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Odpowiedzi opublikowane przez django

  1. Wkleiles artworki Batmana stojacego na gargulcach. Mozesz mi wyjasnic jak to wspomaga "design swiata gry"? Skoro designu calej gry nie wspomaga, level designu tez nie skoro jest zenujaco biedny i zrobiony po lebkach.

     

    Chyba nie wiesz do konca o czym mowisz i wyciagasz jakies dziwne wnioski. Glajdowanie moze i wspomaga klimat, ale jezeli element ktory je umozliwia wyraznie oslabia flow i level design to chyba jednak wychodzi na minus? Czy tylko glajdowanie jest wazne a reszta to (pipi)?

     

    W takim razie mialem racje, Tomb Raider (pipi)owy bo przeciez nie przeszukuje sie krypt. Design swiata gry do dupy. W mojej glowie to inaczej wygladalo.

  2. Tak umierają janusze. Pieknie powiedziane Ragus.

     

    Mi sie Batman AA podobal, ale dupy nie urwal. System walki fajny, ale strasznie ograniczony. Mimo raczej pasciarskiej historii klimacik jest niezly, walki z bossami za to strasznie nudne. No i szybko jakos pierdyknelo. Myslalem, ze dopiero sie rozkrecamy juz zaczelo robic sie troche ciekawie a tu (pipi) - koniec.

     

    Słabe 8 bym dał.

     

    Django Djangitano, internet's laziest videogame nerd.

  3. Odbiór osobisty Białystok/Kraków albo zabawa w wysyłkę.

     

    ► George R. R. Martin - A Feast for Crows - 15zł
    ► George R. R. Martin - A Storm of Swords Part 1 oraz Part 2 - 20zł sztuka
    ► Jane Austen & Seth Grahame Smith - Duma, Uprzedenie i Zombie - 7zł
    ► [uniwersum Metro 2033] Szymun Wroczek - Piter - 20zł
    ► [uniwersum Metro 2033] Tulio Avoledo - Korzenie Niebios - 20zł
    ► [uniwersum S.T.A.L.K.E.R] Marcin Gołkowski - Ołowiany Świt - 20zł
    ► Stieg Larsson - Mężczyźni Którzy Nienawidzą Kobiet - 15zł
    Chuck Palahniuk - Pigmej - 20zł
    ► Chuck Palahniuk - Uchodźcy i Wygnańcy - 15zł
    Chuck Palahniuk - Niewidzialne Potwory - 20zł
    Jeremy Clarkson - Świat Według Clarksona [wyd. pierwsze] - 5zł
    Stephen King - Sklepik z Marzeniami - 15zł
    ► Stephen King - Zielona Mila - 10zł
    ► Stephen King - Misery [ENG] - 15zł
    Stephen King - Lśnienie - 10zł
    sześć książek z uniwersum Gwiezdnych Wojen - 10zł
    ► James Patterson - Worst Case - 15zł
    ► Paktofonika [wyd. Krytyka Polityczna] - 10zł
    Andrzej Sapkowski - Sezon Burz - 20zł
    Andrzej Sapkowski - Saga o Wiedźminie [wyd. CDProjekt] - 25zł sztuka

     

    Wszystko oprocz AFFC oraz Lsnienia w stanie 10/10. AFFC ma problem z okładka której się zaczeła odklejać folia, Lsnienie ma ogólny syndrom wczesnego zmęczenia istnieniem.

  4. System w dwójce był za mało wiedźmiński paradoksalnie. Ciągle uniki, bieganie, turlanie sie a gdzie ten taniec smierci ja sie pytam? No i startowalismy straszną pizdą bez podstawowych umiejetnosci. Jezeli znowu bede musial sie uczyc odbijac strzaly albo parowac dwoch ziomkow naraz to sie pogniewam na CDPR.

     

    Jedyneczka system walki miala raczej nudny, ale panie, ten klimat! Absolutny unikat, az chce sie pograc. Dwojka tego juz nie ma, trojka raczej tez nie bedzie miala. Ja rozumiem czemu tak jest. 'Pierwsza liga' nie wyglada tak pokracznie jak pierwszy Wiedzmin, ale i tak wielka szkoda.

     

    http://www.youtube.com/watch?v=FUCZsRVzV3I

  5. zaje.biście to było napisane wg. mnie. od małych teaserów w postaci szeptów po ostateczną walkę na kosy i reveal na ostatniej stronie. ogólnie strasznie się jaram tym co robi kirkman teraz po skoku w czasie 

     

     

    Komiksu nie czytam, ale lubie wiedziec takie rzeczy.

