Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Goatmeal

Pages: 1 ... 42 43 [44] 45 46 47
646
Quest for Infamy / Re: Rogues in combat
« on: February 22, 2013, 03:38:05 PM »
I'd like to see the rogue sneak up and perform atomic wedgies and purple nurples on enemies.  Or a special sneak "Kick Me" sign application, that would then result in the enemy being seized upon and kicked to death by all the other kids on the playground.

Sounds awesome: You distract the enemy by pointing and saying, "Hey, look over there!"  The enemy turns around and you attach the "Kick Me" sign to their back.  As the enemy turns back around to face you, a bunch of little kids come from out of nowhere to start kicking the enemy into submission.  (I imagine "cartoony" fight effects -- simply a big cloud with swinging fists and kicking legs sticking out.)   After a sufficient beat-down, the little kids runaway and disappear as quickly as they came...

Animators, start designing the gang of little hoodlums!

647
Banter and Chit-Chat! / Re: Oculus Rift
« on: February 20, 2013, 08:57:07 PM »
Man, I miss me some Aladdin's Castle at the local malls...   :'(

When Sam Flynn hit the main breaker switch in "Tron: Legacy" and Flynn's Arcade lit up after all those years with all of those machines coming back to life, and Journey's "Separate Ways" started booming in the background...

...I got chills watching that on the big screen.

Kids today will NEVER know how that feels...

648
Quest for Infamy / Re: The very first Development Images of this project!
« on: February 20, 2013, 04:33:24 PM »
Really seeing the Steve sketches over the years, Steve is getting better and better. He sent me one just last night that really got me excited.

Steve Sketch montage.  Too meta?

Nah.  I want a special edition where every background from the finished game is replaced with its original Steve Sketch...

"Look out, or else Mr. Roehm will fall into that blue squiggle -- I mean, the Volks river !"

649
Quest for Infamy / Re: Look what came in the mail today!
« on: February 20, 2013, 04:29:26 PM »
Why does it need so many discs, lol.
Let's do some simple math:
763 360k diskettes contain 763*360 = 274 680 KB

One MB is equal to 1024 KB: 274 680 / 1024 ~ 268 MB, which is a pretty normal size for a full-length AGS game.

Right you are, DrSlash.   ;)

I looked at the size of the uninstalled 2nd Demo file (in MB), multiplied by 1024 (to go from MB to KB) and then divided by 360 (to go from KB to the number of single-density 5¼" diskettes).

I think it worked out to be like 759.xyz diskettes, so I just added a few more knowing full well that not every diskette would use the complete 360 K of disk space available on it...

It'll take a while to install (9½–10 hrs), but on the plus side, it supports CGA and EGA !   ;D

650
Quest for Infamy / Re: Here's another secret...
« on: February 20, 2013, 04:22:39 PM »
Needs in-game screenshots!  :)

I toyed with the idea of doing mock-ups of the controller overlays when the whole "retro" thing was happening on FaceBook last month, but I'll try to get a few screen shots out here in the week or so!   :)

651
Quest for Infamy / Here's another secret...
« on: February 20, 2013, 01:42:40 PM »
Don't let Blackthorne and Klytos fool you...

Quest For Infamy isn't a new game; it's another remake — albeit a very good remake — of an old Atari 2600 / Intellivision game from the early 1980s.

As proof, here is my copy of the original Intellivision gamebox:


652
Quest for Infamy / Look what came in the mail today!
« on: February 20, 2013, 01:00:52 PM »



Look what arrived in today's mail: a box containing all 763 diskettes for the latest QFI Demo - version 2.0 !

At ~45 seconds per diskette, I figure I'll finally be able to play the 2nd QFI Demo in about 9½–10 hours from now...

And the label's boast is true — Games by Infamous Quests ARE the standard in PC animated graphical adventure gaming!

653
Quest for Infamy / Re: Bt's Corner
« on: February 19, 2013, 09:28:48 AM »
Yep.  You and me both, Colonel Kurtz.


But, it is requested of me by my loyal fans.  It shall be done.


Bt

Only if it's sung in Shatner style.

Just giving the peeps what they want...

"Girl...  In...  TheTower.
  I'm... Reaching.  Out.
  PleaseTellMe... What... ToDo.
  And.I.Think.  It's Going ToBe Aaaaaaaaa Long.  LONG.  Tie-um."

