Experienced in a lot of games, at playing games. Now is helping out with a friend's game.

Comment History  (210 - 240 of 542)
Dra6o0n Oct 30 2009 says:

In overgrowth, I think lore is a bit important so you'd need to tell the story while they are playing it. Otherwise you'd make a separate section that documents the lore in overgrowth, and parts are unlocked as you progress through the game, etc.

+4 votes   news: Open development vs. spoiling the story
Dra6o0n Oct 28 2009 says:

Corporates and companies these days are hitting it hard and decided to penalize their consumers instead...

Everything they do is for profit...

Heck, even a 50% sale for far cry 2 would get you more profit than selling it normally...

+1 vote   mod: Far Cry 2 Zombie Mod
Dra6o0n Oct 24 2009 says:

This can be made even easier if you can group manipulate the skeleton with preset templates. So then you don't have to manually adjust the joints and get it wrong.

For fighting moves, it can be neat if you make "mini" adjustment to each arms, legs, chest, abs, and head. This is so you can create a fighting posture or a attack animation easily by loading template into a arm and adjusting it.

+2 votes   news: Initial rigging and animation tech demo [HD Video]
Dra6o0n Oct 21 2009 says:

I think you need to make a very close up comparison, because when hiding in grass and bushes, you need to be able to faintly see right?

In real life, because of the way plants are like, being inside a bush or tall grass allows you to see a bit whats on the other side. Of course it also depends on how thick it is from a certain distance or angle.

+1 vote   news: Transparent shadows using stippling
Dra6o0n Oct 16 2009 says:

Maybe have a iconic relic ingame too to represent the game in many ways...
Just like how HL2 Icon is used in it's own game over and over and over again...

+1 vote   news: Overgrowth Icons
Dra6o0n Oct 10 2009 replied:

They said they will be using a orange box sdk since l4d sdk does not have a released source code yet.

+1 vote   news: Rigger wanted - Eye candy offered!
Dra6o0n Oct 8 2009 says:

The types of saving mode depends on the game. But ya, a lot of game needs to be able to save.

How do we revolutionize save game? Will someone end up making a joke game that's about saving game and continuing?

I got a weird idea for a game:
- Goal is to get to the end of the chapter
- Use save function to create a "hole" and save your progress
- The hole brings you into a alternate world in that position
- Able to "undo" and backtrack through those holes, re-saving progress in a few ordered slots.
- Kind of like portal but instead of making 2 points to make a portal, you just transfer yourself in first person to the other world, and it records your position
- both world can be interactive and will work at the same time (your warping between them to bypass obstacles)
- Can be a puzzle game?

+3 votes   news: How Saving Mechanics Affect Fun
Dra6o0n Oct 6 2009 replied:

Also, right now, throwing 1 kunai at a time doesn't give it much of a pacing in battle, nor do you think you can throw a kunai at several moving targets? At this point, kunai are like magnums... Shurikens are like SMG... All projectiles unfortunately still feels like guns...

Well the mod is at a point where its plausible but not quite there yet...

But i guess if there were a chance for a naruto mod to be on a unreal 3 engine, it wouldn't be staff from this mod. But that doesn't mean you can't help them out when the time comes lol...

+1 vote   game: Naruto: Naiteki Kensei
Dra6o0n Oct 6 2009 says:

For some odd reason I find the throwing of kunai, shurikens, and kunai exploding tags to be a bit too fast... I've played the ultimate ninja series, or Naru-timate hero so the throwing speed is meant to set up like that cause its two dimensional fighter...

Even so... The trail for the projectiles are hard to see from a distance, so I think a bigger trail for projectiles might work...

... But then there would be some people wanting to bash this, saying that it's suppose to be hard to see... Well people, balance is a big issue and its not completed yet...

Shurikens should carry bigger trails than kunais i guess... Since they are spinning in flight they also fly slower...

To me, its unrealistic and even further doesn't make sense, when a thrown kunai hits a wall under 1 second over 200-300 meters?

+1 vote   game: Naruto: Naiteki Kensei
Dra6o0n Oct 2 2009 replied:

A Neat and new idea to this coop game.

Hardcore mode:
By follow a bit of the other horror genre, this mode drops you into the game with only your pistol and knife. Other weaponrys you need to find within the game and it's randomized...

+2 votes   game: Killing Floor
Dra6o0n Oct 2 2009 replied:

A Colt .47? Or a Magnum?

Need to adjust the weapons so you can have super pistols too, so the handcannon isn't just a upgraded handgun...

