lestricon

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About lestricon

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  1. The future of Fine

    Mostly it's making sure systems don't mess with each other. For example Episode 1: you have running, double jumping, and hitting. You have to make sure hitting works with running jumping works with hitting running works with jumping and everything works with the levels you have Episode2: you add shooting. You have to make sure hitting works with shooting jumping works with shooting running works with shooting hitting still works with running jumping still works with hitting running still works with jumping everything works with the new levels and everything still works with the levels you have Episode 3: you add levitating. You have to make sure hitting works with levitating jumping works with levitating running works with levitating shooting works with levitating hitting still works with shooting jumping still works with shooting running still works with shooting hitting still works with running jumping still works with hitting running still works with jumping everything works with the new levels and everything still works with the levels you have and a partridge in a pair tree... ect. You can make all the functionality from the start but if you have to change something because it's not working with how the game has progressed you have to go through and retest every system to make sure it doesn't break something else. Adding time to the schedule. Verses Episode 1: you have running, double jumping, and hitting. You have to make sure hitting works with running jumping works with hitting running works with jumping and everything works with the new levels Episode2: you add shooting to this episode only. You have to make sure hitting works with shooting jumping works with shooting running works with shooting hitting still works with running jumping still works with hitting running still works with jumping and everything works with the new levels Episode 3: you add levitating to this episode only. You have to make sure hitting works with levitating jumping works with levitating running works with levitating hitting still works with running jumping still works with hitting running still works with jumping and everything works with the new levels If you have functionality that only works for one episode you can have separate teams largely working autonomously. But the downside is the player looses abilities they gained previously. You trade stability for ability growth. Plus if an episode falls behind it can mess up the remaining schedule *cough*half life 2*cough.* But there's risk in anything you do so it's just about picking a plan and trying something.
  2. The future of Fine

    @KestrelPi Oh no, I wasn't discounting your idea, it's awesome! I'm just thinking out loud (in type ... something like that) There may need to be a small project or two in between as they ramp up. Mostly what makes the Tell Tale stuff work is it largely seems to keep the episodes separate. To use Psychonauts as an example it'd be more like going from brain to brain instead of connecting up to a hub. In the the Tell Tale games you can't go backwards for the most part. This means it compartmentalizes the episodes making them easier to divide up and you don't have to make sure it doesn't break what's come before. The drawback to this is it makes the game a lot more linear. However a Hub that's added to would be really cool, despite the technical complexity!
  3. The future of Fine

    Episodic games take a lot of planning and time budgeting, Gamasutra has an interesting article from quite a while back about Tell Tale's approach to episodic content and how scheduling too tight can have ripple effect across the entire production. Here's a bit from it (Gamasutra; Postmortem Highlights: Behind The Scenes of Tales of Monkey Island May 13, 2010 ) Downtown Kansas City, Mo is about 1/100'th the overhead and is on the high end for the area, just saying ;D
  4. Massive Chalice and same sex couples

    Wow, leave the room for ten minutes and I'm 9 pages behind! I wasn't wild about the terms either really, tried to step back a bit and approach it from the opposite angle. Just grabbed the first neutral words that came to mind. Put the broad foundation in and work up to the trimmings. Trying to work it so it's expressive without being limiting, but still keeping its economy balanced. Kinda like the way Minecraft does with trees for instance. Chop a tree, get wood and some saplings, plant saplings, keep them from being blown up, wait till it grows up, chop it ... ect.
  5. Massive Chalice and same sex couples

    I think it all comes down to the presentation, how much is inferred vs how much is shown. You could show the mechanic Will Wright style where you click on a hero and are presented with a menu to evolve it. lets look at 2 examples: 1) Point system- at level 10 you can recycle your hero. You have 10 points. it costs 2 points to make a new hero. you can make one with 8 points pre-set or you can make 2 with 3 points pre-set all the way up to make 10 with no points. 2) Skill Tree Mix- lets say each hero has 3 skill trees with up to 3 tiers each. Each faction has it's own base skill trees. When you make a new hero you choose which skill trees or the first two tiers from each tree from any of the factions, mixing and matching as you desire. the final tiers are composed from only the factions you have direct control over/alliances with. Neither of these ever specifically state how you managed to mix bloodlines. The player is free to make up their own story Sid Meier style. Or it could be an elaborate series of actions like in Fable. Take a specific hero from one faction and pair them with another faction. Tie in the current opinion of each faction for each other. This produces an amount of offspring based on a number of in game variables. You choose what attributes carry on or they are selected at random. All with elaborate actions, quests, mini games, cut scenes, ect. It all comes down to what wold make it interesting enough to be enjoyable, efficient to produce, and robust enough to cater to everyone's play style.
  6. Massive Chalice and same sex couples

