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Messages - Nenad

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1
Game Development / Extra Credits Indie Fund
« on: December 07, 2011, 03:32:37 PM »
Before you start watching or reading I just want to tell you that the point of the video and text is the same. You can read, watch or both. Do as you please.

http://www.youtube.com/watch?v=Jl4cNQXsSvA (No luck finding out how to embed  ::) )

"GAMES
Extra Credits Indie Fund
Inspirational Relevant Fascinating
Games can be better

We as a community can make games better

We do not have to wait on corporate giants to make games better

The first steps will be small...but they will lead to great things

This fundraiser was about allowing someone to continue to do the work they love and ensuring that they were never cut off from their passion. Once Allison is well, we’d like to use any excess money to pay that forward by helping to create jobs that allow others to build their dreams, and, in doing so, maybe change the industry for the better. We would like to create a fund to publish quality games.

We won’t be starting with triple A titles or multimillion dollar projects. We will start with independent games that are small enough to take risks and to deliver experiences that might really have an impact on the medium. Dan, Allison and I will contribute our expertise to help ensure that the money spent has the best possible chance of making a difference; we won’t take any money from the fund and any profits earned off titles published will go back into the fund to help kick start additional games.

It is our hope to expand who gets to be a game developer and our plan to change how games are published.

Here are the core principles that define how we believe a game publisher should operate; principles we will operate under:

1. Transparency and communication.

You, the Extra Credits community, will know everything: when we fail, when we succeed. There will be no PR spin; you’ll be involved in everything we do.

2. IP ownership

We will never ask developers to give up their intellectual property. It’s their world: no one should keep them from building it.

3. Single Game Deals

If a developer works with us more than once it should be because they want to, not because they’re contractually obligated to.

4. Straight 50-50 split of profit

The fund is not about us and them, “publisher” and “developer”, we’re in this together, we’re partners. We’ll split the profits equally on any project we work on.

Extra Credits has shown us what openness about the industry can do, but these weeks have taught us that the time for talk alone is done. With your help we can move the medium forward. And if we can keep a few people employed doing work they love, rather than jobs they hate, and can create a few jobs in this economy then we’ve done the right thing.

Because games matter…"

Source: RocketHub and Penny Arcade


I think this is bigger than just games and publishing, it has potential to really be great. For something like this it takes more than games to do it, it takes character. I am seeped off my feet. I'm watching my greatest wishes come true right in front of my eyes. Let's just hope the succeed! Or don't hope - help by donating on RocketHub (link above).

2
A Valley Without Wind 1 & 2 / Re: Design Notes: New Mana System
« on: December 02, 2011, 04:43:30 AM »
I saw the previous topic and it's too long, I didn't read it, but I have an idea I like, and I hope it wasn't mentioned yet.

I did read the "MANA RECHARGE DIFFERENCES FROM CURRENT DESIGN" part and it sparked an idea where you said
Quote
2. When players use higher-tier spells, they're doing more damage at a cost of more mana-regen time.  That takes some of the visceral fun out of having that higher-tier spell in the first place, doesn't it?  A possible solution would be to make mana costs of spells not adjust by tier, up or down.

Now, the problem was the powerful spells don't feel so powerful/unique/whatever since you just have a cooldown. This is where my idea comes in. You need special runes (or similar) that you find in the world (either all over place or special magic places) for the most uber of the uberspells. You could say I picked this idea from Runescape. Oh, and all other spells just go on as usual, cooldown + regenerable mana, no runes.  :D

3
AI War / Re: Steam Daily Deal: AI War 75% Off
« on: November 10, 2011, 06:46:17 AM »
I have loaded up on giftable copies (as all of my currently active (42) Steam friends already own the game and all expansions!). great to see some more front-page publicity for AIW

42 friends that have AI War? Sir, I want your life.

4
A Valley Without Wind 1 & 2 / Re: Health Potions
« on: October 08, 2011, 03:57:02 PM »

Exactly this. Honestly, with the removal of the profession books buildings feel rather pointless right now. I haven't gone in one in probably 8-10 levels on my civ level 31 world. Not counting the commodity towers, of course - those are still really cool (as are overlord towers - love the layouts there). Potion grinding through normal buildings isn't fun and doesn't give you exp, while delving into caves gives you all sorts of neat goodies, so I just go down there and grab some gem dust and turn it into scrolls. It's really easy to sustain yourself this way (and get exp/gems/other goodies at the same time).

I personally would like to see potions reworked, but I'm not sure how. As to buildings not being interesting right now, I'm sure they'll get a lot better - they just need more bosses/special rooms with cool stuff!

