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RRU Quotes 2: Reckoning
noghiri and 4 others reacted to STUDZ for a topic
[14:32:08] McJobless: f****ing [14:32:08] McJobless: aaaaaaaaaaaaaa [14:32:11] McJobless: Why am I awake. [14:32:15] McJobless: Why am I here [14:32:23] McJobless: I was at a party [14:32:23] Ciprian: The great potato in the sky summoned you [14:32:27] McJobless: [14:33:09] Ciprian: Your mission, should you choose to accept it, is to destroy the egg and replace it with a potato. [14:33:29] McJobless: My mission is to eat breakfast ._. [14:33:46] Ciprian: Then set to it, private. * * * [15:13:43] jamesster: "Out of disk space - Volume 'd:'; required space: 1,456 KB; available space: 0 KB. Free some disk space and retry." [15:13:46] jamesster: excuse me installer [15:13:48] jamesster: but that [15:13:55] jamesster: is my BD-ROM drive [15:14:02] jamesster: what are you doing5 points -
A LEGO Racers board game
Seaborgium and 3 others reacted to RobExplorien for a blog entry
Long ago when Explore became Duplo again and furry minifigures didn't exist I was drawing LEGO Racers tracks and made some sort of a board game out of them. I simply drew the outlines of the track design and divided the track in sections. Then with a pair of dice and pawns you'd play the game in turns by moving your pawn as many steps as the number you rolled with the dice. Ofcourse this simple concept wasn't very interesting, but I continued drawing more maps nonetheless, as I really enjoyed that, the same way I enjoyed playing them by myself by controlling multiple pawns. That was back in 2004/2005, and the map with drawings really starts to fall apart now. About five years later, I reviewed my work from the past and thought by myself how I can improve the boardgame and make it more fun/have players engage more in the game. So I came up with a new concept. First off, I drew a few (three) improved maps as the ones I had drawn earlier were often pretty clumsy looking. Below is an image of the general design I applied to these maps. Instead of sections, I used dots. All pawns start at the start-/finishline. From there on you roll the dice to see how many spaces you may move. The black dots are normal spaces, nothing special. If you end your turn on an S-space, then you may take the shortcut route in your next turn. If you pass the 'brick'-space, you receive a power-up (more info on this later), which you can keep as long as you desire. You cannot however receive another power-up when you already have one. Power-ups must be used at the beginning of a turn! Now the way I intended to make this boardgame more engaging than it was (or actually wasn't), every player would get a real LEGO (race)car composed of a standard chassis with 11 bricks each. See the image below for two exemplary car designs. Ofcourse any design is okay, providing it only consists of 11 independently detachable bricks (chassis not included). Now the way these cars work in the game is as follows. Whenever a power-up is used against a player he/she may lose bricks depending on the type of power-up. When a player is hit and can't take off any more bricks, that player will lose his/her car. From then on, every time he/she rolls the dice to advance, the number will be halved (round off when you end up with a decimal). Once the 'walking' player passes the purple area, he/she can rebuild the car. Players with a broken car that would still like to rebuild it may also use the rebuilding area. Since this boardgame is based on LEGO Racers 2, the power-up system is the same. So whenever you pass the 'brick'-space, you have to roll the dice again to see which type of power-up you will receive. If you roll X (or Y), you receive Z: 2 or 8: Invisibility 3 or 9: Missile 4 or 10: Tornado 5 or 11: Drill 6: Frisbee 7: Thunderbubble 12: Indestructible Brick The power-ups function as follows. The letter is the abbreviation of the power-up, the number tells how many bricks one loses if hit by the power-up: Invisibility (I 0): Lasts two turns. Every opponent the player passes when activated will lose his/her power-up and will be collected by the said player. If the player passes multiple opponents, he/she will only be able to collect the power-up from the first opponent he/she passed. The opponents will however still