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The Escapist

The Escapist Forums : Threads
  • Can someone explain this weird Jimquisition video about difficult games to me?

    Ezekiel:
    A nine minute long video by that guy? I don't wanna watch it. I agree with GamingBrit anyway. He wasn't just talking about Dark Souls.

    And your video featured the line "Take the Souls games for example. Those titles forged a community around the difficulty." What?! To beat a Souls game is easy as hell because the games have basically a "very easy" mode built-in. If anything the community was forged around figuring out the mechanics, the secrets, the lore; none of which has anything to do with difficulty. Throwing in a mode with a simple more player HP / less enemy HP takes like 5 minutes to code, you're just changing a couple variables. All games are balanced for a set difficulty anyway. You guys are acting like having say 5 difficulty modes takes 5 times longer to balance; nope, devs just balance "normal" mode and that's it. ANY OPTION for the player is inherently GOOD because if you don't like it, you don't have to use it, the whole point of the other modes is that they are purposefully unbalanced. If a difficulty mode can ruin a game, then why hasn't any game ever been ruined by a difficulty mode?

  • An Open Letter to The Escapist Community

    ResonanceSD:
    To all those decrying reddit for no coherent reason, feel free to post your ideas/solutions anywhere in this thread.

    While I personally don't have a problem with creating a subreddit - I'm mostly on reddit these days anyway (incidentally for good gaming discussion I've found r/patientgamers to be alright and our Discord is pretty active with recent release and general patient gaming chatter plug plug shut up EscapeGoat - I think there's a general practical reason for not migrating.

    Format stuff is a pretty easy one to see. As customisable as reddit is, some Users on here are just more comfortable with the familiar old trappings of the Escapist and that's fair enough. Given we've decided on going down this route regarding content creation I would suggest as well that it's worth continuing using this site because, funnily enough, it does still have a bit of a presence. Perhaps the best idea might be to create a sister subreddit and crosspost articles to it.

  • Is evil within 2 better than Resident evil 4?

    Ezekiel:
    Also, why is there so much gunpowder but so little ammo?

    I guess they did that so you can decide for yourself if you want handgun, shotgun or rifle bullets. I like the idea as the crafting is very unintrusive and you don't feel like upgrading a single weapon is pointless weren't it for the fact the upgrades themselves feel very marginal. You have to scour like half the game for enough green goo to have 10% extra damage output. Though given the scarcity of ammo/gun powder it's also obvious emphasis is on preventing the player from becoming overpowered which sits well with the general survival horror theme. I like how every shot you make feels critical in this game.

Place features PDF Print E-mail
Written by Mat   
Saturday, 17 January 2009 02:42
Current features of Place:
  • Free software, professionally finished;
  • No restrictions on licensing of your game;
  • Most of the work done for you, just tell Place where you want to place your entities and how you want them to react;
  • Movable entities automatically negotiate obstacles using shortest-path algorithm;
  • A bare minimum of scripting experience required of game designers;
  • Advanced features available to those who want to dig deeper;
  • Helpful debugging system enables rapid testing and makes it easy to find mistakes;
  • Prototyping system to reduce the amount of tediously repetitive work involved in development;
  • Free, extensible toolkit: add new features if you wish;
  • Uses a well-established, popular general-purpose scripting language with vast amounts of documentation, so there's no need to learn some adolescent, obscure single-purpose language just for scripting games;
  • Runs on Windows, Linux, Mac and various other platforms;
  • Games get an extensive menu system for making and loading savegames and configuring all of their settings;
  • Use any graphics resolution you wish; player can choose their own and your graphics will be rescaled, preserving the aspect ratio if desired;
  • Entities can automatically scale down as they move further away to give the appearance of perspective;
  • Simple yet powerful conversation system;
  • Link subtitles with the voice audio files that go with them, if you want voice acting;
  • Multi-threaded caching system pre-loads resources before they are needed, for improved responsiveness;
  • Internationalization/localization: easily support translations of a game into foreign languages;
  • Support for cut-scenes, using either the pre-existing system of rooms and entities, or MPEG format videos;
  • Extensive tutorials to get you started.

Features planned for the future:

  • Auto-package games into a Windows .exe installer, .pkg file for Macs or .deb, .rpm or .tgz package for Linux;
  • WYSIWYG game creation and editing studio, integrated with the Gimp professional, open-source image manipulation suite and featuring a text editor for scripting with syntax highlighting, auto-completion and debugging facilities;
  • Parallax scrolling background scenes;
  • Ability to use 3D models for entities instead of flat sprites;
  • Simplify programming interface further still and extend to Java, Python, Lua and Ruby;
  • More speed improvements;
  • Native support for Nintendo's DS and Wii consoles and SymbianOS (for recent phones by Nokia and others).
Last Updated on Wednesday, 15 April 2009 20:50