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"good"-bye
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# ? Jun 3, 2019 22:31 |
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# ? Apr 27, 2024 08:47 |
realposting: crosscode is good.
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# ? Jun 3, 2019 22:34 |
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FrankieSmileShow posted:Here is a screenshot of the periodic table of gun materials that Bhroom made. this is really clever and it rules
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# ? Jun 3, 2019 23:01 |
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Spasman posted:this is really clever and it rules It is hilarious and awesome, but in practice it probably would have been terrible. It's like if the tile puzzle Papyrus makes in Undertale was actually real and they expect you to actually learn the rules and engage with that system for the whole rest of the game, while it simultaneously still being a joke because of the complexity. Like, you can make things be both funny and fun. Going all-in on the joke so much it bogs down the experience is a trap they sprung on themselves.
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# ? Jun 3, 2019 23:07 |
Rotten Red Rod posted:It is hilarious and awesome, but in practice it probably would have been terrible. It's like if the tile puzzle Papyrus makes in Undertale was actually real and they expect you to actually learn the rules and engage with that system for the whole rest of the game, while it simultaneously still being a joke because of the complexity. It wouldn't have been terrible because it would not have impacted anyone's gameplay in a meaningful way except for people who wanted to catalogue the gun's system's intricacies.
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# ? Jun 3, 2019 23:09 |
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I don't think any individual player was suppose to figure it out. The system is set up so that the same result happens if you use the same material, but is effectively random beyond that as far as the normal person is concerned. The joke is only for that one guy who really needs to know how the system is set up. e: ^^^
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# ? Jun 3, 2019 23:13 |
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Lurdiak posted:It wouldn't have been terrible because it would not have impacted anyone's gameplay in a meaningful way except for people who wanted to catalogue the gun's system's intricacies. If it was designed well, sure, but more likely most players would be absolutely confused by the seemingly random nature of gun fusing and just stick to the most basic gun types. But it was one more complex idea in a sea of them, arbitrarily complex because "that's the joke". I'm just expanding on the devs' own explanations - that the game was bogged down with crazy complex systems that were never really considered in a gameplay setting. Again, don't get me wrong, I LOVE the idea and I really want to fuse a Pinata gun with a Rogue Taxidermy gun to see what comes out. But it would take a LOT of time focusing on just this aspect to get it working, and their time would have been better spent making combat fun first, THEN adding complexity - in a way tailored to the combat they made. Rotten Red Rod fucked around with this message at 23:17 on Jun 3, 2019 |
# ? Jun 3, 2019 23:15 |
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It's me, I would have filled out the gun'scyclopedia
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# ? Jun 3, 2019 23:18 |
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Yeah basically. We wanted the material mixes to always give the same results, so you could remember that a rotten gun + a junk gun = a soiled gun or something, and that was the only part players were intended to realize individually. The actual underlying logic was just meant to be a bizarre secret, the kind a community might realize later down the line. So for a typical player, the materials are just a seemingly arbitrary, but repeatable, result. So if you end up on a really good gun material, you remember the gun's parents and can know what materials to combine to get this material again on another gun, which works as expected. The more important logic for players to be reasonably expected to figure out the mechanics of was the gun geolocation, stat growth and affix genetics, which are all more self-explanatory. A machinegun parent tends to make a child with higher rate of fire than a shotgun, etc. The specifics of genetics are convoluted, but the result are kind of roughly predictable, with child guns inheriting traits from their parent guns; again the details are less important than the actual results making some kind of sense.
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# ? Jun 3, 2019 23:22 |
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Rotten Red Rod posted:If it was designed well, sure, but more likely most players would be absolutely confused by the seemingly random nature of gun fusing and just stick to the most basic gun types. But it was one more complex idea in a sea of them, arbitrarily complex because "that's the joke". Priorities is really the issue here. Combat first, but you eventually need a system in place for breeding. Preferably one that isn't purely random, so that the farmer at the breeding barn can give you tips like "breed aluminum and alumunium gun's for a special surprise," and you can force a certain material you like. Some time has to be devoted to designing and building a consistent system and you might as well make it a joke.
