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

Comment History  (210 - 240 of 547)
Dra6o0n
Dra6o0n Jul 25 2011, 2:55am says:

The only problem I see in creating game development for a mobile device is that controls always suffers for it in the long run unless you are creative enough to use it...

A third person shooter that has similar to joystick or keyboard and mouse will suffer somewhat because you will be limited in those touch screen interfaces in mid battle...

The best solution is probably converting it from a TPS to a Third person strategy.

Think Fallout, with movement and stuff decided by environments...

It is a neat idea since players will be required to plan things out, but the "fast pace" gameplay will be compromised.

Maybe adding some context sensitive buttons for zombie events would be handy?

Like Resident Evil 5's way of limiting controls so the gameplay becomes challenging in it's own way.

+1 vote   game: Desert Zombie: Last Stand
Dra6o0n
Dra6o0n Mar 23 2011, 1:29am says:

Now all you need is tweak the AI to some extent so they have different "reactions" according to the environment.

Like...

Shocked - When you approached them out of nowhere, instantly, it makes them fumble and not able to react because you took them by surprise.

Curious - When partial sighting occurs, and/or they hear you from afar, but don't know who it is exactly. They Cautiously approach the area they think you are at and investigate it.

Alert - When a npc already knows there's a opponent around, but does not know where he is, he'll search around the place and will not be possible to take by surprise.

Kinda Metal Gear Solid style eh?

Also, sound waves shouldn't go through objects quite easily unless its a thin object, like multi-story floors.

+1 vote   article: New Overgrowth a123 video devlog
Dra6o0n
Dra6o0n Oct 22 2010, 2:01pm says:

How come some of the swinging animation looks odd? Like slashing downwards with one handed but it looks like your fapping your wrist instead of moving the arm?

+1 vote   media: Gameplay Features Demonstration
Dra6o0n
Dra6o0n Sep 1 2010, 11:50pm says:

As good as the development on Sven-coop 2 can be... The source game engine must be hellish to work with, since many programmers decided to move onto newer and more "efficient" engines, or to create their own.

But nonetheless, Source will work, ONLY if you are experienced to make it work, like Valve. Otherwise, you'll end up producing something extremely buggy and disastrous! D:

+1 vote   article: Final Sven Co-op 4.5 Release Countdown
Dra6o0n
Dra6o0n Jul 7 2010, 12:16am replied:

If you look for freelance animators they could offer it at a even less price for the same quality... >_>
I know they are out there, hiding.

+1 vote   article: Initial motion capture tests [HD Video]
Dra6o0n
Dra6o0n Jun 13 2010, 1:20am says:

Hopefully, you guys will work on making the gameplay more smoother to view, because most of the time, the green trapar can blind your screen if you do flips or something... Maybe find a way to hide the particle effects when your camera is too close to it or something.

It can be a bit cool if you can enable a optional fixed camera onto the LFO, so if you flip upside down, your camera is upside down.

I'm pretty good at analyzing games, but I think I also realized that I can't program or model/animate as well because of that (I think i found my weakspot). I'm good at "seeing" it, but I can't really craft it... LOL, maybe this is why computer programmer is boring me... I prefer to test and analyze games over making them (even though I have a ton of ideas in my head).

+1 vote   article: Lift News 26 - Lift needs testers
Dra6o0n
Dra6o0n Nov 24 2009, 9:09am says:

Free but I personally find AVA to be better for a better reason, at least they don't impart slow movement in the game...

This game tends to side with paid players more, so don't complain if you get killed by a HMG wielding player 10 times in a row, or from a grenade launcher...

They use specialist as a way to overpower you...

Nexon's "Good" Games I'd recommend:
- Mabinogi
- Maplestory
- Dungeon Fighter Online

Other publishers:
- Ijji's AVA, etc.
- Might also be some other publishers that I didn't mention because they are so clouded by the bigger ones... Like Aeria games, which fails for being a "good" publisher...

+1 vote   game: Combat Arms
Dra6o0n
Dra6o0n Nov 7 2009, 1:10am replied:

Only the really really really popular mods from makesomethingunreal.com seems to be able to do it, The haunted still needs a lot of work before it can be close to that.

0 votes   article: The Ball Stand Alone UDK Demo
Dra6o0n
Dra6o0n Sep 28 2009, 11:59pm 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
Dra6o0n Aug 11 2009, 6:41pm says:

Soft armor variants for Camouflaging, should be use of leaves covering soft armor, to hide the user in the environment. It would be interesting if branches can be taken from trees and bushes to be used as tools to extend and camouflage even further... Then throwing those tools away just as easily when attempting a ambush.

+2 votes   article: Armor Types in Overgrowth
Dra6o0n
Dra6o0n Aug 7 2009, 12:07am says:

Fun if you can set up a commander mod = controlling zombies thru ai?

Supply drop = Spawn zombie group
Artillery = Viral outbreak (more zombies but more naturally hidden)
UAV = dark clouds covers the sun and light... Allows scanning of survivors?

