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Posts by Taylor

  • Alien: Isolation

    • Taylor
    • October 22, 2013 at 11:59 PM

    I'm not sure how much this has changed since I left CA, but it was looking really good and you should get the hypes.


    As far as I'm aware no new information has actually been released yet, but the trademark application has caused Kotaku to repost some rumours from half a year ago, some of which their source has said are possibly maybe true.

  • Diablo 3

    • Taylor
    • October 22, 2013 at 11:14 AM

    PoE tree always amuses me because I imagine some of its players are PC Master Race types who hate consoles and JRPG's, and yet here they are unknowingly on the FFX Sphere Grid. I also notice PoE gets a free-pass for always online but it's apparently one of Diablo 3's biggest failures?


    While I'm still cool with Diablo 3's skill system and not allocating attributes I don't see anything released so far that addresses skill build and item build being completely divorced and this is one of the larger differences between it and D2. Currently you always want the same stats (which are all infinitely scaling) regardless of what you're going to be mashing. I would rather they killed the end-game bandaid Paragon System completely and possibly raised the level cap instead. It's only there because Inferno was badly balanced and required you to grind out lottery-chance drops (read: play the RMAH).

  • Indie games and developers

    • Taylor
    • October 19, 2013 at 4:07 PM

    Crytek can't be indie because it make games about shooting mans. Team Ico and thatgamecompany aren't (or weren't) really published by Sony because they make arts.

  • DOTA 2

    • Taylor
    • October 19, 2013 at 1:48 PM

    Denied creeps give 18 exp split between eligible units, which is then doubled for melee. Now it could be considered 36 exp split as it's doubled for everyone. As a comparison melee/ranged creeps usually give 62/41 when not denied. So it's not negative but it is heavily reduced. This will mitigate its importance in mid-lane but allow off-laners to soak up more.


    Fair warning: This is three hours long.


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  • Which game would you like to bring back?

    • Taylor
    • October 16, 2013 at 11:52 AM

    Yup, Darkstalkers, one of Capcoms older fighting game franchises, although it was recently re-released on XBLA/PSN. A real sequel has been requested for a while but Keiji Inafune wasn't behind it and it would get the Yoshinori Ono treatment anyway. Still, the potential for a really good Darkstalkers game is there. Awesome characters and system was the foundation of most modern "air-dasher" fighting games.

  • Which game would you like to bring back?

    • Taylor
    • October 16, 2013 at 11:10 AM

    [Blocked Image: http://i.imgur.com/cGxo3AX.jpg]

  • Thief 4

    • Taylor
    • October 12, 2013 at 11:13 AM

    I recall the recent Splinter Cell said it would support both stealth and a shooter approach because blah blah modern audiences. How did that turn out?

  • MetritronHF

    • Taylor
    • October 7, 2013 at 10:53 PM

    I'm not sure this game is such a good test case, really. I've basically just put this on the Internet and posted about it on two unpopular forums and a twitter account with ~100 followers. I was going to wait a week and then d-d-drop the stats but what I said above about 60p wasn't a joke. That is literally what I've made so far.


    The owner of the website has told everyone that for October he will not be taking the usual 10% cut (note that Paypal and Amazon Payments both take cuts too) so I imagine a lot of the October Challenge entries will use it. Perhaps at the end of the month there will be some clearer data on what can happen with itch.io, some ambition and a good game.


    One problem I do have with the itch.io site is I feel like a second class citizen there. My game never graced the frontpage, which is reserved seemingly for the owner’s indie pals, and is buried behind the “see all games” link. It would also appear an animated image is a privilege I do not have. Still, it's very user-friendly to get something on there and make a nice page for it. And no US government tax forms.


    Today I decided to be a bit proactive and e-mailed RPS and indiegames.com as they both covered previous solo projects I've worked on (Minimalismism and Doppelgunner) but it's small and doesn't really have a hook so I won't hold my breath.

  • MetritronHF

    • Taylor
    • October 7, 2013 at 1:27 AM

    Youtube really hates this game because it's 90% particles, 50% bloom and 34% bad at maths. I've uploaded a cheesy trailer with amazing Windows Movie Maker fades to vimto, the more delicious video sharing site where, at least in HD, it looks less like sick being sick. General consensus so far has been image macros of peoples eyes melting which I'm taking as a positive (also you can change bloom, shadows, particles in the settings).


    So far I've made 60p. Take that, Notch.

