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Messages - Jakadasnake

#1
Creative Rewards / Re: Character Draft - Jakk Tralius
November 02, 2013, 09:27:35 PM
Quote from: Tynan on November 02, 2013, 09:10:49 PM
A.D.A won't pass as a short form, I'm afraid. Perhaps the first or last name?
Tralius works. I suppose JT would be retarded too. Haha.
#2
Creative Rewards / Character Draft - Jakk Tralius
November 02, 2013, 09:03:11 PM
Jakk 'Spinner' Tralius

Childhood:
Playful as he was mischievous, Jakk had the sort of softspoken charm that often removed him from sticky situations. He possessed a keen intellect that was never betrayed by his academic marks. A rather ordinary midworld upbringing was distinguished only by his uncanny affinity with engineering.


Construction: +3
Growing: -1
Research: +1
Mining: 0
Shooting: -2
Melee: +1
Social: +2
Cooking: 0
Medicine: -1
Artistic: -3
Crafting: +1

Adulthood:
Shortly after dropping from his University, Tralius became employed as a low level technician for a small defense contractor. He quickly rose to an upper-management position within the firm before recognizing an opportunity to break into the illegal arms trade.

Construction: +4
Growing: -2
Research: +1
Mining: 0
Shooting: +2
Melee: -1
Social: +3
Cooking: 0
Medicine: 0
Artistic: -2
Crafting: +1

Traits:
Gets along well with others
Can't be counted on in a fist-fight
Good at negotiating
Poor hygiene habits

Edited to meet 50-word criteria.
#3
Quote from: Gazz on October 25, 2013, 09:13:06 AM
Except for it's 3D-ness there are similarities in the open world and exploration aspects.
...with an emphasis on physics-based gameplay and puzzles.

There's a playable alpha / demo, too.

Cornerstone



Great find! I'm constantly scouting for new games to cover for the site I'm partnered with, so this is really helpful.
#4
Kudos to the user who asked this, because that Archaeology idea sounds AMAZING. It truly is a set your pace type challenge for a base building game. Only dig as far as you're willing to risk type thing. Really sounds promising!
#5
Video / Re: Since we're posting Let'splays....
October 25, 2013, 03:52:14 AM
Episode 7 is up! (See OP)

Had a lot of fun with this play session. Randy Random is throwing some curveballs my way!
#6
Video / Re: Since we're posting Let'splays....
October 15, 2013, 11:35:39 PM
New episode posted! (See original post)

Edit:

This one is seriously awesome. Two squirrels have a showdown to the death at some point, and shit just gets weird in general. Hell of a fun build we have here.
#7
Ideas / Re: Less Direct Control During Combat ?
October 14, 2013, 08:20:36 AM
Quote from: nomadseifer on October 14, 2013, 06:38:55 AM
I just read this quote from Tynan in the kickstarter comments. 

QuoteCurrently battles are kind of micromanagey; I'm considering ways to make them less directly controlled.

I'm just curious what people think about this general direction with regards to combat.  I haven't played the game yet so I'm actually not sure what would feel right to me.  I guess I just read so many topics that talk about increasing the complexity of combat that I was forming an image in my head that involved more direct tactical control.   But those are just user suggestions, of course, and don't necessarily reflect where Tynan is actually going with the game. 

Thoughts?

This game has a really deep combat system that absolutely rewards micro-management of units during combat. I find myself trying to optimize outcome by doing things like having my colonists run in and out of cover to draw fire away from turrets - even if they don't have a weapon. In a game like this where you can pause at any time to issue orders, combat at later stages in the game has the potential to become a circlejerk of infinitesimal micromanagement where you pause, issue 20 orders, unpause for 1 second and then rinse and repeat. It just doesn't quite feel right to have that level of control during combat and only combat when the engine just seems to accentuate macro-management in general. It's going to become a more cohesive experience when combat is a little more streamlined and will HUGELY benefit the game. I don't know about what he is planning to do specifically, but I can throw my chips in the bucket and tell you it's going to make it a lot more fun. What this game needs is a combat system that allows you to mostly just test the effectiveness of your preparations as your colonists face the challenge.

I want to ask questions like "Are these solid positions for my turrets? How favorable is my base layout, defensively? Which colonists should have this weapon equipped?"

Instead I usually disregard a lot of the preparation stages and take a much more action-oriented approach to combat. During a raid, Rimworld becomes a Real-time-strategy.

I think either approach to combat will be fine. Tynan's plan is likely a move to tie the game elements together more solidly. The opposite would be to really refine the combat into an even deeper, grittier endeavor. Right now it's on the fence. All we need is for the game to embrace one of the two.

Sorry for the ramble, TL;DR it's going to be a great fix, even if it takes time to refine.
#8
Video / Re: List of RimWorld Videos
October 14, 2013, 06:26:33 AM
Thanks for taking the initiative to do this! Really cool to see all the videos in one place.
#9
Video / Re: Since we're posting Let'splays....
October 12, 2013, 07:50:18 AM
Quote from: Semmy on October 12, 2013, 07:41:16 AM
Quote from: Jakadasnake on October 12, 2013, 04:14:55 AM
I've gotta throw mine out there. I'm a pretty low-profile streamer/youtuber so this might offer a fresh perspective for some of you, or it might just be completely redundant. Either way, hopefully someone enjoys!

