Search found 982 matches
- Wed Oct 30, 2013 6:40 pm
- Forum: Off-Topic
- Topic: Better Than Starting Manned (Flower's WIP KSP mod )
- Replies: 1037
- Views: 359871
Re: Better Than Starting Manned (Flower's WIP KSP mod )
Saraduk: Here's something I've come to believe about Design over the years, whether it be game design, or graphic design, or building design. Most "designers" have no fucking clue what they're doing. They have an instinctual talent, but they really have no process, and no clue why what wor...
- Wed Oct 30, 2013 4:25 pm
- Forum: Off-Topic
- Topic: Better Than Starting Manned (Flower's WIP KSP mod )
- Replies: 1037
- Views: 359871
Re: Better Than Starting Manned (Flower's WIP KSP mod )
Sweet. That means I can skip learning programming and go back to learning to write well. The implementation phase is so much shorter in tabletop game design. :)
Man, I wish you and I were geographically concurrent. I really, really want to just spend an evening talking pure game design over beers.
Man, I wish you and I were geographically concurrent. I really, really want to just spend an evening talking pure game design over beers.
- Wed Oct 30, 2013 10:09 am
- Forum: Better Than Wolves Discussion
- Topic: Hardcore Headwear SPOILERS
- Replies: 125
- Views: 28422
Re: Hardcore Headwear SPOILERS
Well, it's not like there's anything to eat there. It doesn't make sense to attack something you can't eat.
- Wed Oct 30, 2013 10:03 am
- Forum: Off-Topic
- Topic: Better Than Starting Manned (Flower's WIP KSP mod )
- Replies: 1037
- Views: 359871
Re: Better Than Starting Manned (Flower's WIP KSP mod )
Just to back up the conversation a bit and return to this point: Man, if I've somehow managed to impart the "if you want to do something right..." philosophy through what I've done with BTW and this thing, I think I can die a happy man :) I can't help but chuckle when I think back to the ...
- Tue Oct 29, 2013 5:16 pm
- Forum: Off-Topic
- Topic: Better Than Starting Manned (Flower's WIP KSP mod )
- Replies: 1037
- Views: 359871
Re: Better Than Starting Manned (Flower's WIP KSP mod )
Well, it's not how I would have done it, but that doesn't prevent me from enjoying doing science. SCIENCE! (And I'm certainly not going to beat a dead horse about my gameplay ideas. If I've learned anything by your example, it's that if I have that strong an opinion, I should just make my own goddam...
- Tue Oct 29, 2013 11:54 am
- Forum: Off-Topic
- Topic: Better Than Starting Manned (Flower's WIP KSP mod )
- Replies: 1037
- Views: 359871
Re: Better Than Starting Manned (Flower's WIP KSP mod )
FC, you're awesome for incentivizing experimental missions.
Are you planning on doing anything that incentivizes more permanent installations? Something that gives me a reason to put a space station in orbit other than "It'd be cool" ?
Are you planning on doing anything that incentivizes more permanent installations? Something that gives me a reason to put a space station in orbit other than "It'd be cool" ?
- Fri Oct 25, 2013 10:05 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.22 anticipation thread
- Replies: 127
- Views: 65029
Re: Kerbal Space Program 0.22 anticipation thread
On the subject of mods:
Messing with the tech tree is as easy as modifying a .cfg file? So if I add a mod with parts like, say, Remotetech, it would be pretty easy for me to insert those parts into appropriate parts of the tech tree myself, right?
Messing with the tech tree is as easy as modifying a .cfg file? So if I add a mod with parts like, say, Remotetech, it would be pretty easy for me to insert those parts into appropriate parts of the tech tree myself, right?
- Sun Oct 20, 2013 11:11 am
- Forum: Off-Topic
- Topic: Game Design: Skipping failed missions
- Replies: 25
- Views: 15072
Re: Game Design: Skipping failed missions
I think it's related to the "Videogames as story medium" meme. In the old days, when games were games, then it was acceptable to have fail conditions. Hell, most old-school arcade games didn't even have a win conditions, you played until you died then bragged about how long you lasted. But...
- Fri Oct 18, 2013 9:51 am
- Forum: Off-Topic
- Topic: Anyone seen Vioki?
- Replies: 8
- Views: 1690
Re: Anyone seen Vioki?
2 weeks? Give the dude a break. Sometimes you just don't have time for your hobbies.
- Wed Oct 16, 2013 5:47 pm
- Forum: Better Than Wolves Discussion
- Topic: Hardcore Headwear SPOILERS
- Replies: 125
- Views: 28422
Re: Hardcore Headwear SPOILERS
For some reason, that made me think of a giant Notch head descending from the sky :p I look forward to that "oh shit" factor you mentioned. Sounds thrilling. THE CUBE IS GOOD! THE HALF-SLAB IS EVIL! http://randomaniac.us/wp-content/uploads/2011/01/zardoz.jpg I now want a skin for my steve...
