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Doomroar
Well clearly i don't appreciate my time enough, with me being here, writing this, but the same goes for you reading this waste of time, aren't we quite the unoccupied fellows? Procrastination sure is something....

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The BIONICLE Autopsy

Posted by Doomroar - January 6th, 2015


With the expectations lowered, and all the cards on the table, there's no excuse to say anything as far as a fan and a consumer of this franchise goes, the question still remains how much of the old Bionicle this new has, and where it may go? only lego knows.

Well at least there's no more Hero Factory, sorry kids, but you are actually getting an upgrade even if is simpler than the original.


Comments

You get to play as Corvo, and Emily. Also, grapple tentacle.

Fucking Emily after all i did the little whore goes and becomes an assassin anyways... and a lewd one, what is with the tentacles Emily? i raised you better than that, it is all about teleportation why the hell a grappling tentacle!?

See? is not like i didn't try to be nice to every fucking damn body and their damn grandmas, i went through the painfully bothersome process of trying to let everyone live, everyone, but noooo is like they are begin me to just go and murder them, when i accepted the fact that the game was not going to allow me massacre everyone (including Emily) and then usurp the throne for my personal use, i came to the forced conclusion of behaving like the nicest guy in the universe, and then this happens, man i know they will have a good explanation for this, maybe Emily is playable if you choose the game from the "evil" ending, but i can't help but think that my work was wasted on that girl.

I went that entire game saving everyone, but one guy had to be walking his dog when i fell off a building, and boom. Also been trying to draw, and find the time to huy those g-pens, but inconvenience after inconvenience.

Haha that's why slow/stop time is so damn useful.
Such is life.

If I post a sketch, would it show up in my art?

Yes it would, as a matter of fact i was under the impression that everything you have posted so far was marked as a sketch...

The only difference between something marked as a sketch and something that is not, is that the sketch wont appear on the art portal, however it will still appear on your personal art page, that is a tool that is more useful for people who have been already scouted.

Thank you, and I do all my sketches in pencil, its sad that thats what you thought about my drawings, but I agree, they do look to sketchy, I suck real bad at inking.

Well since you always say that you are not prepared to be scouted, i assumed that all you uploaded were sketches, you see otherwise you will be indulging into cognitive dissonance in which what you say is not consistence with what you do or think, in this case it would be you saying that you are not ready to be scouted and yet not marking your uploads as sketches.

Well, I guess I will just start posting nothing but sketches till I get scouted, and better supplies -_-. Anything worth mentioning.

... If you want to get scouted then on the contrary, you should post only the best of your best stuff, not sketches.
However if you are just waiting in hold, taking your time until you feel ready to start posting stuff with the intention to eventually be scouted, then go ahead and post sketches.

Thats what I'll do, my suplies are very limited so even if i where to draw the best thing i could, the fact that it would be on cheep paper, and to uniform of line width would hold back the style i'm shooting for. Also, no scanner brings me down some pegs.

And that's why i was and am under the impression that all your post were marked as sketches, because you say things like these.

Who's a good artist I could learn from?

To draw hentai? can't really name anyone in particular.

But if you want to be popular in the west, i guess you just have to go to the art portal of NG greatest or popular sections:
http://www.newgrounds.com/art/browse/sort/score/interval/month#page:1
http://www.newgrounds.com/art/browse/sort/views/interval/week#page:1

And there you have it, shitloads of popular porn, even without the Adult filter that section is all just porn, it almost makes me want to punch you in the face for wanting to become another porn illustrator as if the world was not already filled with those, anyway you can look there.

I just meant drawing manga in general, i have my hentai teachers, Shindo_L, and Fatal_pulse.

Then use those for the same thing, really your question is not a question if you already know the answer to it, stick to Shindol and the other guy.

You may want to give "Even a monkey can draw manga" a search, oh and also "Understanding Comics", but that is a waste of time if you will be drawing hentai, hentai doesn't needs a story, it doesn't needs to make sense, it has its own stupid logic, and the only thing that matters is big panels that can depict an erotic scene, meaning panel development and page organisation are more often than not wasted on a hentai artist.

Finally if you really want insight on how to make good hentai manga, just go to an specialized forum like lets say Fakku, or something like that, development wise all hentai manga is the same, the only change is on the characters portrayed.

TL;DR: you don't need to know how to draw manga in general to draw hentai, you only need to know how to draw bodies and that's it.

I'm still alive, and still trying to get those G-pens, I need better time management, should I update my information?

Na.

if I were to direct a game, how would i start, also I finally posted a background sketch, not to straight but meh.

Direct your own game or someone else's?

my own, of coarse i'm gonna start directing it WAAAY down the line, I'm writing down mechanics, and story, but I don't know how to code.

