That wasn't meant in support of Lenin, of course, haha...
Kavik_Kang
“The press should be not only a collective propagandist and a collective agitator, but also a collective organizer of the masses.” - Vladimir Lenin, Chairman of the People's Commissars of the Soviet Union ;-)
I still like the original girl... On the interface screen with her it says "...you are ordered not to die..." You should change that to the classic phrase that real-world military types will recognize "... you do not have permission to die..."
I think you should leave the technical stuff completely out of it, you don't want to reveal story either and there is no reason to. The point of having a group of gamers who's opinions you trust is to get more information for yourself about things you are unsure of. Don't think of terms of what the founders might want to see, but what you want to know. So, just as a random example, if you are comfortable with super melee but not sure about the lander game... ask
"Fake News" is for people who don't know that we already have a word, "propaganda", for that. Don't say "fake news", it makes you sound like you've never even heard of "propaganda" before...
4) Generalissimo Francisco Franco is still dead.
The Tribble should have a mohawk stripe of white hair across the top of its head so that it is a dual Star Trek-Gremlins reference!
The Zog Fok Piq, or whatever it was, tongue ramming weapon was even more useless. In fact, the only thing that ship was good for was killing the Ilwrath... and it wasn't a particularly fast process.
This is a very good idea, you could get a lot out of varied lander configurations. Maybe like a rock-paper-scissors combination of three different configurations that make the lander work very differently on the planets that each configuration is best for. That adds a lot more overall variety to the whole lander experience! This is actually a good example of what I mean when I say "1+1=Chess". In this simple arcade game, this is an even more important concept.
My money is on hamster wheels. Your ship will have thousands of hamster wheels, and if you run out of fuel you get an option to "Let Loose The Hamsters". Then they take to the wheels and, bam! Power! They just keep going, and going, and going...
Actually, since you mention it, at some point in the next one to three weeks I will be finished with the work I have been doing on my own game universe for the last year. Exactly the thing that I spent a day promising myself that I would not do before joining this founders program, haha. Every free moment of every day for the last year or so know, like there was any way that was not going to happen. Anyway, I'm sure the mods here won't mind if I just post a link too
[quote who="IBNobody" reply="9" id="3663448"] Quoting Kavik_Kang, reply 8 Oh no... this doesn't mean things will be coming OUT OF black holes, does it? Please... Keep JJ away from Star Control[e digicons]:)[/e] If JJ Abrams did Star Control Origins, I would b
Oh no... this doesn't mean things will be coming OUT OF black holes, does it? Please... Keep JJ away from Star Control:-)
I still like the Mushroom World, haha...
From things they have said, my impression was that if a modder makes their own thing it was going to be an "alternate universe" and not a part of the SCO map. This can also be done the SFU way, the SCO map would be the "Alpha Octant" (or however many sections you want to divide it into) and mod games would be other "octants" of the galaxy. Or, in the language of my own universe... other "Places".
Yes a puzzle, or something else like that which isn't fast paced action, could be good in Star Control if it is part of something like a mini boss fight or a quest story you are in the middle of. But I don't want Quasispace to always be a puzzle, or something like that just keeps getting in the way.
It's not mini games, Star Control is comprised of mini games, but they are similar fast paced action mini-games. In an RPG, or even an RPG-like FPS puzzles and mini games that go against the grain of the game can be good. But when it is supposed to be a fast paced action game, then you will make a lot of the audience decide not to play that game because they know it will keep interrupting what they really want to do. So, in Fallout these things work very well. It
I know Half-Life is one of the most popular games of all time, and I was a Team Fortress junkie for many years, so I am not saying it was not a great game. But it was not for me at all, and that is a good example of what I am saying here because they are both "fast paced action" games. I hated having to figure out where to move boxes, I just wanted to keep going. When someone sits down at a computer to play a game, they usually have many choices available too them d
Like I said, I don't mind puzzles, but they are downright dangerous to put in a game where people aren't playing it to do puzzles. A majority of people will give up on it and do something else very quickly if they can't solve it right away... in which case why have it if it is that easy to solve. It is just getting in your way when you are wanting to do something else. Action games and puzzles are a particularly bad pair, because they are pretty much exactly oppo
Difficult puzzles will drive away... just about everyone who doesn't like puzzles. You probably want to keep any "puzzles" either very easy or optional. I don't mind puzzles when I want to do puzzles, but I never came close to finishing Half-Life because I wouldn't be playing a first person shooter if I wanted to solve puzzles.
I am with Vaelzad on the planet resources thing. The way I would say the same thing is that this is a game that you want to keep the player moving through, and not staying in one area to ruin their own experience by collecting too many resources too soon. There is an advantage to this in that this is, in reality, he same subject as "randomly generated maps" (that NMS thing, as I guess it is known today). With static resources that don't come back, it becomes very easy to
After a lifetime of chasing the goal, I'd say you should just do what everyone else does and pretend that the galaxy is a much smaller place than it actually is. I can say from experience that trying to work things out in a realistic way takes... well, a LOT longer than a computer game company has to make a game, haha. Just go with the traditional "fudge" and don't worry about how many light years away something is and how long it would actually take to get there. Ta
Hitler on Ice!
I thought "cosplay" just meant dressing up like super heroes, what does that have to do with the picture of the commander? I always suspected I didn't fully understand what that word meant...
On the planets, if your story says earth-like worlds are exceptionally rare like many sci-fi stories do, then I don't think you need a "water and forest" planet like others are saying. On the other hand, you definitely must find a way to squeeze an ice planet into the lineup. Like other people are saying, there is a good chance that ice planets are the most common type in the galaxy. It certainly makes a lot of sense that they would be, and this is a very old issue too m