lose their power-up if in possession. Missile (M 3): Player chooses the opponent to hit with the missile. When hit, the opponent loses 3 bricks. Missile will last for 20 spaces only. Frisbee (F 5): The opponent hit by the frisbee will lose 5 bricks. Lasts for 15 spaces and only impacts at the first opponent it comes across. Drill (D 4): The drill lasts for 10 spaces and hits every opponent in its way, with each opponent losing 4 bricks. Tornado (T 0): Is left behind at the space the player is on at the beginning of his turn. The tornado will last for two turns. Any opponent crossing the tornade will lose his/her turn in the next round. The said opponent may however complete his/her turn. Thunderbubble (Tb varying): When activated, all opponents within a radius of 7 spaces around the player will lose bricks. Opponents in a radius of one space will lose 6 bricks, two spaces 5 bricks, etc... Opponents in a radius of 6 or 7 spaces will both lose 1 brick. Indestructible Brick (Ib 7): Every opponent on the board loses 7 bricks. Lastly, here's an image of a started game between two generic players on the Express Delivery track. I have never actually asked anyone what they think of this concept, but I dug it up from my archives and wonder if there is anyone that likes to give his/her opinion on this? Would it be something to post an image of the aforementioned clumsier drawings?4 points -
A game I'm working on: A 3D, multiplayer roguelike (Released on Steam June 23rd, 2015)
Cirevam and one other reacted to Addictgamer for a topic
Hey guys: So, I joined a game dev team. Since then, I've been very busy working on this game: Barony, a 3D, multiplayer Roguelike, which, has further-since been greenlit and available on Steam since June 2015! ** UPDATE JUNE 2016 ** Earlier this year, we have released a graphics overhaul, among continued new patches fixing bugs and adding new features. Additionally, as of June 27 2016, Barony is open source, licensed under the GPL 3.0. Github repository here. Here's some screenshots of the new version: Pre-2016 graphics-overhaul Screenshots:2 points -
RRU Quotes 2: Reckoning
aidenpons reacted to dead_name for a topic
[21/04/2014 23:26:29] Will Kirkby: honestly, you know what I miss about the older TT games? [21/04/2014 23:26:44] Will Kirkby: speedrunning. [21/04/2014 23:27:01] Will Kirkby: the newer ones are almost impossible to speedrun because there's so many tedious puzzles in the way [21/04/2014 23:29:52] Will Kirkby: I just completed LSW1's first mission "Negotiations" in freeplay in 1 minute 9 seconds. [21/04/2014 23:30:08] Will Kirkby: (excluding opening text crawl and outro stats screen) [21/04/2014 23:32:06] Ramius Antillies: Well I guess you were right about one thing. [21/04/2014 23:32:11] Ramius Antillies: "Negotiations" were short. ---------------- I then went on to do a speedrun comparison of the first 2 levels of Lego Star Wars (2005) and The Lego Movie Videogame (2014): LSW1 (2005) - 1:09 and 2:21 for the first two levels (freeplay) TLMVG (2014) - 2:37 and 8:13 for the first two levels (forced story and freeplay respectively)1 point -
New version of ROCK RAIDERS - update
Sharkly reacted to StewartG for a topic
The 'Minecraft' concept was to enable us to dig, up and down a level. If it is entirely freeform, (dig little or big bits anywhere) you can end up with thin slivers of rock that block your path, and getting stuck on a single pixel blocking you path is really annoying. Having block based mapping, is far easier to use for the end user, and for designing, and faster searching, laying out buildings, driving - it is easier to work with on many levels (pun not intended!) To confirm, this was intended as a NEW game, with new features, which is why i wanted to get everyones input of what to keep, what to change,and any new ideas.1 point -
◄[LR2] Voiced Scripts►
Fluffy Cupcake reacted to Oboe Shoes for a topic
Well this sure is interesting, and I'm up for helping out. I'm interested in playing Workman Rob, Workman Jon, Fisherman, Doc (Arctic and Mars), Achu, and Bungo. If Riegel is still not spoken for, I could try him too, though I'm still trying to think of a fitting voice for him. I'd also be up for any other misc characters that still need voicing if nobody else claims them.1 point -
What are you listening to right now?
