Tux's Last Mega Map, Decisions...
Post #141
lil-Inferno
Feb 21 2011, 8:11 am
Post #142
Tuxlar
Feb 21 2011, 9:21 am
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I've yet to fully model Sin, but the gist of it is a large, multi-unit object that traverses the map with a combination of slow movement and sudden warping. See above for descriptions of its behaviors. I could make it have a "fully abstract" stage as well, if I could fit it in somewhere...
Until I actually start whipping this up in an editor, I'm just talking out my arse, though. This post was edited 1 time, last edit by Tuxedo-Templar: Feb 21 2011, 9:27 am. ![]() ![]() ![]() ![]() ![]() ![]() For science.
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Post #144
Tuxlar
Mar 10 2011, 9:27 pm
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In the interest of gameplay, I've decided redo my Sin plans and tone down all "micromanagement" aspects substantially. Basically, I think what would make this work best is if players were just allowed to fuck around more than being required (or even "incentivized", as is a common habit I succumb to) to attend to petty details around them, but eventually have to pull themselves together to solve the primary challenge/puzzle at hand.
Disregard everything previously posted. This post was edited 1 time, last edit by Tuxedo-Templar: Mar 10 2011, 9:33 pm. ![]() ![]() ![]() ![]() ![]() ![]() For science.
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Post #145
ClansAreForGays
Apr 3 2011, 8:07 pm
Post #147
ClansAreForGays
Apr 12 2011, 1:44 am
Post #149 Dizzy Jul 11 2011, 10:16 pm
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I'm working on a Movie project and my movie is playable so for all you hate hoarders a movie can be very entertaining, but I have yet to see anyone literally make an interactive movie...
Basically my movie/rpg delivers Grade-A cut-scenes after each mission. Then the previous cut-scene leads into the next mission and there's action in the cut-scene as well as during gameplay so don't judge a book by it's cover. If Tux were to do something like that I'd be 120% with it. ![]() ![]() ![]() ![]() ![]() ![]() |
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