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Topics - Zera

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16
Humour and Jokes / Use your panties
« on: June 20, 2010, 01:09:48 pm »

17
Humour and Jokes / Shear me (explicit language warning)
« on: June 18, 2010, 01:53:25 pm »

19
Miscellaneous / I'm sure Kevin can appreciate this effort
« on: June 09, 2010, 07:59:56 am »
Introducing the irony mark. That's right - punctuation for ironic or sarcastic clauses; or clauses that otherwise contain such subtext.

If there were suitable computer codes for this and other unofficial punctuation reforms, I would totally use them on an everyday basis. :D

20
General Discussion / Need more electronica
« on: May 31, 2010, 10:13:22 pm »
Since all my friends are big electronica freaks, I need to add some more to my library. I started looking into eletrodance, but I'm not really familiar with the whole genre. I found a couple of relevant examples:





I need some recommendations along the same lines. Give me your best shot!

21
Miscellaneous / Do you fear your own reflection?
« on: May 25, 2010, 03:49:17 am »
Stand in front of a mirror, and stare directly into the reflection of your eyes. Without ever looking away, do you eventually begin to fear your reflection? How long can you stare at your reflection before you must avert your eyes?

22
Math and Science / To-hit probabilities from dice
« on: May 17, 2010, 05:03:50 pm »
I'm working on a pen-and-paper RPG, and I'm trying to consider a more unique approach to determining the accuracy of attacks. I wanted to make this a very simple process that doesn't impose any math on the players. e.g., roll a single die, and check the value to determine whether an attack is effective or not.

What I don't like about how D&D handles this (at least, older editions) is that the player was tasked with checking a look-up table, depending on the enemy's armor class. I don't want to impose anything like this. It needs to be far more simplified.

The basic idea here is that any armored character or creature can absorb most any blow that's directed at it. Presumably, wearing armor means that your armor is going to stop a weapon dead in its tracks, thus making you much more difficult to successfully damage. The game must determine when an attack either hits a vulnerable, non-armored area of the target, or otherwise pierces the target's defenses somehow. So, this to-hit system need only consider the armor class of what is being targeted, and not the attacker's own accuracy or type of weapon being used. The finer details are left to abstraction.

What I was thinking was requiring the attacker to roll a single die and aim for a value that's greater or equal to the target's armor class. There are some issues, though: Which die represents a balanced probability that can universally encompass all kinds of attacks; what if the target's armor class is higher than the maximum value of the die? As far as the latter is concerned, I think there can also be a bonus on an attacker's to-hit score, which means this value is added to the total value that was rolled. If, for instance, you had a to-hit bonus of +2 and you rolled an 8, the outcome would be considered 10 instead. (8 + 2) In cases where a target has some abnormally high armor class, you might only be able to hit it if you had an adequate to-hit bonus to match. I'm really not sure how this looks in terms of overall balance, though.

Any insights would be appreciated.

23
General Discussion / Most energetic songs you've discovered
« on: May 16, 2010, 05:01:07 am »
Not quite sure if anyone can top this, but:



In all honesty, if it's conceivable for there to be a more energetic song out there, I would be highly curious about it.

24
Gaming Discussion / Nascent Requiem (Final Fantasy XIII)
« on: May 11, 2010, 11:21:32 am »
I was looking over the Final Fantasy XIII soundtrack earlier, and I thought one detail was kind of interesting: Track 19 of disc 4 is entitled 生誕のレクイエム in the Japanese version. This generally translates to "Requiem of Birth," or "Nascent Requiem." In romaji, that would be "Seitan no Rekuiemu." What's funny is that "Seitan" is pronounced similar to the English "Satan." "Satan" is spelled somewhat differently in Japanese, but it's still fairly coincidental.

Since this is the theme song of the game's final boss, I wonder if this was an intentional play on words. Too bad the English version of the soundtrack doesn't really capture it.

25
I've gone over several attempts to create a manual for the game using rich text-editors, but I can't do anything right. When I want to insert an image, the text formatting gets screwed-up, I can't resize or align the image the way I want, or there's some other issue I can't resolve. Inserting tables is even more tedious - it's all jumbled or misaligned. I also hate how the formatting seems to reset between every word, or how using multiple formatting settings between sentences and paragraphs just causes everything in the document to bug-out. Suffice it to say, I neither have the patience nor ability to produce this. :P

That's where you come in. I need a volunteer (with experience creating eBooks, or other documents with rich formatting and images) to help produce a game manual. I will supply all the details and images for you to use. It would be a matter of you inserting it into the document and arranging everything to look neat and presentable; then outputting a PDF file that we can distribute with the game. I can't offer you any real compensation for your time and effort, since the project is entirely a community effort anyway; you will, however, be credited in the game's own ending sequence.

Any takers?

26
Humour and Jokes / "Only in Japan" - Omnimaga edition (NSFW)
« on: May 06, 2010, 01:28:07 am »
The rules of this game are simple: Post strange occurrences, articles, images, etc. that can only originate from Japanese culture and ingenuity.

I'll start us off:


27
General Discussion / The alternative genres thread
« on: April 30, 2010, 11:58:06 pm »
I thought it might be interesting to base a thread on some of the more "out-there" genres that don't usually fall into mainstream popularity. Got any interesting or unique songs to share? Post them!

I'll start us off with some of my favorites...






28
TI Z80 / The Legend of Zelda
« on: April 30, 2010, 04:49:22 pm »
I had a few ideas for an enhanced remake of the original Legend of Zelda on 15 MHz calculators. Maybe "remake" is not the appropriate word, so much as a rendition, or watered-down port with a few enhancements.

