Re: Umbrarum Regnum
- From: Ray Dillinger <bear@xxxxxxxxx>
- Date: Mon, 21 May 2007 08:30:08 -0700
dominikmarczuk@xxxxxxxxx wrote:
Hello again.
I didn't expect that many replies to the post. Wow. Even though the
subject has changed to technical issues, I'd like to comment on a few
replies.
First, Stu:
I really don't understand all this hatred and bitterness emanating
from your post. Especially towards a person who you don't know and
whose ideas are almost completely unknown to you (I only showed a
glimpse of what is a pretty complex system - logically, I don't have
neither the time nor the will to share the whole of it on this forum).
then its obviously way to complex and I'd wager you couldnt balance
it in a game effectively.
shades of really bad inventory management spring to mind already
accompanied by really really useless items
As I said, you know very little of what is the concept of Umbrarum
Regnym, so don't waste your word-diarrhoea on things like "I bet
you're a ***". It hurts me and gives a pretty bad image of yourself.
sweet, graphics suck but I can have ogg support.
Don't get that annoyed. Graphics kill what I understand as the most
basic idea of RL: the need to use your imagination when you see a red
'D'. But music only gives ambience, without distorting your idea of
how the game's world looks like. And if you can listen to different
tunes depending on the location, it only raises the pleasure of
playing. WinAmp can't change songs depending on the location, can it?
And if you don't want default game background music - switch it off.
oooh so this was a thinly veiled, I have an idea but cant implement
and I really really want someone else to do it for me.
Yes, it was. You have a problem with that?
Remember to let Enya know you took her samples.
Why do you assume I rip samples? I happen to use either my own or
public domain samples, alternatively pay for my commercial VST
instruments. This kind of comments really gets on my nerves.
Bear:
Hey: Ten points out of ten for style. I really like the name.
Thank you. It sprung to my mind while reading "El club Dumas" de
Arturo Pérez-Reverte, where he refers to a book which if I remember
well was titled "De Umbrarum Regni Novem Portis" (Roman Polanski's
movie "The Ninth Gate" is based on that novel).
David Damerell:
It's not clear that you _have_ a gameplay concept; this reads more like a
bunch of bits of chrome. A more effective approach might be to take your
favourite existing roguelike and try to staple that chrome on.
Like I said, what I present on the forum *is* a bunch of loose ideas,
merely some examples of a bigger system. Sincerely, I don't feel like
posting a 50-page message to present the whole idea.
Nonono. The issue you're answering isn't the one he brought up.
If you have a gameplay idea, you should be able to sum it up in
a few sentences, minus all "features."
What are the limits that will force your players to make
decisions? What are the options they'll need to choose
between? What general player skills will be required for
a successful outcome?
Successful games catch the character in a situation that
needs general strategies and skills and methodologies for
setting priorities and coping with some broad kinds of
problems. The "gameplay concept" of your game means,
what is it *about*, not "every detail of it."
No. I repeat: I'm not a programmer and I don't feel up to learning to
code.
Ah, and the answer then, would be "It doesn't matter because
I'm not going to make a game anyway."
Bear
.
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