     

     

    o ile byl skok w czasie? Rick dalej zyje czy juz teraz tylko mlody?

     

  6. Left4Dead 1/2 z ekipą grane było dzień w dzień po kilka dobrych godzin. Ku.rwa co tam się nie działo, przyjaznie, klany, hejty, dobre znajomości, zawalanie szkoły czy rozstania z dupeczką przez głupią gierkę

     

     

    django :hi:

     

    Po dzis dzien zaluje, ze wymieklem gdzies w polowie cugu.

     

    Ale i tak bylo za(pipi)iscie.

     

     

    Teraz to raczej nic konkretnego. Czasami cos wciagnie na potege, ale to juz nie ta sila jednak. Wiem jednak, ze gdybym wlaczyl Cywilizacje, Sim City 4, State of Decay albo Dark Soulsy to pewnie bym siedzial caly wieczor (a moze i noc) znowu.

  7. Rising miał troche problemów, ale jak na pierwszy tytul japonskiego studia ktore nie mialo doczynienia z kompami wyszedl i tak bardzo dobrze. Pozniej troche poprawili w paczu wiec malo kto moze sie przyczepic tak na serio. Platinum krule.
     
    Tym wieksza beka z S-E, firmy ktora przeciez posiada studia na zachodzie ktore sa obyte z architektura piecow. Na serio nie mozna bylo im tego dac? Glupota, lenistwo i, co najgorsze, pycha. Niech sie (pipi)ią.
     
     
    A skoro juz mamy dzien beznadziejnych newsow, oto kolejny! Jakis czas temu w Console Wars gadalismy o Double Fine o tym jacy sa niekompetentni a tu - bum. Lepszej wiadomosci na poparcie tej tezy byc chyba by nie moglo. Kolesie porzucaja Spacebase DF-9 i przechodza z alfy odrazu do release. Bez jakiegokolwiek zastrzyku kontentu.
     
    Wiecej info:
     


    Update #3 (21/09): Tim Schafer weighs in.

    Update #2 (20/09): Double Fine explains its decision.

    Update #1 (19/09): PaulloDEC has posted a from-memory overview of what made the cut and what didn't.

    -----ORIGINAL POST-----

    Courtesy of SinineSiil:


    The state the game will be when it leaves Early Access next month:
    tumblr_nc0kdvNvdi1simmygo1_r1_1280.jpg

    What was envisioned until semi-recently (note that the Wayback.org crawled the page only once, in October last year, so as per the above image some of the features below have been implemented):

    FOOD
    * citizens have hunger need and must eat food to satisfy it
    * food replicator object that can be built in any zone
    * citizens can use food replicator to fulfill hunger need, but it's like vending machine food, adequate but not great
    * small matter cost (1-2) each time someone uses a food replicator
    ** 0 matter = replicators stop working
    ** improperly maintained food replicators produce bad food that makes people sick?
    * replicator food comes in wrappers, produces waste (litter carryable) (if/when carryable object concept is added)
    * garden zones where plants, ie "real food", is grown in hydroponic trays by citizens with botanist duty
    * plants in gardens produce small amounts of extra oxygen
    * citizens who spend time in garden zones have happy thoughts, increasing morale
    * plants grow from seedlings to full-sized plants ready for harvest
    * plants have a "health", if it reaches zero the plant dies
    * citizens on botanist duty "maintain" plant health, much as techs maintain machines
    * botanists harvest fully grown plants and deliver them to pub fridges for preparation
    * bartenders at pubs cook food into meals, which nourish citizens more and make them happy
    * concept of different dishes?
    ** how do bartenders/patrons decide which dish is cooked?
    ** immigrants bring re(nene)es for new dishes?
    * citizens sit at a pub table and eat
    * citizens have food preferences
    ** eating a preferred food makes them very happy, eating a strongly disliked food makes them a bit unhappy

    CARRYABLE OBJECTS
    * citizens visibly carry around arbitrary sprite/3D objects
    * containers can hold other things
    * citizens can stash stuff in an inventory, shown in a new inspector tab
    * when people arrive, they have a suitcase (container with their stuff in it)
    * players build shelves for people to put their stuff on
    * a single item of stuff can have multiple tags describing it, eg purple, terran, fuzzy, punk rock, etc. citizens have affinities for these tags
    * citizens trade stuff with each other, trying to get stuff they like more
    * roaming traders will visit the base to trade new stuff with people
    * "litter" objects that citizens with low neatness personality throw away
    * janitors / people with high neatness pick up litter
    * janitors clean up bloodstains and other cosmetic damage
    * people gibbed by monsters turn into bits, which janitors must clean up