Need to follow a bit of RE style on magnums weaponry... They're meant to do insane amount of damage, but very little ammo (close to none) so every shot deals enough damage to greatly cripple a boss too...

Secret weaponry should be placed in the game as a droppable weapon from monsters or checkpoint items... Such weapons has no respawn and limited ammo (ammo boxes doesn't refill them)...

For example, a LAW should be such weapon, they need to be stronger and enough punch to weaken a boss dramatically, but not without a single shot use.

What i mean now, is super weapons that can defeat bosses, but limited and flawed in it's own way... Do you wanna use that rocket launcher on a crowd of monsters to clear the way, or save it for the boss?

Shops is what breaks the scariness though... So maybe a new gamemode for all these idea would be best...

+2 votes   game: Killing Floor
Dra6o0n Oct 2 2009 says:

the replayablity of this game isn't that great now... I bought it and got over it already...

It would be nice if there were other gamemodes other than waves and a boss...

An escape gamemode would be neat and especially if it involves backtracking to look for items to unlock the passage etc...

A cool map could be a insanely hard one, where your team are locked down in a underground lab and each doors are shut down, so you have to use a cutter (unweld) each of them to escape!

+3 votes   game: Killing Floor
Dra6o0n Oct 2 2009 says:

old fasion GTA style with zombies sounds fun, especially if theres multiplayer and possibility of different game modes... Coop seems to be interesting if this can work...

+1 vote   news: Zombie Driver Announced
Dra6o0n Oct 1 2009 says:

What made the original resident evil so great was the difficulty and the potential threat the enemies comes at you with, mixed in with limited controls...

But since you can freely aim, the enemy can potentially chase you with no flaw in movements then...

The one thing that can be interesting is one hit kill moves from RE, imported into this game.

They'd have to be set so it'll only work as a chance when your health is low enough.

Hunters will use their super pounce when you see them crouching and being stationary for a few seconds, this mean they can't aim where they are jumping in mid air so you can side step to dodge it.

+1 vote   mod: Outbreak: Condemned
Dra6o0n Oct 1 2009 says:

you need to add better wall jump contols so it can be used in reverse too, to dive bomb someone from above... It can depend on momentum, as a jump straight up gives positive momentum to climb walls upwards, a falling momentum and wall jump will help you move towards a direction better, and probably help survive a fall in other modes...

Also, it would be neater to have a wall jump cling and charge ability, so you stay in place for a brief moment, then launch yourself in the direction of your sight.

As for camera controls while wall jumping, i think a automated camera that quickly flips your view around when jumping off walls can help if its intensively first person, but if you mean using guns while walling jumping and aiming, then it has to be set to allow sideway wall jumping then...

+1 vote   news: One Hour Per Day
Dra6o0n Oct 1 2009 replied:

This would be cool if it is worked along side a larger player base per game... like 20 vs 20 maps similar to a warfare...

Hmm, possible features needed first before approaching this:
- Climbing Feature to climb up ledges
- Agility Feature to interact with walls and floors
- A feature that gives props life with animating etc...

0 votes   game: Overgrowth
Dra6o0n Oct 1 2009 says:

A interesting idea to the lore is magic, but not the kind where you spam fireballs at each other, but more of a summoning or enchantment kinds...

With my earlier post on Giant Avatars, maybe its possible to have a "Mobile Base" kind of mode, except they are huge and can fight and support their units.

Essentially, these giant Avatars are made out of stone and clay, so they have the toughest resistance to damage, but they do have vulnerable weak spots...

To be able to move, they'd need a physical magical enchantment on specific parts of the giant, so if these enchantment gets destroyed, like by a arrow or bomb or by plain ripping it off, the giant loses the ability to use that specific parts...

Maybe have a variant of giants and call them a class of golems with floating parts to use as a assault weapon...

Of course, giant golems or Avatars would break the team play motion if this were plain TDM... The objective of the game is to destroy your opponent's golem.

Each golem can be run by a AI to navigate around the map, with it's own mind and act as a guardian to allies and a foe to enemies.

Golems can stomp at you to instantly kill you, or if they didn't step on you, the shockwave will knock you down...

To be more on the realistic side, the golem's abilities can also affect it's ally so they have to be careful not to get to close to foes when it attacks... Lol...

0 votes   game: Overgrowth
Dra6o0n Sep 28 2009 says:

Wonder if there's also play dead zombies...

And Ankle Biters that clutches onto your ankles and won't let go until you shoot it in the head...