654
Quest for Infamy / Re: Thoughts on "Quest for Infamy" (Demo)
« on: February 17, 2013, 11:14:52 PM »
"I wonder if any game actually constructed a complex polynomial across multiple terms to smoothly scale loads of factors (smoothly as in differentiable and continuous multivariate functions)."

Can you say that in English?  :-\

Not speak for S_D, but there are a lot of different factors ("variables") when designing such a complex game like QFI, especially for the fight sequences...

While I have never programmed a computer game, I have dabbled in programming and can imagine the following scenario for a generic video game:

(A) What is the chance of a fight sequence occurring while you explore the countryside? = range of 0.00 "never" to 1.00 "certainty", which depends upon how stealthy the player is, if they are fatigued or healthy enough to avoid confrontations to begin with, and how prevalent monsters are in that area

(B) What type of monster encounter will it be? = a random number, based on whether or not is it nighttime or daytime and the likelihood of that type of monster being in that particular area (Goblins are 35% of all monsters in the forests, while Griffins are only 3-5% near the mountains)

(C) What are its stats? Single or a group of monsters?  What kind of loot/valuables? = a multiple of established base values for that particular monster type, randomly 0.75× to 1.50× for each stat value; a random value for the number of monsters attacking; and a random value for the loot each one would carry

(D) How aggressive is the monster? = a value based on monster type, time of day, and the monster's stats

(E) What are the odds the player can "run away" from the fight? = A percentage based on the player's stats and the monster's stats

and so on...

All of these numbers are added/multiplied together in a formula to result in a single random monster fight occurring.

As S_D said, while it's possible to tweak the numbers with a slider to make the fights easier or more difficult, that might not make the game enjoyable because the resulting gameplay is imbalanced -- and for each "notch" position of the slider, that's a whole other game that needs to be evaluated.  One setting = one game; ten settings = ten different games

Coming up with complex formulas that allow the player to make it easier/harder for ALL gaming experiences (not just fights) would be extremely difficult to devise and quite involved.

As I said, I've never programmed a game, so the experts here might say that what I've written here is WAY off base...   ???

655
Quest for Infamy / Re: Thoughts on "Quest for Infamy" (Demo)
« on: February 16, 2013, 06:09:06 PM »
In the latest "Hero-U: Rogue To Redemption" Kickstarter Project Update #35, Corey Cole says that Lori solved the problem of Adventure game or RPG game by implementing a slider for their game...

Quote
Lori came up with a new solution to the "Is it an adventure game, or is it an RPG?" question. Instead of having a difficulty slider (or possibly in addition), we will have a game style slider. You will be able to select "Puzzles only, no combats", "Traditional RPG with random encounters and emphasis on combat", or "Mixed adventure and RPG". We may add a few settings such as "RPG Challenge Mode".

656
IQ Chat / Re: Bt eats Marmite to Prove His Love for QFI and IQ
« on: February 10, 2013, 03:58:55 PM »
My vote is for either the neck (gangsta style) or the left butt cheek.  I suppose we can let you pick which character you want Bt, we're understanding like that.

I vote for a tat of the birthmark that Alexander of Daventry had on his bum (KQ3) --

I believe it was in the shape of Cedric the Owl...

657
As a fan of movie scores since the late 1970s and computer game scores since the early 1990s, here is something I've always wanted to ask you, Brandon and Isaac:

Is it more difficult to compose a piece of music 4-8 minutes long that doesn't repeat itself so much and can go wherever it takes you (musically), or one that is only 1-1½ minutes long but must tie-in with the intention of repeating?

658
Quest for Infamy / Re: Quest For Infamy Backer's Forum
« on: February 08, 2013, 10:30:22 AM »
Should be all set now, sir!

Bt

Right you are, sir!

Many thanks and much appreciation!   :)

659
Quest for Infamy / Re: Quest For Infamy Backer's Forum
« on: February 08, 2013, 09:11:52 AM »
BT -

Doesn't appear that I have access yet.

660
Banter and Chit-Chat! / Re: Other Quests for Something
« on: February 04, 2013, 07:47:03 PM »
I'm still trying to decide on a few of the answers for the Hero-U backer survey. If I'm going to have an entire wing of the university named after me, it had better be good.

If it's multiple choice, choose "B" for all answers.

Usually works for me...

Pages: 1 ... 42 43 [44] 45 46 47