*facepalm* That's genius! I think I tough of that too, but forgot. Yes, scrolls are just as good as potions. I'm gonna go look for green spellstone caverns now, move along :)

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A Valley Without Wind 1 & 2 / Health Potions
« on: October 07, 2011, 07:14:12 AM »
I always have tons of mana potions but often lack the health ones. Is this just me or anyone else thinking that getting health potions is a bit of a grind. What i means is by the time I find one health potion I get beat up by the trash mobs that I need to use it when I find it. Jade dust and health scrolls is whats keeping me alive, but I don't know how long will that last. Thoughts?

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A Valley Without Wind 1 & 2 / Re: Q & A
« on: October 01, 2011, 04:05:29 AM »
Q: How do I build something that asks for 150 or 200 Time Units, when everyone has just 100 TU?

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A Valley Without Wind 1 & 2 / Re: 0.510 is now out.
« on: September 30, 2011, 01:30:30 PM »
Aw, man, I didn't get to fly the sky because of this: "Ride The Lightning now has a 2 second casting speed instead of 1 second, to prevent being able to fly across the sky."

 :P

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AI War / Re: AI War Beta 5.017, "Return of the Hunter/Killers," Released!
« on: September 30, 2011, 04:14:10 AM »
Hey guys, I have a question.

I was always skeptical about the AI War patches because of the "Beta" in it's name. But now I've seen how AVWW is better after just a couple of patches, so I was wondering: Is it worth it to patch AI War 5.000 to 5.017?

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A Valley Without Wind 1 & 2 / Re: Appreciation
« on: September 29, 2011, 04:47:36 PM »
I was just looking for a topic like this.

I appreciate the change from the newest patch: "The power of healing potions/scrolls has been quadrupled. The power of magic restoration potions/scrolls has been doubled."

Did you read my mind?

10
A Valley Without Wind 1 & 2 / Re: Shrinking and collecting.
« on: September 27, 2011, 02:49:25 AM »
Haven't used it, didn't see the point. Although, now you you gave me a good idea.

11
At first I followed the three or four tutorial messages to the letter, then made a few more spells.  I skimmed the getting started guide but didn't read it too closely because I like to discover stuff on my own.

I didn't mention it, but I did the same thing ^^

Also I did fiddle around with the strategic map. Gave almost all my resources by mistaking "paying them" by clicking on them and "killing them" by clicking on them. Don't know how I got lost with that one.

12
I just finished my first trip (session) so I was wondering how was it for the rest of you?

As for me, it started with a lot of interest and reading, then continued with slight tediousness as I saw how the building are empty (this was emphasized by the devs - probably why I noticed), and how I had to explore a lot of rooms for potions. But soon it went to fun. I can certainly feel the addictive component. Not quite sure is that good or bad... well... 4 hours went like 4 minutes, should I complain?

I read up on the dev diaries so I didn't fall in the trap of going in every. single. room.

What did I do and find? Mostly stuck to mine or lower levels. I did want to go to higher but was progressing quickly so i often forgot what civ level I am and went to low level areas. Everything I encountered seems like the usual in this game except a 2 or 3 towers with bosses and loot on top. One of them had only the float-y blue boss of equal level (otherwise 4/5 difficulty) and those were a pain. Not hard per se, I just got used to everything being easy. Found some quartz, memory crystals. No luck with books or gems unfortunately.  Haven't explored the caves much yet.

Art looks great and the music sounds even better than that.

Edit: P.S. When I enter a boss room the up-right notification area lists a bunch of bosses when there's only one. Bug?

Your turn.

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A Valley Without Wind 1 & 2 / Re: I love the smell of beta in the morning
« on: September 26, 2011, 06:46:56 AM »
Sitting here with credit card in one fist, bagel in another, eagerly awaiting the 'release'.  Assuming it does come out today, congratulations on your release!  Obviously just a milestone with a project as ambitious as this, but one where all your fans get to enjoy the enormous work that was put in to just get the basics of the game working.  I just want to say thank you to all the team members who managed to get this game available to the public.  Here's hoping for a killer 1.0 release and huge popularity in the future!  Now where did my bagel get off to...

What he said with all seriousness. Anyway, I have a to put a deposit on my credit card, and I don't know how much I should deposit, and the bank closes in 4 hours *nervous look* .

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A Valley Without Wind 1 & 2 / Re: Locales And Enemies
« on: September 25, 2011, 11:37:19 AM »
Difficulty levels? Really? Wasn't it all supposed to be about region levels?

I hate difficulty levels. I never can decide which one to take. :-[

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A Valley Without Wind 1 & 2 / Re: Locales And Enemies
« on: September 24, 2011, 02:01:04 AM »
Looks beautiful, the graphics have really shined in these screenshots. Eagerly waiting for Monday!

Also the statement: "Suffice it to say, we've had some alpha testers that put more than two dozen hours into the game, and they didn't even see everything that the game contained at that stage of alpha." is just so full of awesome, I love exploration!

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