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Okay, a game idea:

It's golf, right? Everybody and their mom can make a decent engine that's fun at its own, but it gets better: in this one you golf down a snowy peak. Then the game generates a route through a vast pre-made mountainside that you have to slide down against an opponent, and what you want to do is look for 'Collide Airs': you tackle each other mid-jump, and that triggers a WWE style air combat a few seconds at a time where you try to pin the opponent and perform a style combo, which factors in what kind of a swing you originally did and how close to a checkpoint it lands. A really bad performance nets a few swings for the player where he will have to catch up playing normal golf, but every checkpoint launches another time you get to ride down the peak at the same time and try to fight.
 >>/11299/
Sounds more like a cutscene than idea for a gameplay mechanic. What are the control schemes on PC? What are the control schemes on a console controller? How many player inputs are required per movement? 

Is there animation breaking allowed or not? If you don't want animation breaking, how long will the animations be? If you do want it, what's a sweetspot to avoid annoying exploits? What's the level design principles and loadouts that will allow for these complex movement systems to become viable? What level design philophies will you implement to avoid exploits such as getting out of bounds, or clipping through walls of the map?

This is my problem with "ideas guys" threads on old /v/ and 8cucks. It's filled with nothing but morons describing stories, or cutscenes but no actual gameplay mechanics.
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 >>/11319/
You hate when ideas are delivered less than 100% completely realized, as in just as ideas? Great! You will by scoffing every existing genre game because they're sold on nothing except "cutscenes" and rehashing of mechanics you already know, so you won't be needing them. With your money out of the industry, it will be more desperate to please me.
Because there's a process to the realization itself, and because gameplay is indeed the bottom line, being ready to kill my babies means that ultimate gameplay mechanics will be decided along the way based on what is technically viable and works as an entertaining product. Petty things like control schemes that children get to see the very last when all they know is the finished product in their hands and fuck all about how it got there, are things that will be finished last. Don't worry, I'd add plenty of sliders in the options menu.

Since I mentioned factoring in the swing into bouts I can add that preset value selection (character selection) should come as obvious to be more of a limiting factor to all characters having all the options in order to diversify the gameplay experience, so they can be added as needed, but my general idea is the weight of it being in the clubs, and the swing itself would lock you into a goal of some kind, a preset of what kind of actions will net you best score in bouts so the opponent knows from club selection somewhat what are the biggest threats he should look out for in defense, different clubs being differently suited for different swings. Play some golf games for more info, and don't suck at it, either.
Since I mentioned pre-made I should clarify that there would only be a few vast mountain environments with pre-made checkpoints stringed together into a route based on the direction you want to aim at with your first swing, which counts as replacement for level selection as the determined route works out into a level. The entire mountain should be applicable so there's a limit to how many can be crafted. Going out of bounds would just be less chances to earn points towards victory. What you want to do is look for a terrain with the correct features based on your swing, after you've earned the opportunity to lead the game by being first to a checkpoint.
Since I mentioned wrestling games and not fighting games or any other genre it should come as obvious that influencing animation cycles should be limited and area control is not much of a thing, but you unreasonably want me to answer for previous flaws of fighting game creators.
If you hate idea guys, it's because you bring into the conversation all the things that really just make you hate the idea of playing video games from your previous experience. That's your idea about games being shit in general, not mine, and your problem is that the first things about games that comes into your head is how terrible its going to be to actually have to play them.
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There are cute magical girls and they are pretty homeless sooo, you need to cook them food and so on and maybe give them some refreshments right? And then maybe read them some bed-time story.
But they are still kinda shit and you discover to power them up you need to bring their happiness up and to finish the level up ceremony you need to cum deep inside.
That is my idea I think.

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I figured out the way I want to buy games. There should be platform that's marketed like a little greenhouse garden and your purchases would be handled like a growing stock. Let's say Shovel Knight was available on that platform, the way it should work is that you could buy the vanilla version in 2014 and it would be titled for instance "Shovel Knight 1500" for the 15 bucks you paid for it. What would happen is that just like Shovel Knight in fact did get a lot of free DLC for first time buyers, and was notably cheap early on but heftier by now, the platform should format free updates in a way so that your $15 purchase would grow by itself into a "Shovel Knight 2300" and beyond, and at that point the vanilla version plus all finished DLC would be 23 dollars to buy on the spot. It would handle DLC as a free early adopter bonus by default. Then I would be happy to even get double dipped with a full physical edition later on with my absolute favorite games, after my scant savings helped the company early on when it counted the most.

