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Clackdor

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Blog Comments posted by Clackdor

  1. I like how this is looking. I can try to comment on the "end user" aspect for you. I am the parent of a 5, 3 and 2 year old. The older two are definitely into learning games, but these are all web based and able to run on a cheap old Intel-Atom based machine. (I haven't actually tried my LE based project on it, yet).

     

    This is definitely something my 5 year old would find interesting. He likes games and he likes Math and this is right up his alley. Watching him game, the advice I would have is that you should avoid very difficult twitch based elements. IE pushing rocks around to get 13 is fine, but aiming and firing a crosshairs should be out unless the target is relatively stationary.

     

    We hear all the time that TV and video games is harmful for or kids. Not to get on too much of a soap box, but our family's feeling is that is mostly a bunch of hogwash. Yes, 8 hours a day in front of a TV or computer is terrible, but a few hours every other evening is fine. Our kids have learned a great deal. My 5 year old is in Kindergarten and is ready and doing math on a first grade level. My 2 year old can sign his alphabet and knows all the letter sounds. This is just phenomenal and modern media deserves some of the credit by offering engaging learning programs. Also, my kids choose outside over TV still. The recent heat wave (that just broke here in Missouri) killed any outdoor activities.

  2. I hope there's more than 32 pages!

     

    OK, so seriously, I'm glad you are putting a big emphasis on Documentation. I didn't really understand the history behind the poor documentation of LeadWerks 2, but you gave the hint that you were not satisfied.

     

    This is good. :)

  3. I am not blending between animations. The blending argument to the Animate() function is constant. I don't ramp it up or down between animations. It actually hadn't really occurred to me until I read your response to my question on the forum yesterday to do that. It's definitely something I will revisit later on. But I consider it more of a polish step and I really want to work on guts.

     

    One gameplay aspect that I like is to give the person behind the keyboard the feeling that the game is not lagging on their commands. That is, when W is pushed, the character is running full speed almost immediately. There is an argument to the UpdateController() function that is max force or something like that. I have it set at like 50 where Josh recommends 1. It really gives the character good response to the keyboard input which is good for gameplay and bad for realism. From that point of view, the rough transitions of the animations don't really bother me. I guess thats what beta tests are for.

     

    The other animation bit I want to work on is to enable my character to swing her sword and run at the same time, which doesn't seem like it should be that hard, just animate the spine and up with animation 1 and pelvis and down with animation 2.

  4. Hmm... I wonder if I misrepresented what my goal was by calling it a multiplayer RPG. It is NOT going to be an MMO. I recognize that very few companies get that right. And me, by myself, starting from scratch, has no chance.

     

    The game I want to make is the scenarios, warfronts, whatever they are called in your favorite MMO. I think it would be doable in a couple of years. No major AI. No huge worlds, or anything else that involves the word "massively". Load up 20 guys, let them fight it out in some creative levels, keep score, fight the next group.

     

    I agree with the statement about the polish. Who would play a game where you only have 1 character choice, the only skill is a sword swing, and the GUI looks like Windows 3.1? I guess we'll tackle that as they come up.

     

    There's lots of work to do here, and breaking it down into attainable milestones is something that is definitely necessary. And getting advice like I'm getting is one of the primary reasons I'm writing down my thoughts in blog form.

  5. I'm reading that, and yeah, it hurts. I get you. It's hard. If it were easy everyone would do it. The hard is what makes it great.

     

    You gave that advice once before in the forums and I really want to take it to heart. I really want to do things that build on each other:

     

    Make text game -> Make a 2D game -> Make a 3D game

    Make a GUI game -> Add GUI to 3D game.

    Make Chat system -> Make simple network game -> Add multiplayer to 3D game

     

    However, your pac-man statement struck me. You know what would make a really cool game? 3D Medieval Pac-Man with swords, scenery, etc. I can take the 3D world that I have in progress, populate it with sprites of coins (the pellets) and sprites of swords (power pellets) and crawlers (the Pinkys!) . Collect all the coins, smash crawlers with 1 hit of your sword that you only have for a few minutes. Boom, 3D Medieval Pac-Man where Pac-Man is a hot chick with red hair and purple skin wearing some awesome armor.

  6. Thanks for reading Lazlo.

     

    I am definitely not above asking for help. In fact, I never anticipated this to be a one-man-only job. However, I do intend to dabble into everything a little bit myself just to get the experience. Also, i would feel it necessary to have "something" other than talk to convince people that I'm serious. I can barely convince myself that I'm serious yet.

     

    So, if I can take a stock character from Dexsoft, create a level with the editor and free/cheap resources, and throw together a primitive alpha all on my own, I can present that to a number of interested parties who may be willing to partially fund (hahaha, I just thought I would throw that in there) and participate in the development.

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