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The Guiding Principles and New Rules document is now in effect.
Another mass shooting, Texas A&M this time. Reuters says "many" victims, CNN says "several."
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
@Bowen I am not a programmer, which I understand is a giant red flag when people talk about their dream projects. By the time this gets off the ground I should have translated my level building skills from old school Aurora to the UDK environment, and finished a pretty comprehensive first cut at a design doc.
i guess the root of my dissatisfaction was that there was such an incredibly strong contrast between exploration and combat. the wandering was awesome. we introduced our characters, we improvised, the DM worked with us in terms of using our powers to discover foot prints and platform and coerce people and have a whole lot of granularity over how we 'made our way' to the fight.
and then the fight started and it was like oh ok roll some dice, subtract some points, don't try anything fancy.
and i guess in some ways that is a sensible thing- else powergamers and obstinate jerks will make combat unbalanced and crazy and self-indulgent and all.
but i just felt like it was very boring to kill the bad guys and it soured me on the entire experience.
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TehSlothHit Or MissI Guess They Never Miss, HuhRegistered Userregular
To continue tabletop RPG [chat], I recently learned the my sister was very briefly part of a campaign and wasn't a fan. I was trying to get her to play the Dungeons and Dragons board game Castle Ravenloft, and she had trepidation about anything affiliated with dungeons and dragons, as her friends who had gotten her to play the previous game explained that it was similar to Dungeons and Dragons, which she had no experience with but knew me and a bunch of my friends used to hang out and play and have an enjoyable time. I was like, it's okay dawg, this is way easier than actually playing D&D, it's not bad, by the way, if what you played wasn't D&D, do you remember what it was.
But I recognize it's a tough row to hoe without being able to do the programming myself. Nonetheless, I think the story is excellent, the multiplayer with live GM client is viable as a product, and the release of assets will serve a demand I know existed in similar products before. I think I can make it work with a team willing to give it a shot.
My only problem with working on a game for money is, sure I can devote 4 hours here, 4 hours there, yadda yadda but like cool I just made $200. But it probably didn't help at all.
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
spool - you don't need to be a coder for an indie project, just to be able to contribute something tangible. Artwork (especially), 3d models, music, sound effects and such are just as good as code.
My only problem with working on a game for money is, sure I can devote 4 hours here, 4 hours there, yadda yadda but like cool I just made $200. But it probably didn't help at all.
It'll need a core group serious about driving the project at least to a point where I can get investments or promote a kickstarter and pay people to do it full time.
i just hate the whole concept of an 'idea guy', like engineers are too myopic and stunted to have ideas that don't involve polymorphism.
in the real world a pure 'idea guy' is vanishinly rare. It's usually 'idea guy' + CEO. Or 'idea guy' + lead dev. Or 'idea guy' + being the principle investor (big bags of cash are just as good as code too).
i guess the root of my dissatisfaction was that there was such an incredibly strong contrast between exploration and combat. the wandering was awesome. we introduced our characters, we improvised, the DM worked with us in terms of using our powers to discover foot prints and platform and coerce people and have a whole lot of granularity over how we 'made our way' to the fight.
and then the fight started and it was like oh ok roll some dice, subtract some points, don't try anything fancy.
and i guess in some ways that is a sensible thing- else powergamers and obstinate jerks will make combat unbalanced and crazy and self-indulgent and all.
but i just felt like it was very boring to kill the bad guys and it soured me on the entire experience.
Like 4e combat can be cool but it's a whole thing
We'll get you in a modern FATE game or somesuch and you'll be all
"I breach the door and toss a flashbang."
And roll one standardized set of dice
And I'll be like, "Nice success. Your teammates can use your success to clear the room at +2."
spool - you don't need to be a coder for an indie project, just to be able to contribute something tangible. Artwork (especially), 3d models, music, sound effects and such are just as good as code.
Way better than code even! There are way more people capable of coding a good 3D game than there are talented 3D sculptor/animators.
Thousands of hot, local singles are waiting to play at bubbulon.com.
spool - you don't need to be a coder for an indie project, just to be able to contribute something tangible. Artwork (especially), 3d models, music, sound effects and such are just as good as code.
