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Showing content with the highest reputation on 02/21/2014 in all areas

  1. Fluffy Cupcake

    Custom Cutscenes

    Here is a list of things I've gathered for Scripts. JJ already started leaving comments on a few, though most are mine. Primary Valid tokens to be used with some primary tokens.
    4 points
  2. emily

    The LEGO Movie Discussion Topic

    The LEGO Movie Experience just opened at LEGOLAND California. Someone took pictures. It looks like it's everything that was used for the Man Upstairs' LEGO basement. Pretty neat!
    3 points
  3. lu9

    Emmet in LEGO Racers (v1.0)

    Someone had to do it, right? behold the most original car design ever -- Download the Textures (Replaces that red shirt with stars and stuff and the green leg) Too bad it's not possible to make the legs as it is in the original minifig
    2 points
  4. McJobless

    McJobless's Design Lessons

    Concept C - Variable Mechanics & Keystone Variable This lesson will be tiny, since the next one is going to be an absolutely head-buster when you get to it. As I stated in the previous Concept, we had two more types of categories for elements of a video game. These two are more subjective, and are there to add spice to your gameplay. A Variable Mechanic is any mechanic which is not part of the core, but instead builds of it. Imagine, if you will, a tree, with "Movement" at the base. Movement, in this example, is our core mechanic. Sprouting up from it are various branches, which are the variable mechanics that introduce slightly new gameplay aspects. We might have combat, or tower placement (in a Tower Defense game) or anything else which is not central to the game, but still is a mechanic players may use to help win. A Keystone Variable is not a core mechanic. The distinction is very important. A Keystone Variable is like a variable mechanic in that it branches off the core mechanic, but unlike a variable mechanic, this one changes gameplay in a MAJOR way. For example, something such as a timer, or the gel in Portal 2, which changed the entire way the player had to think about the gameplay. The most important thing to remember is that you must always perfect the gameplay mechanics first, before working on your concept. The gameplay is what will hold the player, even if the game's concept is a bit lacking (for example, look at Minecraft's popularity in an age dominated by legions of "HD-ONLY NUBZ"). Concept D - Skill/Experience Loops I'm probably about to explode some heads with this one. What actually makes a player continue playing the game? What makes a mechanic good? There needs to be some kind of measurable quality. This is where a Skill/Experience Loop comes into play. A game is a form of entertainment. Good entertainment needs to do just that; entertain. When it fails to entertain, it enters a state we call "BORING". This is when our mind believes that we are wasting our time. The mind is always attempting to seek out patterns, optimise and create efficiency in our everyday tasks. If this becomes too easy for the mind, or if it cannot grasp any kind of meaning or point behind a task you are attempting to perform, it will enter boredom and try to find another task to complete. The question then is, "How do I keep my player entertained and not bored to tears?" The answer to that question is a very big, key word that you should remember for the rest of your life. ENGAGEMENT How do you believe sport players, musicians, artists, directors and so forth get good at what they do? Engagement. The idea is that, the more engaged you are in something, the more you strive to work on it, and with practice, the more successful you will become. Now, while games aren't exactly all designed to teach, we should nonetheless strive to make this the point of games; to keep people engaged with the material long enough so they keep on playing. For those of you who know anything about psychology and game flow, this is where it comes into play; you're striving for complete engagement to the point where the player doesn't just suspend disbelief, but also loses track of time and reality. Now, that's all fine and dandy giving our games a point, but how exactly do we, well, do that? The simplest (sort of) way to do that is with a diagram. Please note that the terms in this diagram have a variety of different names. I'm going to use the ones I feel are best suited to the content. The red arrow denotes the starting point. You're probably super confused right now. Allow me to explain. This little diagram is called a Skill/Experience Loop. You can also call it a "Beat". These beats are essentially how every single player choice in the game, from moving left to shooting a gun to turning a key, should be all broken up. Let's go indepth: Personal Objective - You may refer to this as a Schema or Model or even Confidence. Basically, "Do I know my reason for being here?"