- Fri Oct 11, 2013 4:50 pm
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.22 anticipation thread
- Replies: 127
- Views: 65029
Re: Kerbal Space Program 0.22 anticipation thread
I agree this is a wrong way to go, but that's because I'm still not sold on a "Tech Tree" as an ideal solution to staging gameplay. I would really prefer a scenario in which in-game acquisition of piloting and design skill was the greatest limiter to success, as opposed to unlocking more p...
- Fri Sep 27, 2013 11:33 am
- Forum: Better Than Wolves Discussion
- Topic: Jungle Survival [possible spoilers]
- Replies: 10
- Views: 2165
Re: Jungle Survival [possible spoilers]
Yeah, if I figure out how to do it, I'll let you know. I usually like to settle in the jungle right next to an ocean cove. Hell, my fave save is an all-jungle island in the middle of an ocean, if I started that one today I'd never survive.
- Thu Sep 26, 2013 1:42 pm
- Forum: Better Than Wolves Discussion
- Topic: New Release! (BTW V4.8942)
- Replies: 37
- Views: 7944
Re: New Release! (BTW V4.8942)
I use the lens as a portable light source while mining. I set up a torch and lens at the beginning of a branch. I then dig away from the lens. The lens gives me spot light at the location I'm working, without having to place a torch every 7 blocks. I know I've mined far enough when the light goes ou...
- Mon Aug 19, 2013 10:09 pm
- Forum: Off-Topic
- Topic: 0x10c is dead
- Replies: 21
- Views: 3750
Re: 0x10c is dead
Says the talented designer who's picked up Notch's last half-finished idea.
- Tue Aug 13, 2013 7:50 pm
- Forum: Better Than Wolves Discussion
- Topic: What iron tool would you make first?
- Replies: 54
- Views: 7579
Re: What iron tool would you make first?
I too go for the Hoe. I'm Pimp like that. Plus, I like to dick around in the stone age a bit longer than most. I'm super into historical civilizations that were barely beyond the stone age, and the sort of monumental architecture they got up to even without silly luxuries like "Metal tools"...
- Mon Aug 12, 2013 1:06 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
On to another topic: Does anyone have any good advice on designing planes in with FAR? In particular, my pitch and roll seem really responsive, while my yaw control is minimal to non-existent. I don't know how to use all those graphs in the design bay, the help section defines terms but doesn't tell...
- Sat Aug 10, 2013 9:46 am
- Forum: Off-Topic
- Topic: X-Rebirth, You can walk where?
- Replies: 13
- Views: 1780
Re: X-Rebirth, You can walk where?
I'm of the mind that if you want an economy simulator, which is rewarding in so many ways when you have the time/resources for it, one that happens IN SPACE is always preferable. That's only because you aren't considering the idea of controlling a world-spanning sea trade empire during the age of s...
- Sat Aug 10, 2013 2:35 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
I suppose I'll probably be one of those people who keep it in sandbox mode. I like to imagine my Kerbals as less analogs of our society's space program, and rather to be a society that throws their resources at space travel the way we throw our money at sports. I don't want to model the larger kerba...
- Thu Aug 08, 2013 12:29 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
I agree that some resource use design constraint should be there. It serves a double purpose in my mind. The first is what you bring up: design the minimum you need to the mission. The second is to incentivize reusable rockets, spaceplanes, ssto, and all that jazz, instead of solid fuel rockets and ...
- Fri Aug 02, 2013 7:55 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
Honestly, if I were independently wealthy, I could easily see devoting myself to making a Kerbal mod next. The game just has awesome potential, and I had to seriously restrain myself from making a "small test mod" last week just because I knew the slippery slope it could easily put me on....
- Fri Aug 02, 2013 12:46 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
It would be especially hilarious if you just re-used the minecraft wolf model too.
Wait a minute.... Large green cylindrical heads, a tendency to explode.... Kerbals are Creepers!
Wait a minute.... Large green cylindrical heads, a tendency to explode.... Kerbals are Creepers!
- Fri Aug 02, 2013 12:28 am
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
All right, I'm on board, but it's still missing something. I know! Is there any way we can add some sort of alien mob to the Mun, which you can feed xenon gas and make your pet? Some kind of space wolf?FlowerChild wrote:Oh come on! We could call it Kerbal Technic for maximum fireworks! :)
- Thu Aug 01, 2013 11:58 pm
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
Woah Woah Woah. Who said Mod pack? We're just narrowing down a list of mods that meet our shared criteria. :) One of the things I like about the stock parts is that there really aren't "Tech Levels." Each part has a use in specific mission profiles. OK, yeah, the mainsail is the obvious wi...
- Thu Aug 01, 2013 10:58 pm
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
You are spot on about my attitude towards "Parts packs," FC. My major problem with most of them is they are too specific to their use. Take Mechjeb's Eyeball-like autopilot pod. It looks really really cool, I admit. But the parts that make it up are designed to fit together a very specific...
- Wed Jul 31, 2013 6:56 pm
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28453
Re: Kerbal Space Program 0.21 is out!
All right. This thread made me update, check mods, and start a new game. Planning on a full space program from V2 equivalents to Duna Colonization. But of course, I have to split my time with my 10 year old, who just wants to build things that explode. Currently added FAR, Deadly Re-entry, and Proce...