I wouldn't make it a mandatory to give free updates, but only to stick to the format. There would be companies that would release games with little to no "growth", but even then it would just be a neat and transparent way to market the value of those games. Customers could make their judgement if growth is the end-all worth or if they're happy with a good game that's samll but full experience right out of the gate. And of course it's exploitable with "over-valuing" a game by overpricing the free DLC, but I don't think trickery like that would get anybody very far or cause any real problems since you still get to buy the games you want to buy at the price they're available, not counting on always getting free enhancements is already just common sense.

So I thought for Halloween I might try to organize a Darkstalkers/Vampire Savior tournament. Halloween proper is a Tuesday so the weekend before or after might be better. If anyone is interested let me know on here so we can solidify some more details. I'm up for whatever.  

> Fightcade and Modding
Download and register for Fightcade here: http://fightcade.com/
Get the full rompack over here: F!EoJjwSLB!Tukuk9bZAa7YXXxKNVHorw">https://mega.nzF!EoJjwSLB!Tukuk9bZAa7YXXxKNVHorw
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I know what I'll be doing on Halloween. Let's just hope the pre-order arrives on time so I don't have to double-dip in the web store. I don't mind the money but servers are going to be iffy that night.
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< furries in >>>/v/

Prefer the following for repair gensokyo's seal day
 >>/11248/
Despicable. You have 350MB to upload both fightcade, ROMs, CHD, settings & configs, server and time frame, announcements, etc.. But no, you link to unsecure proprietary sites. 
> 2015-05-25

These ROMS are bad and ancient. You don't even have the latest vhunt2.zip dump made in this 2017-9-21.

 >>/11249/
< pre-order

🎣

#testing
/#testing
##testing#/
#testing#/
/#testing#/
/testing
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 >>/11250/ 
Forgot the last and most important one.

Unless there's a nice M.U.G.E.N. distro with all the latest characters and modes emulating Chaos Tower|Collection|Resurrection

//llololololoo//lololollolo
/lolo/lololo/#loleoloe
/lolo/lolololo/leoleololo

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There was this one thread in which platformers were being discussed really in depth. Specifically Sonic platformers in 3d, and I think I have an idea on how to fix the combat while adding to the platforming. Why not, when you destroy more than one enemy by jumping on top of them, the camera changes to bird's eye view?

This COMPLETELY does away with the shitty auto aim mechanics we see in 3d Sonics without compromising jumping speed like in the 3d Mario, Pacman or Crash games.
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 >>/11153/
>  you need to buy a very well made keyboard to take full advantage of inputs
First of all, before the sperglords make huge mess out of answering this in all their autistic droves, that is just simply wrong and not true at all.

If anyone wants to make a stab at the more fundamental question about install base ramifications on economics, you can now go ahead. Should people be forced to buy proprietary hardware and is PC the biggest culprit of that? Keep in mind this is entirely offtopic as well.
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How about this: instead of dumbing down gear shifts to a press of a button like in Lost World, we start with an explorative, slow sonic game that controls much like Mario 64 and is evocative of how you first get into playing Sonic CD; then, on that base, we build levels around further options to shift gears upwards through multiple "jumps" that work like the triple jump, and each intiates a faster mode of running? They shouldn't of course all be consecutively more airy like it is with Mario because Sonic isn't really about that, but instead they'd be a similar premade set of different heighted jumps that  you'd have to look for the correct terrain to be able to pull off without stumbling. Then in these modern times we can just stretch out the levels to start fiddling with velocity and slopes and possible routes to go rather than building routes you have to go.

Lately I've been pissed that there's basically no competition at all for 3D Mario. Devs just don't get the backflip platforming or the multiple jump thing.
Is there even a one 3D platformer besides Mario games that actually builds challenges around the platforming mechanic and not something tertiary like shooting the enemies before they push you over a ledge?
 >>/11174/
> there's basically no competition at all for 3D Mario. Devs just don't get the backflip platforming or the multiple jump thing.