    POWER SYSTEM
    * "reactor zone" with fusion reactor object that produces power
    * rooms must be adjacent to a room with a working reactor to be powered
    * unpowered rooms go dark (emergency lighting) and objects in them don't function
    * reactors only produce X power, then you have to build another
    * factor new need for reactors into starting matter allotment
    * maybe make the Base Seed object serves as a low-output reactor to help players get started

    MINIMAP
    * minimap display of base in lower right corner
    * separate viz mode toggles for minimap vs main view

    BASE HISTORY SCREEN
    * a permanent timestamped list of important base events: citizen joined, citizen died, ship docked, first zone of each type created
    * in-game screenshot key that pops up a "write a caption for this screenshot" box, screenshot + caption is added to the timestamped list
    * base history is stored locally in save dir as HTML + linked images, each base has its own dir
    * base history is also mirrored on a hosted server somewhere, players can easily link their base histories

    BASE STATS SCREEN
    * auto-show stats screen after base fails, ie everyone dies, "game over" state
    stats to show:
    * Matter spent
    * Derelicts
    * Hostile docking
    * Total docks
    * Non-hostile docks
    * Docking requests denied, accepted, forced
    * Room temp
    * Raiders killed
    * Monsters killed

    MULTI-LEVEL BASE CONSTRUCTION
    * UI for navigating multiple levels
    * rendering tech for showing multiple levels
    * build gravshafts to allow citizens to travel between levels
    * ability to build railings for safety?

    TAG SYSTEM FOR LOGS
    * a log message can have any number of tags, citizens select an especially appropriate one (but avoid repeating themselves)

    ASSIGN PEOPLE TO ROOMS
    * depending on their duty and/or zone type, this can mean different things:
    ** assign a security-duty citizen to a room to have them guard it
    ** assign any citizen to a residence to have them use it as their quarters
    * normally, a citizen will "claim" an unused bed and the area around it
    ** citizens decorate their living space with their stuff (see "stuff" above)
    * people protect their spaces / become annoyed when strangers or unfriendly people intrude

    "LEARN TO PLAY"
    * option in front/pause menu
    * loads Box.sav as starting map, as opposed to normal DeepSpace.sav
    * "only display once" hint flag for tutorialish / first time messages

    TELEPORTERS
    * build at least two "teleport pad" objects to create a functioning teleporter
    * UI for selecting which teleporter goes where (dynamically changeable)
    * teleporter accidents: poorly maintained teleporters could hurt/kill people, scramble their brains (personality change), turn them evil (goatee Spock)

    METEOR STRIKES
    * meteors strike bases, punching holes in the hull, depressurizing rooms, damaging people and things
    ** not as harsh as in the Amnesia Fortnight 2012 version, promise :]
    * shield generators generate shielding to repel meteor strikes (gives technicians stuff to do in space)

    MISC UI
    * confirm + cancel for roster screen
    * custom viz for Construct mode - desaturate colors except for amber building color?
    * shift-space = max speed
    * up/down arrows in room centers showing whether room O2 is rising or lowering
    * "object condition" viz mode: color-code objects by condition, highlight technicians? do same when a technician is selected?
    * allow zoom in beyond min_zoom, spring back to normal min_zoom after a few seconds
    * make ability to rename citizens "once only"
    * "no power" icon over unpowered rooms (once power system exists)
    * little lines showing where someone is pathing to
    * cutaway mode should work on asteroids
    * support Mac trackpad gestures

    EMERGENCY DISTRESS SIGNAL
    * (very expensive?) object you can build that calls for rescue people / immigrants to show up and save your base

    BASE NAMING
    * when your first oxygenated room comes online, base is considered "established" and prompts you for a name

    STEAM WORKSHOP
    * built in savegame sharing!
    * mod support!
    ** "mods" subdir where user-created scripts patch base game lua files at runtime
    ** provide uncompiled lua source for gameplay-relevant classes, eg Character.lua, to support modders
    ** allow PNG sprite sheets - lower performance than tex format in exchange for easy moddability

    BARTENDERS
    * pub customers get their orders from bartender
    * bartenders serve food (once food exists)
    * skilled bartenders make people they serve happier
    * citizen drunkenness - increased by X every drink they have, dwindles to zero slowly (ie "blood alcohol")
    * drunk citizens more likely to make mistakes while doing duty