/"What's the point?" Options & Inventory - You may refer to this as Actions. Basically, "Do I know what I can do?"/"What can I do next?" Rules, Limitations (and Implications) - You may refer to this as Resources. Basically, "Do I know what I can't do?" Immediate Results - You may refer to this as Feedback or Evocative Stigma. Basically, "Did it work?"/"How do I know it worked?" Each of these different points break down what exactly the player is consciously/subconsciously thinking everytime they perform an action in the game. Think of it this way. When I shoot a gun in Halo, my thought process is broken down like this: Why am I here? Why should I continue to progress? There's enemies. How can I deal with them? I know how to use the gun, but what ways can I not use it? Okay, how will I know the enemies is taking damage/dead? This happens for EVERY single player action. It's quite a lot of work on the brain, and it's even more work for the game designer, since we need to make that entire beat interesting. The challenge to making a successful Skill/Experience Loop is that you can't keep pulling them through the same loop over and over again. This becomes quite repetitive, and as the brain begins to establish the pattern, optimise and decide it's pointless to repeat the action, the game will become boring. We need to keep on changing the beat with variable mechanics and different kinds of beats so that our player is always tackling the same beat over and over again. For example, in Halo, the game introduces new weapons, enemies and locations to constantly vary up what the player is doing. The Assault Rifle and Pistol act very differently, and the player is going to see a different set of Options and Limitations for both. In Chess, it's similar. Every different move becomes a new beat, because the board is constantly changing. Since nobody can forfeit a move, everyone has to move a piece, and with every piece moved, the game changes slightly. By successful allowing players to keep running this loop, and varying the beat in different ways, players continue to become more and more engaged, as they try to master the gameplay. Because you keep changing the beat, gameplay never stagnates, players are always offered more and more chances to become better at the game. Players won't play a game if it makes them feel stupid. If you're smart about how you introduce mechanics and how you use the beat, your game will encourage learning, and will allow the player to get better and feel smarter. Furthermore, remember the first part of the loop? It's the "Personal Objective". Therefore, we need to find a reason that's important to the player to make them enter the beat in the first place. This is where our Core Concept comes into play, as story, graphics, audio and other elements can all give the player the motivation they need to push forward through the game. For example, a very "primitive" objective in video games is "Capture the Princess". That's how a lot of players got into Mario and Zelda, but for some, it was less about what was in the game, but more what was outside it. Your Personal Objective, or in fact the entire beat itself, can occur outside the game. Remember when somebody you know told you about that high score they achieved which made you jealous? In a lot of instances, that's enough to make a player go through the game and enter the beats, simply because they want to become good enough to show off. You should never underestimate mind games or the power of communication. Keep in mind, however, players can and will get bored if your Skill/Experience Loop is not enough to engage the player. If the beat is easy to master, then players will become bored quicker. In a simple game experience, such as Fruit Ninja or Flappy Birds, you need to constantly update one of the elements of the beat. You can't get away with tiny changes either, such as making a weapon slightly slower or faster. In these kinds of games, you need to introduce big new elements constantly to keep the game fresh and fun. Many of you are probably thinking of the beat as a simple circle. Instead, consider it as more of a spiral shape. If the beat begins to get smaller and closes off (as player investment is getting lower and lower), it's possibly because you are coming to the conclusion of your story for the game or the end level. Meanwhile, games like Minecraft that offer infinite experiences maybe have giant spirals that never close off. Misc - Some General Wisdom A good game designer is one who is able to finish a project and plan out everything first. Planning is protection against the unknown, such as budget problems, real life problems, technology failures and so on.
    2 points
  5. Rokreder