A Hat In Time is seriously looking really damn good though. Better hope its such a massive hit that it gets a million copycats.
 >>/11181/
If you want things that have interesting level design I always return to these games: Sonic Robo Blast 2 the old Tomb Raider games for the PS1, the Croc series, I-Ninja has some good levels, Pandemonium 1&2, Qbert 3d, arguably Sonic Lost World.

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So now Sakura Kinomoto is officially a character in the gatcha for no reason. But you remember the cute girl who got us into anime. Time to start playing weebshit, amirite?
https://gbf.wiki/Sakura&#95;Kinomoto

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Do you think 2D platformers with anime sprites are still viable? I've been thinking of making a platform with Sonic physics set in the slippery snow, except instead you play as a cute armless ice skater who has to fight by slashing enemies with her kicks. The world would be a fantasy environment that encourages you to explore like Donkey Kong Country 2, and the gameplay would punish you for misjudging your speed or timing as you burst through ice walls.

I am concerned that the current generation only cares about Unity engine and 3D games. I might not even be able to break even if I ever sold the game, and to be honest It's hard to motivate myself to make it if I'm just doing it for free.
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 >>/10993/
> viable
I know the free-range animus have skyrocketed in price, but if you can strike a deal with a good moé farmer I think it's possible to source some good high quality moé locally. You just have to keep it a niche seasonal product for limited audiences, and hope it doesn't become a global fad among faggot hipsters. Because then you get the scalpers and the whole operation is just fucked, like retro gaming.
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 >>/10993/
> viable

Do you want to become a GORILLIONARE, or do you just want to be a small doujinshi/indie dev? Moreover how the fuck are you going to distribute your product? Like, it's cool you're making a vidya, but if your goal is to strike a profit, you're going to have a hard time.
Yes probably, can't imagine all these Steam/Vita cross launches have been deliberately pushing themselves into the maw of defeat.

You would get one published on Vita today, definitely, to a moderate success if its any good. The magic of Vita is that it really peaks the capability of a handheld of its kind of design. It's still sellable 10 years from now if it even gets some price drop form hardware improvement like it has gotten to this day. And since its proprieatary it avoids the market competition from PC even though it's really fast and loose with its dev kits, apparently they sell it to anybody for like 1000 bucks no strings attached, just a registration as a dev.

I genuinely believe it's a gold rush to an existing middle-low budget install base waiting forever to happen simply because nobody has faith in "old" consoles, and devs are shooting themselves in the same foot they should be using to do some legwork. It's like waiting for a more powerful console to launch although a more powerful handheld has no demand, especially against the Switch. And if that's the case you should release on Steam/Switch instead, although I hear it's a crapshoot of being personally approved by a Nintendo 'Creative Fellow' (an actual title of Miyamoto, e.g.)

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I'm not a kid with hundreds of hours for grinding anymore.  Shorter rpgs are a good thing. Big budget companies are mainstream and anti - creative,  so I approve of smaller fanned and more niche.
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also by the way I'm feeling pretty pleased with myself right about now. might just be the catchy music improving my mood
 >>/11276/
> grinding in any game

Unacceptable. Call me a casual, but I ain't got time nor patience for this bullshit anymore.

And it's not just grinding, I can't tolerate any kind of bullshit in my vidya. Story-driven games that are basically walking simulators where you run through corridors from one cutscene to another make me wanna kill myself. I just suffered through Hydrophobia because I wanted to get it out of my backlog, so I'm extra pissed right now. I hate myself for spending money on all this garbage in my steam account.
 >>/11283/
It isn't even about being casual or not, the problem with grinding is that it's tedious; it's a process that offers no challenge and which needs to be repeated many times.