+1 vote   mod: Zombie Mod
Dra6o0n
Dra6o0n May 7 2009, 7:18pm says:

For good racing map, i suggest you make a ancient underground ruins with mazes and traps and maybe the timer can trigger once you've taken the item from the altar, which triggers a deadly trap that can seal you in!
No need for checkpoints to increase timer but maybe pathing can be different and escaping comes in a variety of paths you choose and each one is connected to the exit.

The the player didn't leave the exit in time, the ruins collapses and means death.

Since this game has character using ninja like moves, obstacles can be the basic wall to wall jumps, long jumps, dodging traps, and outrunning a giant rolling boulder...

+1 vote   article: Overgrowth race course demo - HD Video
Dra6o0n
Dra6o0n Nov 3 2008, 11:16pm says:

All these customization... So Oblivion is going Gmod?

+1 vote   mod: Oblivion Customization Mod
Dra6o0n
Dra6o0n Oct 17 2008, 7:29pm says:

You may need to tweak the zombie's health and ability when making a zombie mod, since your mod is more closely related to dead rising zombies.

They should be able to be knocked down at least, as zombies withstanding a hit on the head with a guitar seems un-plausible. Should look at Zombie Survival's (Gmod) zombies that gets back up, although its a player model.

+1 vote   mod: The Mortewood Plaza
Dra6o0n
Dra6o0n Nov 6 2009, 12:40pm says:

I tried to install UDK but it crashes in the middle of installation at random intervals...

Admin, and compatibility is set on the other tries but got frustrated after 3-4 times and deleted the thing...

It's still a beta so i'll wait for a better version...

+1 vote   download: UDK
Dra6o0n
Dra6o0n Nov 6 2009, 10:26am replied:

PC gaming died, and came back from the dead...
So in that theory, it makes PC gaming a undead or a living zombie...
We love zombie shooters so maybe it has something to do with that...

+2 votes   article: Unreal Engine 3 Free to Indies
Dra6o0n
Dra6o0n Nov 3 2009, 12:24am says:

Hmm, I should avoid using my paypal to buy any current steam game for this, but i only 21.60 CDN in paypal so if its over 20 bucks I'm not sure if I'm able to convert it using paypal's rates...

21.60 CDN = 19.54 USD (Phooey)

Then I should save my money for Starcraft 2, and possibly somehow get a ps3 later...

0 votes   article: What is Overgrowth? [HD Video]
Dra6o0n
Dra6o0n Nov 1 2009, 2:31pm says:

A lot of indie games are going into creating their own game engine, one reason being that the other game engines seems flawed and limited to their needs, especially when the game industry is evolving into something greater...

+1 vote   article: First ingame screenshots of Natural Selection 2
Dra6o0n
Dra6o0n Oct 30 2009, 12:58am 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   article: Open development vs. spoiling the story
Dra6o0n
Dra6o0n Oct 28 2009, 10:34pm 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
Dra6o0n Oct 24 2009, 3:38pm 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   article: Initial rigging and animation tech demo [HD Video]
Dra6o0n
Dra6o0n Oct 21 2009, 12:38am 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   article: Transparent shadows using stippling
Dra6o0n
Dra6o0n Oct 16 2009, 11:58am 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   article: Overgrowth Icons
Dra6o0n
Dra6o0n Oct 10 2009, 2:28pm replied:

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

+1 vote   article: Rigger wanted - Eye candy offered!
Dra6o0n
Dra6o0n Oct 8 2009, 9:31am 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   article: How Saving Mechanics Affect Fun
Dra6o0n
Dra6o0n Oct 6 2009, 12:29am 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
Dra6o0n Oct 6 2009, 12:23am 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
Dra6o0n Oct 2 2009, 2:11pm 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
Dra6o0n Oct 2 2009, 2:09pm 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
Dra6o0n Oct 2 2009, 2:03pm 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
Dra6o0n Oct 2 2009, 1:58pm 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   article: Zombie Driver Announced
Dra6o0n
Dra6o0n Oct 1 2009, 6:14pm 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
Dra6o0n Oct 1 2009, 3:27pm 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   article: One Hour Per Day
Dra6o0n
Dra6o0n Oct 1 2009, 1:21pm 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
Dra6o0n Oct 1 2009, 1:18pm 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
Dra6o0n Sep 26 2009, 12:03pm says:

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

+1 vote   article: Friday Update #72
Dra6o0n
Dra6o0n Sep 24 2009, 8:23am 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   article: Resolution Independent UI
Dra6o0n
Dra6o0n Sep 22 2009, 10:35pm 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
Dra6o0n Sep 22 2009, 10:32pm 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
Dra6o0n Sep 22 2009, 10:30pm 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
Dra6o0n Sep 22 2009, 10:27pm 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
Dra6o0n Sep 22 2009, 12:31pm 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
Dra6o0n Oct 14 2008, 9:23pm says:

Wonder how large the map should be for large scale fights... How much strain can you put on the engine by making the largest map possible? Gmod had huge spacebuild maps so im guessing it isn't that hard.

+1 vote   game: Lift
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