Then if you already have a story, and the mechanics of the game, the only thing to actual direct is that of being a supervisor, making sure that the game development comes as you envision it, in essence you pitch an idea and then with help of the programmer give it form, you are like a quality checker of sorts at that point.

So were to start? first share the idea and find if there's someone that is interested on working on it, how do you actually share the idea? well you already have the story and the mechanics right? then share that, you can go here: http://www.newgrounds.com/collab/browse/programmer for a good start there's also the NG forums, which if i remember right even today still have a decent pool of programmers willing to try their skills at something even if it is just for practice, plus the page has a good backlog of free easy to use game development software, hell i think there are 2 tournaments per year that focus solely on games made with these free tools, anyway at this point is all just social skills, and public relations really.

thnx man, first things first, comics, and porn, and then, the world. If i get a combat system wrote, do you think you could check over it?

Sure, i could give you feedback, however it all goes down to the director (you) and if the game follows its ideas or not.

I'm using Inklewriter for story, so I'll see how that goes. I want it to be a Jrpg, like Baldurs gate, but with pornz.

Baldrus gate is by no means a Jrpg, and to be fair Jrpg's suck a lot, a lot, which is why having Baldrus gate as a base is good since the game-play even if a little old is entertaining enough, however while it serves for a good game, i don't see how it could work as a porn game.

The porn will be abtained through actions, it can be a reward, like completing a quest, for example.
Ok lady, i just saved your cat from a tree.'
thanks stranger, now take me now"
" xoxoxoxox."
Also there's a state known as the 'lust' stat, that when it builds, it can debilitate your performance, until you perform sex, or... well, you aren't into porn, so i won't go into detail, but I've played a few games with the lust stat, and it's worked well enough.

Mmm so it is a normal game with porn "cinematics", meaning you actually make people work in order to get to the sex scenes, yes that's actually quite common.

Are you familiar with this user: http://gorepete.newgrounds.com/ some years ago he made some porn games that had the porn and the gameplay directly integrated, Sakyubasu No Tatakai was an specially difficult game, but i beat it because it was fun, it also was a great fap, but the point was that the porn and gameplay were one, and it was a also a good game by itself, with the other porn games it either feels like the gameplay is filler content until you can unlock a new sex scene, or the sex scenes are just there as a bonus, in both case the really horny player will just google a compilation of the sex scenes of the game, and actually ignore the actual game, because there's no real incentive to play it, however when the gameplay is the actual sex scene the thing changes, that's probably the major difference between a cinematic porn game and an interactive porn game, in the later the game itself is its own reward.

Anyway that's just an opinion that could come useful for a future project, for this one what you have in mind works fine, a thing that could help you in looking for programmers is if you start looking for open source scripts of games similar to what you want to make, that way the programmers may get an incentive to work on your game since they don't have to start from scratch.

Yeah, I love me some Gorepete, If the game does good, I'll probably try to make another one, this time seeing if some of the people at Lillith would be interested in working with me, but that's just wishful thinking. There will definitly be a story, and the story itself won't 100% revolve around sex, gonna try to work out how sex scenes work. Anyways heres the stats:
[Hp] health, when reaches 0 it's a game over.
[Mn] mana, needed to cast spells, if there is not enough mana in reserve for a spells requirement, you won't be able to cast the spell.
[Ls] lust, the higher it gets, the harder it becomes to fight, unless you can relieve yourself, if it reaches 100% specific scenarios will cause a game over, no matter health.
[St] strength, needed to use specific weapons, and armour, increases carry weight, and attack(depending on how well the weapon scales) same goes for defense.
[Dx] dexterity, needed to use specific weapons, increase chance of critical hits, and attack(depending on how that weapon scales with dexterity.)
[In] inteligence, needed to cast spells, increases magic attack(depending on how well the weapon, or spell scales with inteligence) increases chance of not falling into traps, and finding things.
[Ca] charisma, increases the probability of you convincing people to do certain actions, how much something cost.
That's all the ones you can actually control how they level, others will just be through the environment, and equipment.

Ok here's another thing that a lot of developers even professional ones miss, and is that a good game first and foremost has to have good gameplay, the graphics and the story come secondary to this, however there are some exceptions were the story is so damn good that it carries over the gameplay and the graphics such are the case of games like Telltale's The Walking Dead, or even The Evil Within which i loved and at the moment of launch it had good graphics, but the selling point was the narrative, because gameplay wise it was even tedious at times, specially the DLC, but the story was engaging.