Words words words are my thing. And I put together a respectable 60-80 quests over a couple of years, from FedEx runs up to multi-stage main plot lines.
spool - you don't need to be a coder for an indie project, just to be able to contribute something tangible. Artwork (especially), 3d models, music, sound effects and such are just as good as code.
spool - you don't need to be a coder for an indie project, just to be able to contribute something tangible. Artwork (especially), 3d models, music, sound effects and such are just as good as code.
Words words words are my thing. And I put together a respectable 60-80 quests over a couple of years, from FedEx runs up to multi-stage main plot lines.
ah, that is tricky. That kind of stuff is a real contribution, but it requires a fair bit of code to already exist (or at least very solid specs) so as to create the script / data files that represent things like quests.
spool - you don't need to be a coder for an indie project, just to be able to contribute something tangible. Artwork (especially), 3d models, music, sound effects and such are just as good as code.
Words words words are my thing. And I put together a respectable 60-80 quests over a couple of years, from FedEx runs up to multi-stage main plot lines.
ah, that is tricky. That kind of stuff is a real contribution, but it requires a fair bit of code to already exist (or at least very solid specs) so as to create the script / data files that represent things like quests.
Agreed. My current plan is to cheat, using UDK.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I think I've dropped my phone somewhere
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i guess the root of my dissatisfaction was that there was such an incredibly strong contrast between exploration and combat. the wandering was awesome. we introduced our characters, we improvised, the DM worked with us in terms of using our powers to discover foot prints and platform and coerce people and have a whole lot of granularity over how we 'made our way' to the fight.
and then the fight started and it was like oh ok roll some dice, subtract some points, don't try anything fancy.
and i guess in some ways that is a sensible thing- else powergamers and obstinate jerks will make combat unbalanced and crazy and self-indulgent and all.
but i just felt like it was very boring to kill the bad guys and it soured me on the entire experience.
Umm... I think it was like, Pathfinder?
twitch.tv/tehsloth
in that you script sweet actions against enemy actions and punch them in the FACE
and you can do locks and grapples n shit
note: I am already aware of the stuff on the Smodcast network, HAWP, the old PA podcast, and History of Rome.
It'll need a core group serious about driving the project at least to a point where I can get investments or promote a kickstarter and pay people to do it full time.
in the real world a pure 'idea guy' is vanishinly rare. It's usually 'idea guy' + CEO. Or 'idea guy' + lead dev. Or 'idea guy' + being the principle investor (big bags of cash are just as good as code too).
This is the worst fucking fad ever. Bring back dubstep or something.
Like 4e combat can be cool but it's a whole thing
We'll get you in a modern FATE game or somesuch and you'll be all
"I breach the door and toss a flashbang."
And roll one standardized set of dice
And I'll be like, "Nice success. Your teammates can use your success to clear the room at +2."
Etc.
The Moth.
Way better than code even! There are way more people capable of coding a good 3D game than there are talented 3D sculptor/animators.
Have you listened to all the PA D&D podcasts?
Words words words are my thing. And I put together a respectable 60-80 quests over a couple of years, from FedEx runs up to multi-stage main plot lines.
i am just speaking tangentially
ahem
beep boop boop
crunch! slam! pow!
brrrrrrrppppppttt
"you failed to breach the door but successfully threw the flashbang
your party is now blind and disoriented"
I know! Combatting that perception that I just have an idea and nothing else is important for me to get people taking me seriously though.
ah, that is tricky. That kind of stuff is a real contribution, but it requires a fair bit of code to already exist (or at least very solid specs) so as to create the script / data files that represent things like quests.
http://www.youtube.com/watch?v=4EgSkm9GLaU
yup. Most of those were great (they had a crappy DM for a while but Mike / Jerry / Wil carried it along regardless)
It's like 1.3 million legos. You can't tell from those photos but there are some landmarks done in colored legos.
the munitions used by your country employ depleted uranium penetrators
in 40 years your entire squad will have dick cancer
Agreed. My current plan is to cheat, using UDK.
"I kick a vase off the table into the face of the mook."
The DM never mentioned a table or a vase, but now there is a table and a vase.