    Bad Translations

    Original text: "LEGO® Rock Raiders Troubleshooting" ...35 translations later, Bing gives us: "LEGO pirates rock you all Yo" Wow, that was unexpected. One try is not enough though. Here is a collection of other translations of the same sentence, all with bing 35 translations (but random languages): "Stone flooring solutions" After all, this is what RR is all about. "Search for Barbie" NOPE "Presidential candidates hanging." Wait what? "LEGO rock Raiders plate washing" When the mission is over, someone has to do the dishes. "Save only the Raiders." "When you contribute to a refinement of the offense?" Original text: "LEGO® Rock Raiders Troubleshooting" ...9 translations later, TransPerfect gives us: " . " and if you have problems with your "Game Installer not running" Bing told me "It's not a game. ..."
    2 points
  6. Arthuriel

    Insane Raiders [2022-12-29: Occasional updates are still happening!]

    Update (2022-12-29): I don't know how often I will use this forum, but I just wanted to write that once in a while I still make Insane Raiders themed comics. They are simpler (more like a sketch) and without colour, but they are still full of dubious decisions related to dynamite and landslides! Since I posted those only in Discord chat rooms etc. so far (where they can go under) I wanted to put them in one place and so I added them to my existing Insane Raiders gallery on DeviantArt. I hope you enjoy them! https://www.deviantart.com/arthuriel/gallery/50994783/insane-raiders Note: It can take a few seconds to load all the comics (depending on your internet connection). Hi, this is a thread, where I will try to continue a comic series every or every second week (note: replace week with month(s)). Usually they are based on my experiences with the Rock Raider PC game and the behavior of the Rock Raiders (including a good portion of insanity and exaggaration). Number 1. Dynamite Number 2. Pathfinding Number 3. Reinforcement is for Losers Number 4. The Pain of Pictures Show Number 5. Badly needed professions and items Number 6. Job oppurtunities Number 7. Secrets Number 8. An unnormal day Number 9. Randompunk-Raiders Number 10. Alternative Ending Number 11. Mindless in space Number 12. Traffic Number 13. Lazor-Madness Number 14. Lazor-Madness II Number 15. The Dark Side of the Vector Number 16. Meet the Bandit Number 17. Dynamite-Madness Number 18. The Ultimate Punishment Number 19. Ore Wars Number 20. Announcements
    1 point
  7. lol username

    The LEGO Movie Sequel

    http://www.boxofficemojo.com/movies/?id=lego2.htm
    1 point
  8. lol username

    McJobless's Design Lessons

    Oh, my brain is gonna be chewing on this all day. Thanks.
    1 point
  9. McJobless

    LEGO Chess X

    For my gameplay homework, I had to "improve chess". Boom. DOWNLOAD (hosted offsite until attachments unload on the entire forum): ChessX LDD File: https://www.mediafire.com/?pwbdjbu942xg43v ChessX Presentation Handout: https://www.mediafire.com/?y8plz6aw4d9ecwq
    1 point
  10. lol username

    LEGO Chess X

    Man, you get the best homework. Sounds fun, I'd try it myself if I had enough pieces on hand.
    1 point
  11. Drill Master

    What are you listening to right now?

    I have many st's on my playlist. http://www.youtube.com/watch?v=lfdQGCiydi0 http://www.youtube.com/watch?v=y-jVU14zwHw (Fixed) Of course those two were the last played on my phone, which has over 150 songs and counting.
    1 point
  12. Quisoves Potoo

    Bad Translations

    This is part of a certain famous soliloquy from Shakespeare's Hamlet: "To be, or not to be? That is the question. Whether tis' nobler in the mind to face the slings and arrows of outrageous fortune, or to take arms against a sea of troubles and by opposing end them." This is Bad Translator's (by way of Bing) result: "If you don't know how to use it? This is the problem with large objects, clothing, equipment, snacks. There is a problem."
    1 point
  13. Wognif

    Bad Translations

    Original text: "I am Chaos" ...35 translations later, Bing gives us: "Flying in confusion." Uh, yes, I'm flying in confusion.
    1 point
  14. aidenpons

    Crass/freeze with black screen on LRR start up

    So you don't have a Radeon graphics card? Good. Try running it in windowed mode - don't click on the 'Advanced' (or whatever) shortcuts, just click directly on the executable and it will come up with a little menu. Change it from Fullscreen to Windowed mode.
    1 point
  15. PWNZOR

    Can We Talk About How Terrible Java Is?