+2 votes   media: The Crawler Concept Art
Dra6o0n Sep 26 2009 says:

Sakura could work in a combat medic style in team matches, by "Reviving" Fallen allies before they are finished off?

+1 vote   news: Friday Update #72
Dra6o0n Sep 24 2009 says:

Overgrowth team likes to look into their own games and try to build onto them, while compared to other teams and companies who tries to build something else, leaves it half done, then move on to new and different work from scratch.

It really depends on the team's intention or goals on how successful and how they build their game.

+2 votes   news: Resolution Independent UI
Dra6o0n Sep 22 2009 says:

I Think I know one weapon Dec didn't add... And that's the Megabuster from Dead Rising, but MUCH MUCH BETTER (Since its first person)! But then it'd be too Metroid-Prime-Like...

But another weapon you can swap ammo with can be interesting too...

A Grenade Launcher with different rounds... Or a physics weapon that creates different physical force (NOT a Physgun)...
Or literally a "Gravity" Gun that shoots tiny black holes to vacuum up zombies then mush them in one go after a time limit... Deadly....

Look at the Whirlygig anomaly in STALKER....

+1 vote   media: The Mortewood Plaza - Harley Progress 1
Dra6o0n Sep 22 2009 replied:

The area behind the tires can't be seen in 90% of the angles, unless your looking at the bike from the bottom...

At first I was talking about the area between the Wheels and the Core, but i guess the parts inside the wheels count too?

+1 vote   media: The Mortewood Plaza - Harley Progress 1
Dra6o0n Sep 22 2009 replied:

Why do people care about being the first to post anyways? It's not like some big shot company's gonna give you a thousand dollars for it...

In Fact... I think it might do more harm than good?

+19 votes   media: The Mortewood Plaza - Harley Progress 1
Dra6o0n Sep 22 2009 says:

What would be freaky is a zombie that is bleeding out of their eyes... while they lack eyes...

They'd hunt on the sight of smell and can tell if a wall is nearby because of their enhanced super sonic hearing?

EDIT: That would make it more Silent Hill freaky than Resident Evil or Land of the dead freaky...

A monster that is blind but deadly? Already used in a lot of horror games...

+3 votes   media: Weekly Update Images September 22nd, 2009
Dra6o0n Sep 22 2009 says:

Would be interesting if they could implement a creature AI for the giant whale so it can actually move, and you can jump and climb up on it like "Shadow of the Colossus".

+2 votes   game: Overgrowth
Dra6o0n Sep 20 2009 says:

Oddly, the Dx9 lets me use xfire with it, but Dx10 doesn't
Even more stranger, Dx10 barely lags and have a better fps than Dx9... Which lags in benchmarking if i use high graphics overall...

DX9: Texture Med | Overall High | Shadow Low
FPS: About 15 fps average and lower...

DX10: Texture Med | Overall High | Shadow Low
FPS: About 20 fps average and maybe a bit higher...

I have a decent laptop that can play this. It's like a custom HP ProBook 4510s with additional things added to it.

+3 votes   game: Resident Evil 5
Dra6o0n Sep 20 2009 replied:

Yesh, it is advertising.... But who cares?

+1 vote   news: Eleminis - Cute and Addictive Game released for iPhone
Dra6o0n Sep 18 2009 replied:

What I mean in pre-built is actually a form of a shape for players to build bigger pieces together without manipulating so many smaller pieces...

And a Gmod's Easy Weld for spawning kind of function would be interesting as long as it follows certain rules:
1) Have to be close to a prop

+1 vote   news: Project Haven
Dra6o0n Sep 17 2009 says:

Action rpgs have many variants but nowadays, these generations calls for new ideas and better action games than those in the past (diablo now seems like a semi-action game)...

+1 vote   news: Character Stats vs. Player Skill
Dra6o0n Sep 16 2009 says:

A neat idea for Project Haven to work in base building in a single phase could be time built structures with base speed, while can be sped up using a engineer.

Maybe Pre-Built structures can be places and set up, like mini bunkers, sand-bag dugouts, etc. and take up a number of points compared to pieces.

Another idea is to have a system so players can customize how they want to build, so instead of pulling a block here and bringing it in here, it could be dropped from a command point (In a pod) and engineers can gather the pieces from a closer location... Pod could also for as a offensive drop to harm blocks and provide ammo use, but both sides have access them them if dropped too far (can be used against you and they get free blocks!).

+1 vote   news: Project Haven
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