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# ? Jun 3, 2019 23:26 |
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I was probably being a bit over the top when I said "terrible", but basically I was just echoing what you guys said about the complex systems bogging down the game. It sounds wonderful and hilarious and I wish I could see it in action - but getting the game working and fun first really should have taken priority. Edit: yeah. /\/\/\
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# ? Jun 3, 2019 23:27 |
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Just partner with the slime rancher people and make it guns instead of slimes, tia
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# ? Jun 3, 2019 23:30 |
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The guns being overly complex actually caused problems further than just making their own system function properly. I think this is an element that we definitely underestimated, and was harsh lesson; The complexity of many of the guns' most special effects also had a splash zone onto other, less directly connected systems in less obvious ways. Its easy to underestimate the difficulty of interacting systems when you can visualize how each of the systems individually will work. I've really grown to appreciate this as I've been working on my own RPG in the past few years. For example, some of the gun affixes applied confusion-like effects onto enemies which messed with their movement patterns or AI in various ways, which in turn forced us to make enemies in certain ways that they can be affected by these effects. I think this currently all works in the game, but this forced a certain "structure" onto our enemy designs that stifled creativity for making new enemies, forcing them into a bit of a "formula" if that makes sense. A lot of enemies feel kind of similar, they tend to just walk around, move in a kind of circle around the player and shoot. There were many elements that contributed to stifling creativity on enemies, actually. Thinking about it with hindsight in the last few days, this might have been one of the major issues of the project, like a common thread of many of the problems that affected combat. Adding a new enemy into the game felt like a mountain of work and could not be done lightly. Not just because their scripting could be complicated and plugged into many other systems, but also because of many issues with balancing, and enemies needing a lot of animated art assets facing multiple directions etc. As others stated, enemy and combat design always ended up feeling secondary to the systems built around combat in general. Kind of like how many RPGs have these super complicated systems to figure out like a puzzle, but then have cookie-cutter dungeons and encounters that just act as a "stress test" for the players party and the players' general understanding and exploitation of that complicated RPG system? That, it's that problem, but in an action game, which is probably a bad mix. I suppose this is just re-formulating what Bisse said earlier.
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# ? Jun 3, 2019 23:47 |
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DACK FAYDEN posted:I wish I could throw money at you to make this game happen you people have brain parasites
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# ? Jun 3, 2019 23:48 |
Joke's aside, I get why ToG would want to try bigger and better things, but was the bigger issue not knowing what you wanted to do with the game, or that what people wanted to do with the game was too much?FrankieSmileShow posted:Yeah basically. We wanted the material mixes to always give the same results, so you could remember that a rotten gun + a junk gun = a soiled gun or something, and that was the only part players were intended to realize individually. The actual underlying logic was just meant to be a bizarre secret, the kind a community might realize later down the line. So for a typical player, the materials are just a seemingly arbitrary, but repeatable, result. So if you end up on a really good gun material, you remember the gun's parents and can know what materials to combine to get this material again on another gun, which works as expected. Dude I just want to say all the art of yours I've seen from the few previews was absolutely excellent and the fact it won't see the light of day is the biggest shame of all. Groovelord Neato posted:i guess on the bright side barkley 2 isn't the worst about this (that'd be omori). Omori was 2014, wasn't that longer ago? i still believe Sleeveless posted:Yeah but due to Barkley 2 being an actual commercial product all of the actual NBA and Space Jam references had to be cut so none of that would have been in the game anyways. Which is another reason the kickstarter was a bad idea. honestly the whole reason I didn't kickstart it was because I didn't think it could be as funny as the first game without all the dumb injokes and memes. Groovelord Neato posted:yeah if i had a successful kickstarter i'd be making the game in my free time to make sure it got released if i ran out of money. are there kickstarters that have done that after the funds dried up? IIRC Omocat finished her part, which was the art, and the debacle that is development is entirely on the guys who wanted to make a game out of it. Omocat's busy with her fashion line (which is generally pretty good!) but I assume she just doesn't say much because... She doesn't have anything to say. Endorph posted:they probably would have had to cut stuff like the save points that quote random forums posts too Weren't they written for the game and the one that was a forum post got removed? Or was I bamboozled Cuntellectual fucked around with this message at 23:55 on Jun 3, 2019 |