So back to your game, at the moment try to have a base without the sex scenes and the lust mechanic, and from there try to make the sex scenes and the lust integrate without getting in the way, because at the moment it sounds like a thing that is there solely to obnoxiously obstruct the player's progress, you are forcing them to go and have sex, and that's absurd, the player should seek sex not because it was forced on them but because they want, because they desire the sex scenes.

I said this before but at this rate they will end in cases in which they got tired of fucking the same tavern woman for the 40th+ time, watching the same 5 sex scenes variations that she has to offer, just because the damn lust stat is making them do it, at that point if people still find your art enjoyable they wont keep playing, they will ignore the game and go google all the sex scenes, all games can be hacked so if your game does relatively well despite this flaw you can make sure that after a week a compilation will appear, the basis being "xxxx game had some awesome art! but the gameplay was utter shit, so guys here's a folder with all the sex scenes of the game!", however if people don't care and the game does badly people will just ignore the game all together and skip the whole thing for it was not worth the trouble.

At the moment you have 7 stats, counting lust, that's a lot, and 2 of them are not battle related, however more is not always better, so try to simplify it, not only will the life of the programmers become easier, but also that of the players, for example following the WC3 model, they work with only 3 attributes:
-Strength: It can do all of what you stated plus it increases your health, in short it is a mixture of traditional strength and stamina stats
-Agility: is practically dexterity, but it also increases armor, dodge, etc.
-Intelligence: does the same of what you said plus it gives you more mana.

Now instead of 5 battle stat, you only have 3, and that can be broken down even further.

Then we have charisma and lust which are out of battle attributes which you use to interact with the world, they are like pariah stats, because while crucial to advance in the story you have to increase them by sacrificing points on your battle stats which always feels bad, a good way to solve this is if you have people level up those stats independently of the battle stats, that way someone wont have to sacrifice intellect just to be charismatic.

https://www.youtube.com/watch?v=__i_LoRKhJ0&feature=youtu.be thought you would like to see this, since Konami said, "Fuck are Silent Hill fans, mobile pay to win."

Is similar to what PT showcased, minus the monsters which is inpart the selling point of Silent Hill specially their basis on the mind of the characters, this game however doesn't has that, well it is pre-alpha so all we can and should do is wait.

on the topic of games though, I certainly want people to have the option of being good, or evil, and whatever you chose will determine how you end up, a grand savior, or a dark prince/princess. Variety is key.

Add that later after you polish the main base, morality in videogames and multiple ends are actually new on gaming, before that they were all linear games, but that doesn't means they were bad games, anyway this is your first game so don't make it too complex, since the more you add the harder it will be to direct, and the harder it will be to find people willing to work on it.

I did want stats to level with your actions, instead of you having to decide between them but I also wanted weapons, and armour require that you should have your stats at a certain level, should I instead have the stats level with actions, then have skills, and perks for you to add points to each time you level up, for instince, a two handed skill of 4 is needed to use a claymore, but the claymore still scales attack with strength?

Yes to have weapons restricted to certain stats works, and have their damage scale with it is great, that's similar to the model of WoW, in which weapons had their own skill levels which increased their stats plus your base stats also increased their damage, WoW's model, classic WoW i mean worked, and it did for a long time, however it took quite some time to understand as a player, and it was a pain to patch and balance, which is why modern WoW was extremely dumbed down and simplified, in order to make life easier for new gamers and the developers themselves, this of course enraged the old gamers, by the moment it happened i had stopped playing and thus it had nothing to do with me, anyway... the core problem here is with the leveling, let me explain myself:

In normal games:

You have classes, so each class can only use certain weapons from the beginning, and the limiter is dependent on the level of the character vs the level of the weapon, so stats don't matter much but they can still help the weapon to do more damage.

And other games are not class dependent, rather they are stat dependent, in that sense everyone shares the same class and can use all the weapons, but what weapons they can use depends on their stats, and that's how classes are determined.

Then there are some pain in the ass games that mix these 2 things and on top of class restrictions there are stat restrictions, those are usually hardcore RPGs and i find them boring as hell.

Now your game seems to be the 2nd option which is great because allows for a lot of freedom, however if your actions grant you stats, and the game is story driven, and on top of it your actions determine the direction the story will take, then we find ourselves with a fatal flaw:

Conflict between where you want the story to go, and what you want your character to do, vs the stats that you want your character to have, for example:

Option B is the best option for you, however it gives you +4 dexterity and +2 Strength and no intelligence, the problem is your character is a mage, so no mater what you do is your lost.

That's a problem for the player, but it is also a problem for the game developer because now you have to take that into account, otherwise you end with unbalanced characters that in order to move in the story were unable to play the game for having shit stats, or vice-versa in order to have good stats ended experiencing a story they didn't wanted, a story that was unnecessarily forced on them.