> story driven games that are basically walking simulators
I don't get why people play walking simulators. The whole point of video games is interaction on some level, but if the "game" doesn't offer that, then what's the point? If people are only interested in story, I recommend reading books instead of playing video games.
 >>/11289/
Well, I used the term walking simulator mostly as an insult here. Hydrophobia specifically is not a walking simulator per se, but it might as well be due to its format.
> cutscene

> run through some corridors

> interact with object

> cutscene

> run through corridor while shooting bad guys

> interact with object

> cutscene

> repeat ad nauseum


I can't stand games that do this.
 >>/11289/
If you play anything casually its the same as grinding. I wouldn't know because I don't work to unlock the next snazzy cutscene about plot drama, I play because the mechanics are interesting and grinding is a moot point. What reward is there after 'grinding'? Either more 'grinding' or some casual non-gameplay shit.

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> To All Customers of Ys VIII,
> Thank you for all the feedback and support we have received since the launch of Ys VIII. It has come to my attention that the quality of the Ys VIII localization has not reached an acceptable level by our own standards, but most importantly by yours. As president of NIS America, Inc. I want to apologize to you personally for this grave error. This situation should not have happened – especially to a game as wonderful as Ys VIII and by a company that strives to deliver the very best customer experience in each title. We have begun internally to investigate the causes of this situation as well as to implement steps to ensure that a similar situation does not occur again.
> As for Ys VIII itself, we will have a new translator and editor go over the entire localization to fix grammatical errors, typos, inconsistencies, and also to take a fresh look at the dialog and characterizations. For the script, where necessary, we will re-translate and re-edit the game including updating voicework to reflect these changes. We plan to have this work done by the end of November and will offer the updated localization free of charge for both the PlayStation 4 and PlayStation Vita versions of the game via patch. The Steam version of the game will include this localization in its initial release.
> We humbly request your patience in this process.
> Again, as the president and CEO of NIS America, Inc, I deeply apologize and vow to you that we will bring the quality of the localization of Ys VIII up to the high standards that it and you deserve.
> Please allow us this opportunity to restore your faith in NIS America, Inc.
> Sincerely, Takuro Yamashita
RIP NISA
http://nichegamer.com/2017/10/10/nis-america-apologies-for-localization/
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> NIS America apologizes for quality of Ys VIII localization, fix due out by end of November.

> NIS America apologizes

> NIS America fix[es] localization

> RIP NISA

Yep, even endchan/v/ has people with an IQ of 50!
あなたのどれも日本語を知っている賭ける。
Where's that quivering vase screenshot? I'm still looking forward to the PC port, if it works. Man, xseed isn't perfect, but I sure wish they were the ones to translate this instead of incompetent nisa and there are far worse studios in my mind, all from the U.S of A, classically, but at least these fuckheads bother to write an apology unlike the rest of the typically malicious, uninspired companies plaguing video games.
I take bad grammar over dumb American colloquialisms any day, if anything it reminds me of the good old days. I can even take memes as long as they're not as bad as NoA does it, but my waifu games are thorougly buttfucked by  the joshit weeaboos at NISA. Thank heavens dubs are an extra expense so they're usually confined to text. It's sad that grammar even gets complaints because that may tip the scales to even a worse option that consumers end up paying for.
I have to wonder who they are hiring to not know basic English grammar.

> we will have a new translator and editor go over the entire localization to fix grammatical errors, typos, inconsistencies, and also to take a fresh look at the dialog and characterizations. For the script, where necessary, we will re-translate and re-edit the game including updating voicework to reflect these changes.
< We plan to have this work done by the end of November
wait, what? How short is this JRPG? And if they got their shit this untogether before how can they pull off a two month schedule now?

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> winning a war
> almost accept a peace treaty instead of declining it since the buttons are right next to each other

Have you ever had any close calls which would have set you back for ages? What about actual fuck ups which lost you a significant amount of progress?

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It just brings me back to my old Xbox which randomly turns off now, I'll never forget the first time I played Otogi 1&2, Metal Arms Glitch in the System, Second Sight, Psy Ops Mindgate Conspiracy, Breakdown, MGS2 and so many other mindblowing titles filled with so many awesome ideas.
Too bad all the covers I find are all fucked with effects and shit to emphasize how ebin nostalgic its supposed to be.
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I never stop playing games just because they're old, so it's hard for music to trigger nostalgia in me.  Try this on though.

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