    CITIZEN FIGHTING
    * citizens who dislike each other enough will fight
    * low risk of actual death, but injury and deepening mutual hatred
    * security can stun violent people to calm them down, knocking them unconscious for a bit
    * drunk citizens more likely to fight
    * low morale citizens far more likely to fight

    SPACE MADNESS
    * when morale is critically low, space madness takes a form depending on personality type:
    ** sit in bed moping (how to recover?)
    ** become violent, grabbing a rifle if available, attacking random people

    DOCTORS
    * doctor duty and infirmary zone
    * doctors unassigned to an infirmary (see "assining people to rooms") patrol the base looking for hurt/sick people
    * citizens seek out an infirmary/doctor when hurt or sick (parasite infestation)
    * doctors use tricorder-like first aid prop to heal people
    ** better doctors heal people faster / more fully, bad doctors have a chance to hurt them
    * revivabed object for infirmary: only way to detect parasite infestation or cure some diseases

    CONSTRUCTION TOOLS
    * "flood fill with floor" tool, works on areas enclosed by walls or asteroid
    * "build circular room" tool - drag out a circular area instead of a square
    * filled (with floor) vs unfilled (without floor) toggle for box and circle room tools

    MISC LIFE SIM
    * "skill point distribution" algo for generating skill set on citizen spawn - nobody will be terrible at everything, if someone is really good at something they'll likely be bad at everything else
    * over time, citizens get nicknames, eg Bob "Sparky" Schmidt
    * ability to flag any citizens as hostile / suspicious (security will keep an eye on them)
    * citizens have to reach a locker before they can change duty
    * citizens become annoyed if their environment is noisy (people passing through or doing stuff) while sleeping or relaxing - incentivize building residences that are low-traffic
    * "watch video" activity tied to monitors
    * sportsball matches viewable on monitors / in pubs
    * high morale = skills go up more quickly
    * citizens put on duty-outfit when they go to do duty, remove it when starting certain other tasks (sleeping) or if it's been long enough since they last did duty

    SOCIALIZATION / AFFINITY AI
    * people prefer to chat with friends, unless they have high gregarious personality in which case they actively enjoy chatting with strangers (low familiarity)
    * people have +/- affinities for objects and rooms with certain qualities, eg red, dark, fluffy
    * people have +/- affinities for people with certain qualities (xenophobia/philia, sexual preference, fashion sense)
    * people spread gossip about people they dislike, biasing affinity map changes against them
    * trends: popular (high aggregate affinity) people influence the affinities of less popular people
    * fashion accessories signify social affiliation, eg cliques wear the same kind of thing
    * new concepts (topics) are gradually introduced by immigrants and trade, eg a new fasion craze starts when a trader visits the base with slap bracelets

    PERSONALITY TRAITS
    * introverted/extroverted = how much people enjoy solitary vs group activities
    * gregarious/shy = how much people enjoy chatting with strangers vs friends
    * vindictive/forgiving = how long people hold grudges and whether they act on them
    * angry/peaceful = whether people become violent or depressed when morale is low
    * neat/messy = whether people pick up litter and spare objects vs throw junk on the floor
    * religious preference = whether people prefer to be recycled on death or given a "spock funeral"

    AFFINITY/CONVERSATION TOPICS
    * games
    * pubs
    * tv shows
    * films
    * sports
    * sports teams
    * music albums
    * songs

    TECHNOLOGY
    * scientist job
    * research lab zone
    * blueprints - you can only build what you have blueprints for
    ** scientists can construct blueprints by doing research in labs
    ** players choose research topics?
    ** blueprints can also be discovered aboard derelicts or brought by special immigrants
    * starting conditions determine what technologies you have access to
    * take dead hostiles to research labs to study them and learn to better deal with them
    ** eventually, how to deactivate killbots and reform them into friendly (still scary lookin') bots

    "VISIT A FRIEND'S BASE"
    * hangar bay zone where shuttles can dock
    ** (post "stuff" update, traders show up here)
    * load citizens onto a shuttle and give it a destination friend's base
    * shuttle leaves, your friend gets a visit request
    * if accepted, your citizens disembark inside their base, walk around and have adventures
    * eventually, they return to the shuttle and return to your base
    * travelers preserve any stuff, gained experience, technology etc that they accrue while visiting another base

