1. This is more fun if you read it to the tune of the verses of "Here In Your Arms" by Hello Goodbye.

  2. There are a number of ways video games traditionally achieve this, and it really just depends on a few variables from your game. I'll list a few and the circumstances in which they work/don't work.

  3. The "Lost and found" thing is a brilliant idea! In my case, I think I can make it so that the item appears at the pawnshop player will use to sell off junk items, so they'll definitely be visiting it regularly.

  4. A pawnshop is a perfect idea for a lost and found! Glad you had an excellent solution right there waiting. Cheers!

  5. This subreddit has a very tough mixture of well-meaning, well-versed writers giving solid, meaningful advice, and the stray few who seem compelled to pull the ladder up behind them every chance they get.

  6. I'm not defending the folks who are abusing the sub and using it to talk about their own projects, but your "advice" here is flippant and dismissive and honestly weird as hell.

  7. The easiest option is to give the dead player something they can do until they respawn, either at the end of a stage or thanks to a specific item or feature. Some recommendations:

  8. I have been trying very hard to make a visual illustration of this because I think of it exactly the same way, as an infinity loop. I am almost certain that this is an intentional design choice.

  9. Just imagine him tipping a fedora every time he says it. That's how I got through it.

  10. One of my favorite lines from the early Halo novels that perfectly captured what you're talking about is when John is describing the color of a covenant armor plating, I think on a carrier maybe, and he's thinking about the shade of purple and second-guessing himself, asking, "or was it lavender?"

  11. Don't stress too much about "not being good" at the game. You can select a difficulty you're comfortable with and stick with it for most of your gameplay time, and tailor the experience however you'd like!

  12. What's the green and black/yellow checker coating? I haven't played in a bit

  13. Planning helps a ton, and is very underused by many new writers. If you plan, you’re less likely to be staring at a white screen because you know where to go with your story.

  14. I came here to say this; planning and outlining is how I got out from re-editing the same 7 chapters over and over and over.

  15. at least combat servitors usually die relatively quickly. What's way worse is being made into some sort of menial task servitor. Imagine being a door control system for a few hundred years before you eventually break down.

  16. Not sure if you've read All Tomorrows, but it touches on something similar. If you think being a door control system is bad, imagine being a waste water treatment plant.

  17. Gauntlet: Dark Legacy is a great game. It's older (Gamecube era), but you'll rack up thousands and thousands of kills over your gameplay.

  18. Hey, that looks awesome! Mind sharing the font name used for translations? I will appreciate it!

  19. I came here to say the same thing about vices and virtues; 7 being an "angelic" or "holy" number makes the vices/virtues work very well. For an RPG, I would probably use the Virtues as the core "statistics," and any penalties/negative modifiers affecting those stats as Vices.

  20. A lot of commenters here saying "listen for the beep" must not be doing the ICBM missions where the radar dish is far enough away from the terminal that you can't hear it.

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