Seaborgium reacted to le717 for a topic
One of my all-time favorite songs. http://www.youtube.com/watch?v=HhZ1BdMtw_Q1 point -
◄[LR2] Voiced Scripts►
le717 reacted to Vector C. for a topic
Alas Le, your voice is far too cheerful for anyone to take you seriously a cold hearted character such as Sam. Consider it a compliment.1 point -
◄[LR2] Voiced Scripts►
Quisoves Potoo reacted to Fluffy Cupcake for a topic
Alright guys, the stats tables and all scripts, currently excluding Sparky and Player because they have a ton, have been added to the OP so you know what to say for your character! So no more excuses for not getting onto recording, aside from not disturbing everyone in your household, and those other prioritized irl stuff, of course....1 point -
2014 04 20 13.17.59
rioforce reacted to Wognif for a gallery image
From the album: Wognif's creations
1 point -
What are you listening to right now?
Sharkly reacted to sheepandshepherd for a topic
http://www.youtube.com/watch?v=mTwawiKns48 Or, if I want to be creative, something similar to what I'm thinking . . . currently the soundtrack for this cool Tiberian Sun mod: http://www.youtube.com/watch?v=Ms92rR-Hais&list=PL884345AD63C87D1A1 point -
What are you listening to right now?
Sharkly reacted to lol username for a topic
https://www.youtube.com/watch?v=jZOukIx2_sA1 point -
New version of ROCK RAIDERS - update
StewartG reacted to Max235 for a topic
Suggestions/Ideas - Larger maps. Possibly even creation of player-made maps for trading between players, since the concept of a RCT/Sims object download system was mentioned by Stewie. - Multiple biomes with realistic transitions. Probably be more oriented for the largest maps. Like a mostly snowy/ice map with an active volcano sitting in the center. Also, pockets of smaller biomes such as organic/fungal locations within rock/sand/whatever regions and found by drilling into smaller caverns. - A MENU TO SELECT UNITS. God, I hated running around trying to select super fast moving trucks and ultra fast Baz Raiders. - Ability to go up and down in the same "level". Remember how you saw the ceiling in LRR? I wished I could have sent Raiders up above the ceiling into new areas. Probably would need a specialized "Elevator" structure to attain, with a level 2 version that can transport multiple raiders or a small vehicle. Bigger vehicles either need to find a way around or a new base would be needed to be built up/down there. - Truly mobile HQ, similar to that funny Power Miner thing or the Mammoth from Halo. Used as a home away from home or for use in known hostile locations (like a mission in a massive monster nest). An upgrade could make it able to be permanently transformed into a starter base, trading the mobility for greater refining powers or something of the like. Note this is an alternative to the usual send the raiders down start. - Better advantages for Aerial vehicles. The ability to access "cliff" locations in caverns or go up/down vertical holes (like where you'd put an Elevator) would be nice. It just felt weird in LRR to have two "official" aerial vehicles and one "unofficial" (eg modded in) aerial vehicle and all three hovered inches above the ground (TT was so big the model clipped into every wall). And for the record, the Tunnel Scout was pretty much a wheeled vehicle. - Submarines. Not every "water" pool is inches deep, and places like Water Lot of Fun mentioned, if I remember correctly, that the "river" was bigger than the small creek featured in the level. As such, it would be reasonable to believe minerals could be underwater, and to tap such seams, you'd need something that goes underwater. - More realistic tool carrying. It did feel a bit unrealistic to carry a shovel, a drill, several lasers, and a spanner in what was, for a lack of a better term, their pockets. It might be a bit more realistic to have a tool in the hand and a tool on the back (lasers being more "rifle" sized rather than pistols). This also provides a reason to include a Tool Store-like vehicle (I always wondered how that structure originally got to the planet). - Better priority menu. I personally didn't like the "do this first, then do this" design and would have rather set my ops up to have a certain percentage of raiders doing one thing, and another percentage doing another.1 point
