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Messages - Nero

#1
Das is doing an LP, and I agree. The game looks quite promising, but it still doesn't have enough content to keep the watching. What I like though is that where Rimworld is about individuals and their story within the colony - this is more like DF where the story is about the colony itself and what happens to the whole.
#2
Quote from: Conti027 on October 16, 2013, 01:57:25 AM
Just bought it. I'll try it tomorrow.

Awesome. I've yet to buy it because I read on the steam forums that they are only going to be doing monthly updates and just hotfixes in between. I am not a fan of that time stretch in an alpha, so I think I am going to wait for the first update to see if it is worth it.
#3
Quote from: Semmy on October 15, 2013, 02:10:38 PM
Anyone actually bought and tried this game?

i'm a bit sceptical double fine seems to be pooping out games instead of programming them

The game has been in development for 7 months... So it seems promising to me. I am going to buy it after I get home from work.

http://www.youtube.com/watch?v=mkf4l8O7b24
#4
Off-Topic / Spacebase DF-9 by Double Fine Productions
October 15, 2013, 02:06:45 PM
I am an avid reader of Rock, Paper, Shotgun and they had an article there a few hours ago about a game that was literally just announced (the forum has 3 threads in it!) called Spacebase DF-9. The creator is actually interviewed and mentions Rimworld and PA in it. The game looks really great and it seems very similar to RW, but distinctly different. They want to tell a story, but they're also wanting to do what DF does with their complex systems or so that is how I read it. Check it out.

Game site:
http://spacebasedf9.com/

Article:
http://www.rockpapershotgun.com/2013/10/15/revealed-double-fines-sci-fi-dwarf-fortress-spacebase-df-9/
#5
Ideas / Re: Less Direct Control During Combat ?
October 15, 2013, 12:26:02 AM
Isn't the combat system part of what is being sold on the kickstarter? Unless the page has updated recently I think it is. To take out that part of it or streamline it would be crazy in my opinion. I enjoy combat where I am not in direct control in the DF style way because the game has a lot more to offer than just a combat simulation, but this game seems as if it isn't going to have any systems as meaty (read: complex) as the DF systems. I'd prefer to micromanage my engagements.
#6
Ideas / Re: Open Source Software
October 13, 2013, 11:42:27 AM
I am trying to decide the context. Is he asking if Tynan will use those tools, or if it is possible. I am sure it is possible but it will make the work harder, because generally free-ware open source isn't 100% comparable to the commercial stuff.
#7
Ideas / Re: Social Economy
October 12, 2013, 09:32:00 AM
While realistic, I think it is too complex for what Tynan is wanting to accomplish.
#8
Ideas / Re: The Module Poll, Which do you want most?
October 12, 2013, 09:29:43 AM
Modability for sure. Having a game that is highly modable increases the life of the game exponentially.
#9
Quote from: Syphus on October 11, 2013, 06:46:40 PM
In theory, "Working on the game" involves paying salaries and other incidentals as well.

To go with the Shark Tank example, they are investing in products because these are companies that are only making one product. They are giving the money to a specific business, which is why they often ask, "What do you plan to do with this money?"

Not necessarily. A lot of times they are approached by an individual with no business attached, just a product and they develop that project or item until it makes their money back for the.

My point is that I am putting the money into the kickstarter to build a game, not a company. Now if the kickstarter is to say kickstart a video game company then I am investing in that company. Also there are a lot of things to spend extra money on if the game reaches a lot over its goal. Hire another part-time developer to increase quality, hire another artist or musician, or something like that. There are things that can be used to increase the quality of a video game with extra money.

Either way, not debating it. Just an interesting point. There can be legal ramification if a fundee takes the money and run.   
#10
In my business law class we discussed this. My teacher (a former practicing attorney) that legally it would most likely be considered an investment. You're receiving a fixed RoI. The money pledged to a game I expect to go into working on that game alone, not doing anything else. I am investing in a particular game and not a business entity.

It's like in the Shark Tank where a lot of times the investors are only investing in products and not businesses.
#11
Ideas / Re: Suggestion & Discussion: The Colonist
October 10, 2013, 11:23:26 PM
I think the aversion to micromanagement is stifling some of the cool ideas that could be implemented. I mean this is a management style game after all, unless I am missing something.

I like the idea of having the ability to equip armor and equipment besides just basic weapons. You don't need a lot of equipment racks for equipment in that case. You have a tool rack that is just generic and you can pick up tools for mining, building, farming, or other activities. Something similar to that. You won't have to make the tools separately, all you will have to do is make the tool rack/dispenser then it is assumed the tools are there. Unless you want to make the tools separately and I am all for that.
#12
Ideas / Re: Your Cheapest Ideas
October 10, 2013, 12:02:25 PM
Alt + Tab friendly - Make sure it doesn't crash if you Alt + tab out.
#13
General Discussion / Re: Fan-Art
October 10, 2013, 08:27:20 AM
I like that, did you use a stock for the planet or is that your work?
#14
Ideas / Re: Designer tier ideas
October 10, 2013, 12:23:08 AM
Quote from: Tynan on October 10, 2013, 12:17:04 AM
One guy wants to give his Pirate King a tool that spawns killer spider-bots. Sounded pretty fun to me! Try waiting behind your turrets for that shit.

lol'd irl.
#15
General Discussion / Re: Fan-Art
October 09, 2013, 09:38:41 PM


Just playing around.