08/07/2009
20/06/2009
Twitch Weaponry
Posted at
18:47
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16/06/2009
Silly dice mechanic
Devised an amusing dice mechanic. You roll a pool of dice (d6s currently) based on your competency (3, 4, 5 or 6), and the objective is to get a pair of dice with the same face-up value, and that value to be above the target number.
Posted at
19:25
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Labels: tabletop RPGs
12/06/2009
Really really short posts?
I haven't the willpower to make long posts. So instead, I'll make very short posts. Sometimes questions, sometimes concepts, sometimes solutions.
Today will be a question.
In a tabletop RPG, how viable is it to have specific rules for melee resolution, and is it possible to form a system that intelligently handles one combatant fighting many combatants at once?
Oh, and another question too.
Would that be fun?
Posted at
23:23
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Labels: tabletop RPGs
03/10/2008
Think random development thoughts!
I was talking to someone yesterday via IM about an addon for Garry's Mod (though it's a generic thing I'm going to address). He proposed something, and we talked about whether it's possible, the complications involved, the complications in making it accessible to players and not a risk for people using it, and finally whether the end product would be worth the effort involved.
Doing this allowed me to make a few observations about discussing development with someone who isn't a developer:
- They'll make a lot of valid points, especially some good ones relating to the accessibility/method of use of something, but they can easily misjudge how big a concern their points are, especially in early development. For example, the person I was speaking to thought that keeping players from ruining other's fun, or crashing the game for themselves or others, was a serious consideration for a tool right from the start of development. In reality, restrictions and limits are easy to implement compared to the main bulk of the features.
- For obvious reasons, they can't know whether something is possible. Therefore, you spend an inordinate amount of time exploring the realms of impossibility unless you want to prevent them contributing at all, which is of course wrong. I had the peron I was talking to attempt to persuade me I was wrong in saying somehing was impossible at one point, which was REALLY awkward.
- They severely undervalue random spontaneous combustion of any entity.
Posted at
22:53
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06/09/2008
And now, for something completely different: Toolgun Minigames!
I think I've posted about this before, but I released it and it's getting lots of interest, support, and even development... actually, I can't be bothered to make a long post. Just get it! Forum thread
Posted at
13:30
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28/08/2008
Now it's called 'Industrial Warzone'
As title declares, the gamemode does have a new name. It looks nice in the server browser, and gets across the whole killing thing aptly, so it'll do.
Gamemode content? There's a fair bit of snazzy stuff since last real content post. There's a weapon select menu you can see in one of the images (you can scroll through weapons or press the appropriate number, it'll appear when you are selecting then fade away; you can only hold two weapons and they are each assigned either slot 2 or 3). When looking at a weapon, it tells you what it is (later down the line it might tell you what upgrades it has too). A few more major upgrades have been added for late-game, namely 'SMG Back-recoil Boosters' (a secondary fire is unlocked on all SMGs that pushes you back from wherever you are facing: jump then look down, and you can boost yourself high in the air, ammunition allowing), a 'Rifle Grenade Launcher' (all rifles get grenade launchers that can hold two impact grenades; they do some damage, or can be used to blast yourself into the air without being damaged, and don't affect normal firing so you can do it mid-combat without stopping bullet fire), and 'Rifle Energycell Tech' (rifles fire pulse-rounds instead of bullets; no recoil, and rapid interruptable recharge rather than magazine-based reloads).
Woah, block of text. tl;dr?: upgrades that allow you to fly or jump around using weapons, and lasers.
You can also see the WIP directional indicator on all the screenshots. I think it looks pretty sweet, even i it is just an adaption of an arrow featured in a previous gamemode. Right now it points you to the nearest undestroyed enemy shield generator, or their power generator if both shields are down (you can C4 shields and the power gen, but there's no actual win connected to reaching and exploding the power gen. Next on my list.)
Posted at
15:26
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Labels: manufacture