    BASE DEFENSE
    * more types of attackers show up in derelicts, docking ships, etc:
    ** killbots
    ** murderslugs
    * invaders breach base walls and invade from the outside
    * exterior base defenses - defensive gun batteries, shielding
    * build traps to capture or kill invaders:
    ** tripwires that can be scripted to doors, other traps, depressurize room, etc
    ** laser grids
    ** auto-turrets
    ** stun nets
    * brig zone for storing captured hostiles or violent citizens
    ** monster domestication/breeding?!?
    * greater variety of weapons for citizens to wield
    ** flamethrower
    ** gravity gun (flings things/people around)
    ** plasma cannon (cuts through anything)

    FUNERALS
    * when they die, depending on religious(?) preference each citizen will either be recycled at the matter recycler, or given a "spock funeral" ie placed in a spacecoffin and sent out an airlock
    * either way, a small service may be held with the citizen's friends
    ** attending this service raises their morale, ie if there is no time for a proper ceremony then survivors will have a harder time grieving

    ROBOTS
    * robots join your base as citizens
    * states for robots:
    ** normal - subservient to organic life, perform the duty they're assigned without question, don't have a personality
    ** rampant - gained self-awareness but hate all organic life, they rampage and band together with / produce more killbots
    ** enlightened sentient - after a long enough life, they become sentient, develop personalities, change their names, live normal lives

    LAWS
    * ability to pass ordinances: forbid/penalize certain actions, punish or praise people

    COMPUTER TERMINALS
    * write Lua to script control of environment objects, robots, etc

    PLANETFALL
    * teleport down to the surface of planet(s) you're orbiting
    * discover abandoned bases, alien life, friendly or hostile sentients

    HOLODECKS
    * build vast zones that can reconfigure their geometry to provide different entertainment/educational scenarios
    * citizen costumes for holodeck scenarios
    * holodeck malfunctions:
    ** glitches that partially reconfigure the geometry of your base, eg "half your base is now a medieval castle"
    ** holo-actors can break free and wreak havok in your base, eg "cavemen and cowboys are attacking everyone"

    "HISTORICAL SCENARIO" ADDON PACKS
    * props, tiles, costumes for sandbox storytelling in famous sci fi settings: alien, star wars, 2001, etc

    TIME TRAVEL
    * events deemed timeline-critical by the IGTTC Armistice of 7978 cannot be changed without serious consequences. however, we are pretty sure time travel armistices are for babies.
     

    The dev plans page now just says:
     

    Spacebase’s 1.0 release will be its final major update. In addition to lots of bugfixing work, it will add the following features:

    Tutorial Mode: Start with a basic pre-built base and learn the ropes via a series of tutorial messages.

    Goals: Track and work towards various objectives, such as “Reach a population of 50 citizens” and “Research all technologies.”

     

    The bright side is that the source code will be released, so the community, if so inclined, can pick up where Double Fine is to leave off.


     
    Beczunia z grubasa.

  8. Zmienili aiming mode w fullu:

    PgAP5vT.png

    Ciężko ocenić czy na lepsze czy gorsze ta zmiana.

     

    Zalezy jak to to bedzie wygladac gameplayowo - ile przeciwnikow, jakie poziomy itepe. Gdybym mial oceniac na podstawie RE4 (ktorego TEW wydaje sie duchowym nastepca) to zmiana jest raczej na gorsze. W pierwszym wypadku mielismy lepszy oglad tego co sie dzieje wokol nas i moglismy lepiej na to reagowac. Ostatni, najnowszy sposob niejako zmiejsza skillowosc calosci - kto slaby to i tak bedzie szukal dogodnego momentu kiedy nie bedzie otoczony do ataku, ale Ci bardziej wprawieni (w RE4) mogli wymiatac nawet otoczeni przez wrogow bo mieli caly czas podglad na to co sie dzieje wokol nich.

  9. DR2, 2:OTR oraz 3 robili Kanadyjczycy wiec pudło. Ostatnie porty japońskich żelków trzymały raczej poziom. Dark Souls 2 to krok milowy od jedyneczki, Ghostlight sobie niezle poczyna i sprawnie dopasowuje gry do potrzeb kaflowców. No, Deadly Premonition w zeszlym roku to byla kupa, ale to juz na konsolach slabo pykało. RE4 HD bardzo dobry port podobno. Cóż, niektórzy się uczą. Inni się nazywają Square-Enix.

     

    Teraz najważniejsze będą dalsze ich poczynania. Jeżeli wyjdą naprzeciw i naprawią trochę konwersje to już dobrze. Jeżeli tak się nie stanie... to sukcesu im nie wróżę.

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