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I really like the acid rain and lightning cloud ideas. I have some ideas, but since I wasn't at the meeting, I don't know what extent the following have been discussed:

-tornadoes -> for use by sky people, used to 'clear' the land (eg, destroy all mole people's windmills, but also destroys the sky people's own trees) -> and earthquakes could be the mole people's equivalent -> would require a lot of conditions, though (eg, tornadoes would reqiure a lot of moving of different cloud types)

-take control -> sky people could take over mole people's windmills and use it for their own purposes, while mole people can alter trees (example: maybe by weakening the foundation around a tree so the ground there becomes lower, the tree's height decreases) to alter wind currents/bird flight paths

-weather/seasons -> give advantages/disadvantages to each side

(When I read 'sky people', I think Avatar. Coincidence?)

Random Ideas by Shawn YuShawn Yu, 30 Sep 2010 01:59
zazeryzazery 01 Sep 2010 23:26
in discussion Hidden / Per page discussions » 9.06 - Gun.Smoke sequel

It was a really interesting approach we took by looking at pacing and timing of introducing new game mechanics.

by zazeryzazery, 01 Sep 2010 23:26
Club Archives 6.08
(account deleted) 05 May 2010 23:52
in discussion Online Discussions / Game Design » Club Archives 6.08

Even if it doesn't say "Cody's Pick" I think this concept was a rather worthwhile one in many respects.
Firstly, this game screams PvP. When I say PvP, I mean the really fun engaging kind, not the ones with negative communities and elitists. For instance, TF2 has an overall positive community for a variety of reasons, including (and most certainly not limited to):
- No TKing
- Easy to play for all skill levels
- Cooperation-based by nature
- Balanced set of weapons that don't break gameplay

With this game, you can design heavily with suspension of disbelief and toss away any sort of realism. A fun physics PvP game that gets people using their instincts and not calculated head-shots, etc.
Randomness should also be considered here. Take for instance Smash Bros. Brawl. It's predecessor, SSBM, was a favourite tourney game and is played competitively. Not to put words in their mouths, but I really don't think the developers had that in mind. This explains why in Brawl there is RANDOM tripping, Smash Balls for crazy super kills, etc. It eliminated competitive play at an ELITE level (no wave dashing sorry), yet it remains a fun PvP game at heart.

On top of that, it's a small enough scope for a small team of developers to play with. EASILY possible to put on hand-held, PC and console platforms with respect to interfaces and required technical specs. In fact, the controls sound simple enough that one could compete against other players using different platforms, something that the industry (to my knowledge) hasn't really hit up yet. Imagine iPhone player vs. PC player. Fingers vs Mouse.

Just thought I'd spark some conversation on a good idea that really shouldn't die by any means. If this idea is still around in the future, I intend to ask permission (intellectual property) to turn it into a game and I sincerely hope that if those old talks of GDC forming an actual dev. team are still active that this idea is on the list of green-light approved projects.

Club Archives 6.08 by (account deleted), 05 May 2010 23:52

In this video it shows how objects can be manipulated in the game.

Object manipulation hackery by zazeryzazery, 17 Mar 2009 04:33

This looks fun, too bad I don't have time to enter it. For anyone entering please post your entries here.

Re: 7DRL Challenge by zazeryzazery, 09 Mar 2009 19:35

For anyone else interested in Roguelikes, the 2009 Seven Day Roguelike programming contest/challenge is happening from March 7 to March 15. For more information see the "7DRL Challenge 2009: Date is Chosen!" topic on rec.games.roguelike.development (or on Google groups).

7DRL Challenge by mwhitneymwhitney, 05 Mar 2009 08:18

Sounds interesting. I think it's great that you're using Blender as a game engine. I think the biggest challenge in terms of design is coming up with Kirby-like levels that work with the new camera. Remember that it is quite difficult to make the player look up. However, don't spend too long on this project I'm sure your design skills would be put to better use with original ideas.

Interesting by zazeryzazery, 25 Feb 2009 07:44

This Flickr application apparently analyzes your space pictures an figures out what stars are in the picture.

More real than we think by zazeryzazery, 20 Feb 2009 17:14

As part of a technical discussion on technical design documents I realized that one of the most important things to do is find game design elements that can be implemented with a common underlying solution. My question to everyone is what strategies can be employed to capture this information?

There may not be one strategy that will work for all cases and different strategies may lead to different combinations. My idea for a strategy is to first group game design elements into video, sound, gameplay and menus and then try to connect as many elements between groups.

I would be happy to answer any questions you may have.

Need help? by zazeryzazery, 14 Feb 2009 23:45
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