  • Daikatana on Steam!!

    • Taylor
    • October 4, 2013 at 10:11 AM

    Daikatana is on steam. Why isn't X.

  • MetritronHF

    • Taylor
    • October 3, 2013 at 8:12 PM
    Quote from AlexM

    Cool, look forward to trying it this weekend.


    What do you mean the XBLIG version was stopped by MSes website?

    There is a site bug where you just cannot access the submission pages (after they take your money, of course):


    http://alexandertaylor.net/?p=671

  • MetritronHF

    • Taylor
    • October 3, 2013 at 4:28 PM

    Yeah, it's another jam game.


    I made Metritron ages ago for Molyjam 2013 but the October Challenge for Ludum Dare this month is to take an existing game (or make a new one) and try to make a dollar off it. Oh, the greed.


    Since my XBLIG version of Metritron was kind of stopped by Microsoft's website I decided to revive it again for Ludum Dare and polish it up all nice for PC.


    [Blocked Image: http://i.minus.com/iwLdp0OdJDyLu.gif]


    The store page thing is here: http://tayl1r.itch.io/metritronhf


    Game is pay-whatever and you can pick free. I'm not a monster.


    There are screenshots on the above link, but have another gif featuring a mouse pointer.

  • Playstation 4

    • Taylor
    • September 27, 2013 at 8:53 PM

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  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Taylor
    • September 27, 2013 at 9:11 AM

    [Blocked Image: http://i.imgur.com/gb392YA.jpg]

  • 'Steam Box' gaming console

    • Taylor
    • September 26, 2013 at 12:32 AM

    I would rather play a first person shooter on a mouse and keyboard, but I would also rather play a fighting game on a stick, and a platformer on a controller. Different input devices are better at different things. I would also much rather use a pad in front of a TV and this is the space Valve is trying to move into (PS3 supported a mouse and keyboard, but I don't know how many games did).


    I don't see how the touch pad on the PS4 is going to change anything for FPS accuracy given where it is on the pad. You're still going to be awkwardly tweaking your controllers analogue nipples next generation.

  • Nosgoth

    • Taylor
    • September 25, 2013 at 11:26 PM

    My favourite human class has a grenade launcher and a flame thrower.

  • MapCore Job Census

    • Taylor
    • September 25, 2013 at 7:45 PM
    Quote from Taylor

    Maybe not worth writing in. But I'm doing a whole months work as a level designer consultant at Space Ape.


    Aaand done. Phew. That one month of work this year has earned me a vacation.

  • 'Steam Box' gaming console

    • Taylor
    • September 23, 2013 at 10:13 AM

    A controller and three buttons? Steam Box with Half-Life 3 as a launch title?

    No, it'll be a weapon for Axe.

  • Peter Molyneux's latest epic game

    • Taylor
    • September 22, 2013 at 4:51 PM

    I'm sorry to be a hater again so soon, but this is really amazing in all the wrong ways. They've seen the bad stuff in mobile games. Put that bad stuff into Godus. And put the bad stuff in badly.


    The way resource collection works in most skinner-box mobile games is like this:

    • You create specific resource generation buildings. You're looking at 2-6 each for two different resources in the first month (or five hundred pounds).
    • Buildings generate resources and tapping them cashes those resources in. There is a cooldown time between taps.
    • Buildings can store resources up to a maximum so as long as you tap before they fill completely, which can take hours, you're optimal.

    Godus:

    • Click tens, if not hundreds, of buildings every 2 minutes or lose resources.
    • Click them all again to spawn people.
    • Click all the people so they don't die.

    This is incorrect!Edit: What a fine sentence that was.

  • What are you playing now?

    • Taylor
    • September 22, 2013 at 1:45 PM

    I bought Humble Bundle 9 for Mark of the Ninja and Trine 2 and did what I always do after buying a bundle and proceeded to play none of the games in it. I did, however, realise I could link all my past purchases on Steam and one of those was Cave Story+, which I decided I should have completed and, relevant to this thread, played.


    I have played the original but have never past the house where you meet Curly Brace. But now I've played it about twice as far and, damn, this is a lot darker than I was expecting. I'm already in love with the universe, though.


    Quote

    Starts off with you teleporting from a rabbit city to a corridor of dragon eggs fighting nauseatingly cute enemies. Now the city is empty, almost everyone I have met is dead, and the dragons that aren't dead in their smashed eggs are walking around with their eyes bleeding. Holy shits.

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