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# ? Jun 3, 2019 23:49 |
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Who will take up the mantle and make a spiritual successor to Barkley 2
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# ? Jun 4, 2019 00:11 |
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barkley 2: shut up and jam: b-ball mystery dungeon
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# ? Jun 4, 2019 00:17 |
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Rotten Red Rod posted:It is hilarious and awesome, but in practice it probably would have been terrible. It's like if the tile puzzle Papyrus makes in Undertale was actually real and they expect you to actually learn the rules and engage with that system for the whole rest of the game, while it simultaneously still being a joke because of the complexity. The original Barkley's bball raising minigame was already this in microcosm, the joke of "chocobo breeding only with basketballs" is a funny joke on it's face but for some reason they actually went to the trouble of coding a (completely opaque) working stat system that I imagine almost no players realized was even there outside of the GameFAQs contributors who spent hours analyzing the math to break it and breed a basketball more powerful than any real weapon in the game.* Cuntellectual posted:honestly the whole reason I didn't kickstart it was because I didn't think it could be as funny as the first game without all the dumb injokes and memes. Right now at this very moment you can go to Walmart or Five Below and find an officially licensed Space Jam poster nestled amongst the Stranger Things and Minecraft and Ninja posters. Space Jam gets nationwide theatrical rereleases and a sequel directed by Terence Nance is coming out in 2021. 11 years ago it was just hokey and dayed enough to be a funny reference on its own but now all the people who grew up on Space Jam are in their 30s and it's just another ubiquitous piece of pop culture so even if they could keep them intact it would age about as well as the Bill Cosby and Juwanna Man references.
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# ? Jun 4, 2019 00:18 |
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Ryaomon posted:you people have brain parasites
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# ? Jun 4, 2019 00:18 |
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Toxic Mental posted:Who will take up the mantle and make a spiritual successor to Barkley 2 For what it's worth I worked on Barkley 1 and me and a couple of other Barkley 1 heads are gonna release an adventure RPG in a few months. We're just about to wrap up the trailer and promo materials so we're not really ready to go live with the marketing just yet, but you can check it out at https://twitter.com/astrojone if you're interested. It's not the same thing and I don't want to derail the thread, but maybe it'll scratch an itch. I don't know.
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# ? Jun 4, 2019 00:19 |
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Please release the Microsoft Access database of Dwarfnet posts...
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# ? Jun 4, 2019 00:19 |
HenryEx posted:I also thought this was just B akely humour but now i'm second guessing again.......... I could totally see that
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# ? Jun 4, 2019 00:21 |
Sleeveless posted:Right now at this very moment you can go to Walmart or Five Below and find an officially licensed Space Jam poster nestled amongst the Stranger Things and Minecraft and Ninja posters. Space Jam gets nationwide theatrical rereleases and a sequel directed by Terence Nance is coming out in 2021. 11 years ago it was just hokey and dayed enough to be a funny reference on its own but now all the people who grew up on Space Jam are in their 30s and it's just another ubiquitous piece of pop culture so even if they could keep them intact it would age about as well as the Bill Cosby and Juwanna Man references. Name one space jam reference on the entire kickstarter page.
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# ? Jun 4, 2019 00:24 |
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The Overloading Stone Revolver of Leper's Digest. You can see descriptions for its affixes (which come from genes), its parent guns below, and its position in the gun world. Each color in the gun world represents a different gun type. I think I remember revolvers generate between handguns and rifles, opposite to submachine guns.
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# ? Jun 4, 2019 00:28 |
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I'm glad the silence is broken and I can start to move on, but another part of me is sad that I don't have anything to look forward to anymore.
