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melkathi

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Everything posted by melkathi

  1. I hated Darksiders and felt that for me, even the ridiculously low price was wasted money. I somehow never got around to try L.A. Noire. Deus Ex I had a lot of fun with. The writting could have been a bit better, but I really enjoyed the gameplay. Especially the dialogue / social upgrades for the character I found very well implemented. It's DLC is also rather good. One of the better DLC I have seen.
  2. *taps another Gold Imperial on the bar counter*
  3. Out of curiosity I had a look at the sight. They have sexualized carapace armour? Seemed to me that women either wore slutty dresses or had body art instead of armour... Something that skimpy and that tight fitting can't be anything "worn" it must be painted onto or grafted directly into the skin...
  4. And that's why we had the most fun in the campaign that the players started with amnesia. Had them quickly roll a series of dice, noted down the results and we got to playing right away and a lot of things were discovered and fleshed out while playing. The abstract nature of stats did not really matter in that situation (gave them their stats at the end of th introductory session) and char generation was done faster than Chitika Fastpaws would have made them.
  5. It's a bit of a unique situation based on that specific adventure (which I'd strongly suggest looking into finding an online copy of. Great adventure well worth playing once). It's, I guess, a zombie apocalypse scenario, so the players are not trying to kill every enemy. They try to survive and in the end kill the necromancer controlling the undead. The GM keeps track of everything that has happened throughout the adventure, assigns Heroism Scores for the various parts, keeps track how much time the PCs wasted and for every confrontation rolls dice based on the PC performance to see how the npcs are faring. And of course everything is done with comprehensive, easy to use check boxes. So when it comes down to it, every confrontation, while playing you only concentrate on the "heroic", imediate action of the PCs and then you give them a minute to rest, refill their drinks, while you quickly roll the results of the aftermath.
  6. 1st ed the Myrmidia's largest temple was in Magritta
  7. MonsterTV Member Since Yesterday Active Posts 1 I rest my case.
  8. This allowed them to encourage people to keep funding. I wonder how many people still pledge money through paypal once a game is officially funded. Or if the amounds pledged are significant enough to allow for real planning of extra development. At the same time, I think they wanted to keep their options open. If they managed to do it, great. If they didn't, they hadn't promised anything.
  9. Pffft/ Everyone knows that there is only one rule about skies: that there cannot be two of 'em
  10. Here, have a screenshot where no ponytail will distract you
  11. Ran through my first group instance in Defiance with a PUG. It was a rather easy run. Only the final boss downed half of us, but the other two did eventually get us back on our feet. And the main reason I went down was that two adds with shotguns spawned right behind me at point blank range. Ouch. It was fun though. Will try to do the other instances as well.
  12. More screnshots, including the creepy dude edition. Non-creepy 1 - Ronja pulverizing with the "Pulverizer" powerfist: Creepy 1 - von Bach: And a break from Defiance: Non-creepy 2 - Surrounded: Creepy 2 - Leering halfling summoning mermaids:
  13. I've been trying to adapt the system from The Lichmaster for managing large fights. It's too unique a situation though...
  14. Hmmm, would need a it more dominant role of Myrmidia in that calendar I guess. While she does not have any set holy days, I guess you could create some of your own based on past crusades launched by the Magritta temple. You could even start your own calendar at 1500 IC when the first religious war with Arabia started.
  15. Now that you mention it
  16. For marketing you have to click on the Hype bar at the top of the screen during development. A large marketing campaign has so far been a waste of money for me. I got a loyal fanbase. Especially the Bearplane franchise which has an active modding community (someone ported the original Bearplane from the original DOS version to the newer operating systems). I would say Gameplay adds the fighting system. Story greatly affects content, but so does level design. Engine I would say allows you to get the most out of the capabilities of your engine. So if you have a lvl 3 3D graphics capable engine, you spend all your resources on graphics but none on engine, the graphics, while great, wont truly reach the capabilities of your own engine. On the other hand, if you push engine but not graphics, then in the real world, people would be commenting that you can only truly enjoy the game with a texture mod So for an action game I go full gameplay, quite a bit of engine, and a bit of story, then add good level design and AI and try to push graphics as high as possible. It works quite well. It's the action RPGs that I have trouble with. I have to spend resources on story, world building and dialogue and that takes away from gameplay. For a strategy game I found AI to be very important. You want the AI oppenent to be a challenge.