Most recent:

http://www.youtube.com/watch?v=UrtRWj_ueFM

Previously, on Let'splay Rimworld...
1: http://www.youtube.com/watch?v=Ch6-x12bU34
2: http://www.youtube.com/watch?v=PzyQYhazheA
3: http://www.youtube.com/watch?v=0u3Jjrt0bdY
4: http://www.youtube.com/watch?v=i4afj4cX4bE

I'm trying to spread the good word on other game oriented forums, but Ludeon will always be my home station for this game!

nice one again.
Personally i wouldnt mind you turning the game volume a bit lower than your speech.

also give squirrels a chance. deep down inside they do love you

Interesting! I didn't realize the game was loud comparatively. I'll have to try and fix that, thanks.
#10
General Discussion / Re: Introduce Yourself!
October 12, 2013, 07:38:16 AM
Quote from: Britich on October 12, 2013, 06:30:06 AM
Hello,

  I am Britich, not to be mistaken with British, this is the username I use for non FPS games.  I am a business owner and work a lot, therefore I tend not to spend too long on Forums chatting et al.
I do however whore on the IRC idle points while I am at work and home.

I am an old school gamer, one that enjoys games designed to tax the mind and constantly try to kill you.

Loosing is fun

Regards

Britich (not British)

Awesome. Hilarious, given we already have another quite reputable user by the name of British. Welcome!

Quote from: White Owl on October 12, 2013, 07:11:25 AM
Hey there. Just found this gem while trawling YouTube for sim-like gaming projects. Glad to be here.

Welcome to the party White Owl. Make yourself at home here. Drunkard's Tavern doesn't ever do last call.
#11
Off-Topic / Re: The Drunkard's Tavern.
October 12, 2013, 04:23:04 AM
That's adorable! I'm sorry for your loss man, I absolutely love my cat.

I think cats are definitely the mascots of this tavern. We have a cat cafe where I live, would be pretty awesome to see a cat bar though.
#12
Video / Since we're posting Let'splays....
October 12, 2013, 04:14:55 AM
I've gotta throw mine out there. I'm a pretty low-profile streamer/youtuber so this might offer a fresh perspective for some of you, or it might just be completely redundant. Either way, hopefully someone enjoys!

Most recent:

Episode 7 - A Challenger Has Arrived! http://www.youtube.com/watch?v=Mir8KelkLmc

Previously, on Let'splay Rimworld...
1: http://www.youtube.com/watch?v=Ch6-x12bU34
2: http://www.youtube.com/watch?v=PzyQYhazheA
3: http://www.youtube.com/watch?v=0u3Jjrt0bdY
4: http://www.youtube.com/watch?v=i4afj4cX4bE
5: http://www.youtube.com/watch?v=UrtRWj_ueFM
6: http://www.youtube.com/watch?v=qY89jWFQHs4

I'm trying to spread the good word on other game oriented forums, but Ludeon will always be my home station for this game!
#13
General Discussion / Re: Rimworld pre-alpha soundtrack.
October 09, 2013, 11:07:20 PM
Hell yeah! Been waiting for this!
#14
Off-Topic / Re: Where are you from?
October 09, 2013, 11:40:46 AM
Quote from: Semmy on October 09, 2013, 11:07:39 AM
Quote from: Jakadasnake on October 09, 2013, 10:25:15 AM
Japan, baby! It's great being a PC Gamer in Japan because the Internet is terrible and no one speaks English and wait, it sucks. Seriously though, these guys are nuts about consoles and arcade games and I think it's fucking fantastic. I might do a little iPhone video tour of the Sega arcade nearby sometime. It's like 6 stories or something.

I have been to Hong Kong. Amazing place.

Is that the big arcade near how is it called big square in tokyo?

Ive been there once and damm those arcade's are awsome. I just didnt get the spraycans with breatable air. Like everybody is a wannebe diver

Nah, I live on a little island called Okinawa. So we don't have those theme park arcades - just the ones that are huge by western standards.
#15
Ideas / Re: Re: Your Cheapest Ideas
October 09, 2013, 11:11:50 AM
Great topic!

Tynan, there are a couple of quality of life features that I would like to see added that I think would subtract from the learning curve a little.

I'd like to be able to prioritize entire piles of resources rather than just each one separately. It doesn't seem to make sense that I cannot do this especially when many individuals can carry more than one pile.

I'd like to be able to eat squirrels.

I'd like to see a specific enemy type that is effective against turrets. TacoStorm, though very evil, was good to teach us some important lessons.

I think fences would be a great
Addition. Similar in nature to bunkers and barbed wire. Maybe effective at containing muffalo?

Can we toggle an automatic pause every time an event occurs.

Currently cave exploration is the most robust form of exploration in the game because it is truly unknown until mined through. That being said, a hazard or two coded into this feature will greatly increase narrative potential. Specifically - turn the geyser nodes into space worm habitats as well to add a minor risk/reward factor and add the necessity for support structures at certain intervals while mining.

This is all I have for now. As always, thanks for your constant attention to player feedback!