    Because Java is free and they have to make money. The extra software pays to be part of the installer because no one will download it normally. Java is perfectly fine if your computer isn't messed up and you know what you're doing.
    1 point
  16. Alcom Isst

    RRU Quotes 2: Reckoning

    [12:51:19 AM] jamesster: I find it weird that despite LEGO cons being all over North America there's so few meetups between RRU members [12:52:09 AM] Joe: because either they dont have money or parents permission [12:52:10 AM] [sGT] Alcom Isst: Jaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamesster? [12:52:16 AM] jamesster: yeeeeeeeeeah? [12:52:18 AM] [sGT] Alcom Isst: Where you going to college? [12:52:25 AM] jamesster: idunno [12:52:28 AM] Joe: LEGO College [12:52:34 AM] McJobless: Hey Jamesster. [12:52:38 AM] McJobless: When you buy me a private jet. [12:52:45 AM] McJobless: Then maybe I can attend a f****ing RRU-con. [12:53:04 AM] jamesster: I WILL BUILD YOU A PRIVATE JET in LDD [12:53:28 AM] jamesster: until then you are [12:53:29 AM] jamesster: MCJETLESS
    1 point
  17. Addictgamer

    RRU Quotes 2: Reckoning

    [6:01:51 PM] Rymec: I'M A BIG FLAPPY JERK -------------------- [6:04:38 PM] Rymec: "I'm escalating this issue to our level two support department for further investigation." DAMN STRAIGHT YOU ARE -------------------- [6:07:38 PM] Cirevam: Make a game called Flappy Jerks [6:08:23 PM] Cirevam: It's where a bunch of gaming companies out of touch with reality try to hire contractors for peanuts [6:08:26 PM] Cirevam: Literally peanuts
    1 point
  18. lol username

    RRU Quotes 2: Reckoning

    [4:34:40 PM] Jim Brickkeeper: Fun fact: after LEGO fired Paul Plougmann was fired, somebody in the Billund offices took the time to photoshop Kjield Kirk Kristiansen into a poster for Lord if the Rings: The Return if the King and sent it to everybody in the office and before the end of the day, hundreds of copies if it were plastered around the office. [4:34:53 PM] Will Kirkby: [4:34 PM] Jim Brickkeeper: <<< after LEGO fired Paul Plougmann was fired [4:35:00 PM] McJobless: [4:34 PM] Jim Brickkeeper: <<< after LEGO fired Paul Plougmann was fired Department of Redundancy Department. [4:35:01 PM] Will Kirkby: department of redundancy department. [4:35:02 PM] McJobless: f****ING [4:35:03 PM] Ramius Antillies: I had to re-read that a couple of times [4:35:03 PM] McJobless: EY [4:35:03 PM] Will Kirkby: f****ING [4:35:05 PM] Will Kirkby: DAMNIT [4:50:06 PM] Will Kirkby: Today is the day of Deja Vu. [4:50:16 PM] Joe9412: www.DejaVu.com [4:50:34 PM] McJobless: what the actual f**** joe
    1 point
  19. Jimbob

    Upper Overview

    From the album: Mah MOCs

    Part of my Alpha Team diorama.
    1 point
  20. lol username

    LEGO Awesomeness

    '' target='_blank'>> Saw this on Tumblr today.
    1 point
  21. Ayliffe

    Bad Translations

    Original text: "I have invented a time machine!" ...18 translations later, Bing gives us: "I have a car!" Somehow, having a time machine sounds a bit more exciting than having a car... EDIT: Original text: "Doctor who is the best show ever." ...18 translations later, Bing gives us: "If a doctor."
    1 point
  22. McJobless

    shirts

    1 point
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