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# ? Jun 4, 2019 00:36 |
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Treebeh posted:I'm glad the silence is broken and I can start to move on, but another part of me is sad that I don't have anything to look forward to anymore.
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# ? Jun 4, 2019 00:38 |
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Bisse posted:okay
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# ? Jun 4, 2019 00:43 |
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Lurdiak posted:Name one space jam reference on the entire kickstarter page. Everyone should have Sleeveless on ignore and him buying a new account is the biggest disappointment of 2019. (Barkely 2 updates are not on this list)
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# ? Jun 4, 2019 00:58 |
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You know the world is really and truly hosed when the man who made Dilbert is an advisor to the president but the man who made funny_dilbert_workplace_shooting.flv can barely get paid a deece six figgies.
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# ? Jun 4, 2019 00:58 |
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https://twitter.com/Kotaku/status/1135676437569187842?s=20
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# ? Jun 4, 2019 01:05 |
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FrankieSmileShow posted:Here is a screenshot of the periodic table of gun materials that Bhroom made. This is seriously cool and I hope y'all are able to get together and make another game someday that actually works in its scope because these are some goddamn amazing ideas. Also I want to play your survival horror more than ever, Frankie. Best of luck developing that thing!
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# ? Jun 4, 2019 01:11 |
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In the time it took everyone working on Barkley 2 to make absolutely nothing despite making more than triple what they asked for the guy who made The Demon Rush completed four games, two of which are official PS4 releases, and has a fifth one in active development with his most recent update coming out a week ago. Star Citizen has been playable for years and is still putting out updates and has more than two hundred thousand active players right now. The Ouya was actually completed, released, was directly responsible for multiple critically acclaimed and successful games and is still at this very moment active and operating. Even Doobie managed to open and run his hotdog restaurant. Don't let all the people tripping over themselves to assure you that they are more than happy to spend $30 on jpegs of guns make you think that you aren't a colossal failure and a laughingstock even by the standards of failed gaming kickstarters. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jun 4, 2019 01:18 |
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Treebeh posted:I'm glad the silence is broken and I can start to move on, but another part of me is sad that I don't have anything to look forward to anymore. Whats that star citizen quote? "I am hollow like death all the time"?
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# ? Jun 4, 2019 01:24 |
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Sleeveless posted:In the time it took everyone working on Barkley 2 to make absolutely nothing despite making more than triple what they asked for the guy who made The Demon Rush completed four games, two of which are official PS4 releases, and has a fifth one in active development with his most recent update coming out a week ago. This guy's games are absolute bizarre trash, and it's an insane mystery why he got (and STILL gets) PSN releases. Either he has some dirt on someone at Sony, or he has a relative there or something. I really, really want to know. And sure, he can crank the games out, but if you look at them for half a second you can tell they're half-baked as hell. I don't doubt there's passion behind them, but it's like MDickie-levels of jank.
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# ? Jun 4, 2019 01:26 |
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how can star citizen have 200k active players when star citizen does not exist
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# ? Jun 4, 2019 01:28 |
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100 HOGS AGREE posted:how can star citizen have 200k active players when star citizen does not exist You just have to really, really generous with what "playable" and "active player" mean.
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# ? Jun 4, 2019 01:29 |
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100 HOGS AGREE posted:how can star citizen have 200k active players when star citizen does not exist Each active player is a post on their forums.
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# ? Jun 4, 2019 01:36 |
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no it said 200k actively played
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# ? Jun 4, 2019 01:37 |
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drat this thread fuckin asploded overnight
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# ? Jun 4, 2019 01:46 |
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# ? Apr 27, 2024 08:47 |
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Sleeveless posted:In the time it took everyone working on Barkley 2 to make absolutely nothing despite making more than triple what they asked for the guy who made The Demon Rush completed four games, two of which are official PS4 releases, and has a fifth one in active development with his most recent update coming out a week ago. you seem a little bitter about this, how much money did you lose?
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# ? Jun 4, 2019 01:55 |