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Posts by Taylor

  • R.I.P Engineer

    • Taylor
    • October 2, 2011 at 12:40 PM

    Engy was a really funny guy. I don't want him remembered for hello.jpg D:

  • What have you watched recently?

    • Taylor
    • October 1, 2011 at 4:13 PM

    Yeah. Worth checking out his

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    too.

  • What have you watched recently?

    • Taylor
    • October 1, 2011 at 1:36 AM

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  • R.I.P Engineer

    • Taylor
    • October 1, 2011 at 1:34 AM

    Damn. I definitely remember engy. RIP.

  • Diablo 3

    • Taylor
    • September 29, 2011 at 9:31 PM

    I thought you would appreciate the roguelike heritage.

    Map hacking was pretty rife in D2, though.

  • What are you playing now?

    • Taylor
    • September 28, 2011 at 10:49 PM

    Been playing a bit of Vampire Savior with some RL buddies. Maybe I'll get on GGPO when I stop sucking.

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    I love the announcer, same guy in Jojo I think.

  • Diablo 3

    • Taylor
    • September 26, 2011 at 1:33 AM

    It's times like these I remember... ain't seen wacko for ages.

  • What have you watched recently?

    • Taylor
    • September 25, 2011 at 6:18 PM

    Watched Attack the Block today and really enjoyed it. Feels like an old school creature film. A lot of people don't like the protagonists because they're setup like baddies at the start, but I didn't mind that.

  • Recommend me a games design resource

    • Taylor
    • September 22, 2011 at 12:20 AM

    Well, it is, but it’s not really something a designer worries about. I find articles written about tangible design theory and practices are thin on the ground whereas I’m always reading about narrative, believable characters, emotional responses, et cetera.

    I’m going to stealth edit my original post because I meant to be amusing, not bitter.

  • Recommend me a games design resource

    • Taylor
    • September 21, 2011 at 11:42 PM
    Quote

    It was intentionally nonsensical.

  • Recommend me a games design resource

    • Taylor
    • September 21, 2011 at 10:53 PM

    Unfortunately there is a lot written about diegetic narratives and post-game emotional art synergy, but it’s quite hard to nail down some hardcore design stuff.

    There are two RSS feeds I have for design:

    What Games Are: This is a fantastic blog and I can’t recommend it enough. He’s a consultant so you’ll also see a lot of information on start-ups and small companies but it’s all good.

    #AltDevBlogADay: This has more posts about coding than design, and the design posts can be hit and miss, but it’s worth subscribing to. Claire Blackshaw is writing a relevant series on practical skills to stop people being ‘useless designers.’ And I really like her Respecting Design article as some vicarious venting.

    Mike Birkhead posts his stuff on AltDevBlogADay too. It’s still about design rather than showing you how to write documents, though. I don’t 100% agree with what he writes but it’s still 90%+ and mostly semantics (my definition of Depth and Breath is the other way around, for example). When I started as a combat designer I relied more on Eric William’s awesome blog, but he no longer updates.

  • Dead Island

    • Taylor
    • September 19, 2011 at 9:22 AM
    Quote from Rick_D

    (╯°□°)╯︵ ┻━┻

    Haha. Never change.

  • Red Orchestra 2

    • Taylor
    • September 19, 2011 at 12:09 AM
    Quote from D3ads

    Most authentic looking Russian village ever! I love those houses [Blocked Image: http://www.tribeuniverse2.com/Tribe-Universe…default/wub.gif]

    How authentic is this?

  • So now I'm a dad

    • Taylor
    • September 17, 2011 at 1:32 AM

  • What have you purchased recently?

    • Taylor
    • September 16, 2011 at 10:55 AM

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    This is the artwork and she's from

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    (which should explain the purple).Has the setup you'd expect for a shmup cab rather than a fighting game one. Should work on PC, PS2, PS3, 360, and DC.

  • street fighter x tekken

    • Taylor
    • September 15, 2011 at 1:07 PM

    I don’t. Also, how can this be easier to get into or easier to control? SFxT is SFIV with more mechanics. All that stuff from SFIV you couldn’t do is still in this game except focus attacks now switch character.

    If you think SFxT is going to be all target combos then I’m sorry to say this is not the case, even for the Tekken characters. Not only are those impossible special motions a requirement, all the new mechanics take special motions and multiple buttons. It just has a gatling system on normals.

  • street fighter x tekken

    • Taylor
    • September 15, 2011 at 11:11 AM

    Two of them. Namco are making Tekken x Street Fighter which will be 3D.

  • street fighter x tekken

    • Taylor
    • September 15, 2011 at 2:52 AM
    Quote from Erratic

    What thread am I in.

    The one for the new Madame Tussauds fighting game where you play as melting wax models.

    I can't get excited for this. I liked SFIV because its simplicity allowed for good fundamentals to shine through and allowed some of my friends to get into the genre. But that aspect is lost bolting all this junk onto it, and it doesn't seem to come across as a deeper game either.

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    It’s clearly done on the cheap for a cross over. If they wanted a chain-heavy series there’s Darkstalkers; though I'm sure that's in the works too, since they hold conferences to say it's not. Hopefully it will have a comeback mechanic so strong you actually do damage to your own health bar, Morrigan will have muscles on her lips, and Talbain will be held back for Super Darkstalkers.

  • street fighter x tekken

    • Taylor
    • September 15, 2011 at 1:30 AM

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    Quote

    I never asked for this

  • Syndicate

    • Taylor
    • September 12, 2011 at 10:33 PM

    Depends if you want to troll me or not.

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