version like DF 0.40.23 (December 24, 2014)?

Or, at least, the artifact release.

Maybe. Still, it'll be interesting to see what new features end up cropping up in that time period that in the future people will take for granted, as a basis of the DF gameplay, that nowadays we are only dreaming of. (Like Z-levels or sending out squads were at one point.)

73
DF General Discussion / Re: A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 03:17:04 am »
Link to album

Yesterday curiosity got me and I decided to grab the absolute very first public alpha of Dorf Fort (which I was not around to play when it first came out...but who really did?), all the way back from August of 2006, so well over 11 years ago, and see how it holds up today, and I was surprised just how much there already was back then (and what we nowadays take for granted was missing, like Z-levels, the ability to pick your embark location or being able to customize your worldgen parameters).

And I think it just kind of goes to show that Toady&Threetoe really seem to have had a rock-solid vision for the game from day one considering that 11 years later, in the days of 0.44, it really doesn't...play or look fundamentally different (at least compared to other long-runner games).
Sure, there's a lot, like a LOT more to it in every area other than the visuals, which I'm sure would become that much more noticeable if I spent more time with that vintage version (which I might), but in principle, the core gameplay has stayed the same since then.

So yeah, for anyone curious and/or nostalgic, take a look at the album.

20 years later, people will look at 0.44.02 this way...

Perhaps, though in 20 years 0.44.02 will be but a long-forgotten memory, another stepping stone in DF's devcycle.
At least 0.21.93.19a has the benefit of being THE first version, the one that started it all. 0.44.02 is great at present, don't get me wrong, but it's not gonna go down in history the same way - after all who even remembers a version like DF 0.40.23 (December 24, 2014)?

74
DF General Discussion / A look back - DF 0.21.93.19a, circa August 2006
« on: November 30, 2017, 02:53:04 am »
Link to album

Yesterday curiosity got me and I decided to grab the absolute very first public alpha of Dorf Fort (which I was not around to play when it first came out...but who really did?), all the way back from August of 2006, so well over 11 years ago, and see how it holds up today, and I was surprised just how much there already was back then (and what we nowadays take for granted was missing, like Z-levels, the ability to pick your embark location or being able to customize your worldgen parameters).

And I think it just kind of goes to show that Toady&Threetoe really seem to have had a rock-solid vision for the game from day one considering that 11 years later, in the days of 0.44, it really doesn't...play or look fundamentally different (at least compared to other long-runner games).
Sure, there's a lot, like a LOT more to it in every area other than the visuals, which I'm sure would become that much more noticeable if I spent more time with that vintage version (which I might), but in principle, the core gameplay has stayed the same since then.

So yeah, for anyone curious and/or nostalgic, take a look at the album.

75
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 25, 2017, 03:56:16 pm »
At this point I feel like it's better to hold off with the suggestions and actually let Toady choose something and wait for a report, otherwise y'all are just gonna overload him with options here.  :P

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