All games are by all intents and purposes still in a phase of illusory freedom, regardless of what the player "choices" to do, their actions still follow a script made by the game developer, in a sense even rouge-likes are not totally random, and even life simulators are not totally open world free, games are slaves to big number of limitations, yet these games can still give the illusion of giving the player freedom of choice and make them feel like their actions matter, granting a false sense of accomplishment, it sounds ugly but it is false in the sense that it all takes place inside a game, virtual would be a better word, but that's the language that is used.

Anyway, these false feelings of accomplishments can even appear in linear games, and when they don't, we say that the games are closer to movies than games, such is the case of games like The Last of Us.

Ok back to your game, so you have this idea of leveling the stats according to the actions the player commits, and that creates the aforementioned conflict.

However, there are ways to balance this, one is allowing players to reset their stats, but this defeats the purposes of how they got those stats to begin with.
Another is setting minimum requirement of stats per level, so that everyone can advance in the game regardless of their choices.
Etc.

But the problem with this is that, all of these balancing solutions translate into extra work, and that's a pain for a programmer, specially when just a change in how people level up the character could have solved the issue.

When we talk about games where your actions decide the story and your character can be either good or bad, Fable comes to mind, it has 3 main battle attributes Strength, Skill and Will (plus health and mana, but you get those for free as you level up), and it has the morality system which also helps you unlock some spells among other things, the thing was easy to understand and regardless of how you level up your character you were able to advance in the game, they also had something really similar to charisma called renown, renown however was irrelevant to your battle stats, and that was great, same goes in a way for your morality which was also in a way irrelevant to the battle system.

Ok that's all background information, some history, and even some points on some flaws, but lets get back on topic on what you need to do:

1st and easy game to program and play, try to make thing ass simple as possible, if you were programming the game yourself then it doesn't matter, but try to give people as less unnecessary work as possible, be efficient.

2nd have a basic base, and then add to that, things like multiple choices, morality, stats, are fundamental yes, but they are secondary, first make an skeleton of it, in other words, the basis of it all should be a linear game with very rudimentary stats, from then on you can add to it.

3rd add the main gimmick without ruining what you have as a base, the gimmick here is that it is a porn game, yet not everything is porn, but you don't want this part to feel like a bonus that was added at the last moment and has little to nothing to do with the game, however if the porn gets in the way of the rest of the game you end trashing your own project, in short try to integrate the porn to the game so it wont feel like an external feature but like a part of the game, this is what gorepete does, opposite to what games like Monster Girl quest does, in that game you only get to see sex when you lose, but if you lose you can't advance in the game, in other words if what you want from the game is the porn, you are better off going to a wikia or searching for a compilation video than playing the game, so despite the game being a porn game, the porn part is just an add on, and the game itself is an old RPG, so if you want to play the RPG you are better off playing something else, and thus we end with a mediocre game that is only known for the monster girl fetish, a fetish that you can satisfy without playing the game, so as a game it can be ignored, i guess this is a good example of how the 3rd point can trash all the work made on point 1 and 2.

As a director your role demands of you to not only make the life of the programmer easier while also getting the game you want to make a reality, but also making a game that is playable and enjoyable by itself, that gives birth to a good game, and a great game is one that is enjoyable for what it is, there's a thing called artificial difficulty, it is a cheap way to make a game harder for the player, when Blizzard dumbed down WoW, in part one of the things they did was get rid of some of the stats micromanagement that added that artificial difficulty to the game, which is actually a good move, but after a decade of people playing the game it is no surprise that a portion of the player base had not only grown accustomed to this micro management, but some also had grown to actually enjoy it, so despite the move being an efficiency improvement, the people under the effects of an Stockholm like syndrome were upset, but from the very begining those mechanics shouldn't had existed, but why did they? simple: A) Blizzard is a big company so making things convoluted and troublesome was not an issue, they had time, money and manpower to spend on it, and B) there was no competence rivaling their player base, so players had no other option but to suck it up and take it as it came.

You don't have the privileges that Blizzard had when it started WoW, so try to 1st make a good and simple game, and then build on that, having an idea of a final product is great, but you can't start from the end.

I certainly do wish I was smarter, well I'll write down shit, and send it to you, You should review games, you seem to know alot about them..

Reviewing games is more work that it is worth it, people that do it, do it because it is their passion, that's the only way i have to explain it.

should i have a group of main stats, govern smaller stats? Like inteligence increases item discovery.

Item discovery? no, no, no, that's an awful mechanic, plus it is way too complex, you are not making the next Fallout, is good to think that you are making the next Fallout, but this is at the end of the day just your first game.

Instead of that just have normal drop rates, and fixed item rewards.
Item discovery can be either good or bad, but keep it simple for now.

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