The plot and flow of gameplay will be slightly different. As opposed to Princess Zelda separating the Triforce of Wisdom into 8 sections and dividing them across several dungeons, Link's task is to find each whole piece of the Triforce in order to break the seal on Princess Zelda's prison within Ganon's Citadel. This doesn't necessarily limit the game to three dungeons - there will be dungeons where important items are guarded by bosses. It it necessary to procure these items so Link can reach other sections of Hyrule and ultimately uncover the Triforce. Some dungeons will also have seals that require to specific Triforce pieces to be in your inventory.

I've cut down on the number of items present in the game. It's rounded down to four equippable items, (Link may only equip a single item at a time) four "quest" items - or items that have passive effects - and of course Link's tunic and shield. The complete inventory is:

Wooden Sword (L1) - inflicts 1 point of damage against enemies; some enemies are immune to this sword
Magical Sword (L2) - inflicts 2 points of damage against enemies
Wooden Shield (L1) - blocks very few projectile attacks (but cannot be eaten by a Like-Like)
Magical Shield (L2) - blocks most projectile attacks (but can be eaten by a Like-Like)
Hylian Tunic (L1) - does nothing (it's simply your default tunic)
Hero's Clothes (L2) - halves all damage inflicted against Link
Magical Bow - fires arrows that allow Link to penetrate some enemy defenses (each arrow subtracts 1 rupee)
Bombs - can damage multiple, adjacent enemies, or destroy weak objects; (walls, blocks, etc.) Link's initial bomb capacity is 8, but it is possible to purchase an upgrade to 16
Switch-Hook - when fired at an object, Link switches places with it; (this is effective against enemies or movable pots) stuns enemies that are too heavy to switch places with Link; will grab objects such as keys or rupees and add them to Link's inventory, as opposed to switching places with them
Giant's Ring - allows Link to push certain types of blocks
Fire Arrow - allows arrows to light torches
Flippers - allows Link to swim in watery areas
Water of Life - when Link loses all hearts, this will automatically restore 3 of them (and then vanishes from his inventory)



I haven't designed any maps yet. Since the sprites will be 16x16, I was thinking of doing 8x8 map tiles. Each of the boundaries around each action screen could be composed of 8x8 sprites that only show halves of trees and mountains, which should help prevent any given screen from becoming too cramped with large objects. Tiles within the boundaries would still make 16x16 px objects. Each action screen would only be 96x64 pixels.

Link's status is also a bit different. I thought only 8 total hearts would be sufficient. (3 to boot) There may be more than 5 Heart Containers to be found, and I say this for two reasons: 1.) Games like Metroid did this with Energy Tanks, in case the player did not discover them all; and 2.) There will occasionally be situations where you will lose a Heart Container. (i.e., the "Leave your money or leave your life" choice in some rooms)

29
TI Z80 / Lost Legends (reprise)
« on: April 26, 2010, 06:02:52 pm »
This is a reboot of a project I started a few years back. Although it was never completed, it was still a very influential project for future works. I figured I owe it to myself to give this game (my first game) the detail and depth it deserves.





Comparison of the original designs:





The game centers around an apprentice knight named Fenrisson, who serves under the leadership of Captain Darius of the Knights Glendale. Prior to the game's events, Darius betrayed the King of Glendale and set out in search of a relic rumored to grant its holder the power of dragons. Although many of the king's men attempted to stop him, none were successful. One particular knight was Fenrisson's own brother, who never returned from his journey to Darius' citadel. Although a lowly apprentice, Fenrisson is determined to find his brother and put a stop to Darius' evil plans.

The story really isn't very robust. The game emphasizes questing and exploration over the finer details of what's going on, or why. The general flow of the game is that Fenrisson will explore new areas, learn details of the whereabouts of Darius' citadel, or learn about requirements he must meet to travel to the next area. (such as keys or relics that need to be discovered before proceeding) The maps are all presented in a 1:1 scale, and each area leads to the next. There is no general overworld with small icons representing towns and dungeons. For instance: Every time you need to reach a particular village, you actually need to roam through the wilderness between point A and point B to get there.

Enemies are placed directly on the maps. (no random encounters) You can selectively choose when you want to fight an enemy. In some cases, an enemy may be blocking your only available path. Battles take place on the same maps by transitioning into a turn-based input sequence. The player registers commands by simply selecting which item in Fenrisson's personal inventory to use. These can be weapons, shields, potions, etc. Each of these items has a quantity, or durability level, that defines how many times it can be used before it needs to be replaced.

Fenrisson's statistics randomly increase after battles depending on several conditions: Which items he put into application, how much damage he suffered, how many attacks he managed to evade, and so forth. There's no real disparity between how statistics between the player and the enemy function - these are within relatively similar ranges.

Overall, it's probably a 45-minute game. I hope to make exploration the largest emphasis, with robust dungeons, traps, pitfalls, puzzles and other interesting details to give the game more of an adventurous flair than some of my other projects.

30
Miscellaneous / English language reform
« on: April 26, 2010, 02:41:32 am »
Since I know there are some people here who speak English as a second language, I was curious about their thoughts on how difficult it is to learn English, and whether or not an English language reform would be desirable. (or make English easier / more practical to learn) Basically, a language reform would mean altering the spelling (and maybe pronunciation) of words to make the language more consistent with itself. For instance: We have words like "weight" and "height." In each of these words, the "ei" diphthong is pronounced differently, but there's no indication that these words should be pronounced differently - a person has to remember these pronunciations on a word-per-word basis. In other languages, there are (usually) stricter rules about spelling and pronunciation, so there's generally no misunderstanding about it. Even native speakers of English may not necessarily know how to pronounce a word they've never read before. (or how to spell a word they only recently heard)

What are your thoughts? Do you think there are any improvements that should be made to English?

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