    Not necessarily, the way I under stood the mechanic is thus: A hero comes of age, lets call him Bob Bark Option 1) Bob is used in battle after battle until he either dies or grows old. Bloodline ends. Option 2) Bob is used until 15th level then he's used to generate a new baby hero based on his pairing (house Starkathian, Obsidian monks, Hero Y ect) this Removes said hero from play allowing you to choose ability's from their respective skill trees for a new hero that'll come of age in 100 turns. You basically pay for a new hero by recycling an old one. The whys and wherefores become basically adjectives for augmenting a new character. This also allows for dormant traits to resurface. EDIT: fixed some spellings.
  7. Massive Chalice and same sex couples

    Throwing my 2 cents in... One thing the nature/nurture mechanic would add, in addition to same sex couples, is the possibility of monastic orders, secret societies and what not. I'm looking at Buddhist monks / Knights Watch/ Franciscan Friars / Illuminati / Ninja / Cults ect. It'd basically be a melting pot of bloodlines, or a blender, or even an augmentation, like loose x ability and gain y.
  8. My picks. Tried to keep them brief shorthand reactions. Top 4: 1 Space base df9: really cool idea, like open ended emergent idea especially. reminded me of old school Outpost! 2 White burch: felt really awesome and artistic. 3 Black Lake: Loved the world and the game style. non standard mechanics and exploration really appealed to me. 4 Primordial Slime: it was hard to decide between this one and Flopulus, I favored this one more because the levels seemed likely to be varied and challenging, while still feeling frantic and visceral. Felt very Portal like without being a knockoff. honorable mention: X Flopulus: really liked the shape management idea wanted to see more shapes or varied puzzles. X CritterVerse: funny concept, the visuals really helped. X The Flock: game concept felt solid, lot of room for interesting story. would have helped to see some concept drawings. O Hack'n Slash: Liked it but didn't vote for it mainly because there where a lot of other games under represented. O Autonomous: cool but it had a ton of votes so didn't vote for it in favor of others. O KAIJU PILEDRIVER: loved Rampage as a kid and wanted to vote for it but didn't in favor of others. O Milgrim: Dammit! totally for got about this one. O BRAGGING & FIGHTING: Ideas was awesome but not wild about card style games. lots of Munchkin feel! O The Knockover: liked the heist idea felt very Spycraft but wanted a different design, more action strategy than board game. O Silent But Deadly: hah ha ha! kind of a reverse Ninjaberger. not wild about the theme though. O Echelon: world sounded cool but not feeling the text adventure vibe, really felt visuals would help the story. O Bad Golf: funny idea, just didn't grab me. not a huge fan of golf or cart games. O Battle Bros.: another great idea but seemed like there'd be a big hurdle to overcome getting the main character to be sympathetic. O Cloud Prix: cool concept, not a big racing fan myself though. could have been drawn in with a story or more detailed world. O Redbot's Reboot: REDBOT!! reminded be of the old turtle game on Apple, but wasn't sure about programming mechanic. O Turk: sounded really cool but wasn't sure how you decided what to do vs just clicking until you got the right answer. O Shine Run: cool concept intersting world. worried about it getting repetitive ala crazy taxi (which was cool but descended into restart, restart, restart), maybe if it had enough different things to do like the 2nd and 3rd jack games could be cool though. O Zumbi Chained: interesting idea. not a big fighter player, wondered how you would coordinate attacks or just keep from getting messed up by th other players. O Double Fine High: not big into the all stars type of games or straight up puzzle games.
  9. I work down the street from the old TWA building in KC mo. It still has the rocket model on top. I always imagine going up there and finding secret rocket plans hidden in that rocket, or that its a real working rocket.