  17. Not sure what you are doing wrong. I am usually doing rather well. The sequel for Bearplane, Bearplane: Blue Skies was my first title to reahc double digit profit in the millions. (very fitting as Bearplane was what got me out of the garrage) Since then Ursus Ex: Bearvolution, though not getting the scores I wanted (8.25 I think) did great financially and so did T.B.O: Teddy Unknown. Had a couple of games at a loss, but mostly because I chose publishing deals that weren't all that great. Strategy games and 2d adventure games sell well on the PC. So do flight sims apparently. Action and casual games sell well on consols. Specific audiences can be tricky, so I wouldn't tackle those until you are certain you can deliver. I'd say do not bring out sequels until you have a new engine. With a new engine and new tech, the press is generally positively disposed towards the sequel. Early on I'd say concentrate on specific aspects of each game: an action game needs little to no story, same for sports and racing games. An adventure game needs little gameplay and less AI. If you are launching a new engine with new graphics options, then its good to put those to good use and show the customers what your new engine can do, Also: PC never has a huge market share, but does have dedicated gamers. Nintendo is great for consols once you have the cash to pay licensing. Once Sony starts on consols they are also a great source of income. Sega is great for the early two consols but the handheld and the dreamcast will vanish very fast so may not be worth developing for. My Legacy of Bear series of mature action RPGs about a vampire teddy bear are a bit of a disappointment even though they made a nice profit.... edit: make sure you don't overwork your team. When assigning them to tasks, keep them in the green. Even if its a very light green. If you drive them too hard during a project, they will make mistakes. And remember there are three stages with three areas each. So you have to assign 9 people to a project (in a three man tam everyone gets assigned three times on average...) So if you have a small task, assign it to someone who will have a large task down the line.
  18. Defiance has little video unlocks for the enemy factions. Still from the scrapper video: Taking a swing at an Arkfall crystall with a powerfist: Running with a powerfist: Shotgun to the face: Sneaking up on raiders: Racing towards an Arkfall (love them at night when the sky goes all funky colours) : When the enemy is unfairly big, bring an unfairly big gun: And still fail to get the kill shot:
  19. Quest for Rum, a (point and click) pirate adventure game did equally well as Warbear: Tactics. But what really rocked the gaming world was a flight simulator (using my improved Beargine v1.1 with Joystick support). Bearplane did amazingly well. Getting only one 9 in reviews (from All Games), the rest were solid 10s. It made around 2mil in profit. So I got an office space and hired two young developers. Sadly Speedbear 1, the attempt to create a racing game for a young audience on handhelds was a complete failure at a -51k loss. Forced us to get a publisher for the next couple of games. Brought out Bears of Magic, a fantasy stategy game on the PC which did rather well, though it also got pirated quite a bit. Bearstronauts 2 and Bears from Mars both did quite well on consol and handhelds and Speedbear 2, with 3D graphics and aimed at a more casual experience ressurected the Speedbear franchise. Now I am considering bringing out Bearplane 3D without a publisher. Or try something new in the Sci-Fi genre with Ursus Ex Machina...
  20. I think its a DeLorean.
  21. Started playing. Screenshots in the appropriate threat
  22. Back to posting screenshots: Teddy Bear Softworks releases its first game: Bearstronauts Expanding the Bear-franchise and the developer's commitment to gameplay Bearlympics is released The attempt to reach a larger audience and try something new is less successfull. The Bears of Avalon, a story driven rpg on the G64 is less successfull, but does earn enough to allow for the developmenet of the in-house engine Beargine v1: The return to the PC in a new genre and debuting the new engine gets media coverage and great reviews:
  23. Playing Game Dev Tycoon. Created a small start-up in my garage called Teddy Bear Softworks. We just released our fourth game and the first game using the inhouse engine Beargine v1 Warbear: Tactics got great reviews, so I hope it will earn me back part of the 120k I spend developing the engine.
  24. I guess we can't all be dunmer smurf mages living in mushroom towers that require levitation to reach the bedroom.
  25. All those places in Cyrodiil look the same
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