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Tuesday, May 9, 2017 - 05:19

The key is consistancy. As long as your shading is all in the same direction, or there is a uniform look of no shading, it will look very good.

When you have hard shading and light points in any and every direction, that is, it is inconsistant, then you will get issues - it will look bad and should be avoided.

Tuesday, February 28, 2017 - 09:23

How about for now we keep it low key and just internal to the OGA forums and let's gauge the level of activity?

Perhaps once some artists start seeing their work being used, it will give incentive to produce some art for the itch.io banners that we need.

Tuesday, February 28, 2017 - 06:01

This seems to have gone quiet... what's the news on this front?

Friday, February 24, 2017 - 11:12

As a suggestion for your "escape", let's say there are 3 guards/stages to get past. The story should focus on observing their habits and the talking of the people.

 

1. Fat guard - always eating. Solution: slip into his food prunes or add laxitive - basically something to remove the guard without triggering an "alert".

This is the closest to the standard "quest", but don't spell it out. Have some old people talk about prunes or whatever their laxitive is to help them go to the toilet. You might even need to steal it from them (environmental sub challenge).

 

2. Drunk/gambling guard - wanting a drink/money. Solution: money and a promise to look out for him ;)

The one for this is how do you get money? Have a system to generate money in many different ways (farm/make & sell - many things to get and sell. The other is steal)

 

3. Exceptional guard - environmental stealth challenge + plus item - think putting a bomb/loud noise or something with loud noise to cause distraction, as well as leaving unseen 

Friday, February 24, 2017 - 10:44

Quests, are pretty much all "get X and take them to Y". The trick to this is to cast an illusion on what the goal is.

The end result is something like:
# Bring me 6 apples.
# Get 6 apples and take them to Granny Smith
# Slay the apple stealing goblins and bring back the 6 apples they have stolen

A more complex way which better casts the illusion is to combine multiple objects into solving a quest.
# Appease all the elders to release your friend
- this is then broken down into reading between the lines of the elders speech and people around them to find out what they really like - it is then down to you to *assign yourself an imaginary quest* for "get X"

Wednesday, February 22, 2017 - 12:15

uh... what's the issue with the licensing here?

Monday, February 6, 2017 - 08:57

currently dannorder. I think some tight collaboration with him will be for the best :)

Monday, February 6, 2017 - 06:26

Question, are we going to be having themes?

My original thought was to combine the previous weekly art challenges, so the art used would dictate the game to be created, but having this sort of schedule, as well as duration will probably want a theme to focus on.

Monday, February 6, 2017 - 06:22

Ah, so we start with a jam?

 

March jam   <-- in time for St Patricks day ;)

April challenge

June jam

July challenge

September jam

October challenge   <-- finishes on the 28th, just in time for Halloween

December jam   <-- Christmas pressy time!

Monday, February 6, 2017 - 05:15

ah, so you're suggesting alternating with a month long challenge and a 2 week jam - intriguing idea...

Just to give a break down for the year (and to confirm I'm understanding this as well):

March challenge

May jam

June challenge

August jam

September challenge

November jam

 

If we just stick to the month long challenges, then we would have:

March, May, July, September, November

 

With both methods we have time to make games for Halloween and Christmas.

I do like the alternating idea - it's a great one!

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