criticism != hate, you criticize something because you want it to become better, not because you hate it. or well, at least I do.
Posts by Sentura
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Removing AH seems to be treating the symptoms of the game instead of changing the root cause. For me the AH made no difference to gameplay as I never used it. I wish they would revamp the skill system and make it into something with permanency and viability. Having everything open is likely to get people bored. Not to mention that the loot system needs help:
[Blocked Image: http://i.imgur.com/ZL8Qoo2.jpg]
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I wasn't referring to Thurnip's recreation, I was referring to the original. But even so, looking at the original image, was your thought ever that it was supposed to be a peaceful image?
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I've had like the same chair for more than 10 years. I don't think they make them anymore...
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I didn't mean it should look dangerous to look GOOD, I meant it should look dangerous because that's what the aim of the image is. Having something look dangerous just because people think dangerous looks "good" is a terrible thought. You want to emphasize the properties of whatever you are painting to the point where they create an effect. More than 50% of the canvas real estate is taken up by the ice wall, which shows it is massive - and judging by the proximity and size of the ship in contrast, it creates the dynamic of imminent danger for the ship crashing into the wall. So if you use round or soft shapes for the edge of the wall, it will counter this, because then people are more likely to think of it as a nonthreatening surface.
I'm currently writing about art and use of art components in this sense (among other things), and in the interesting design resources thread there is a link to the principles of neuroaesthetics, which I have been using as one of the main sources of inspiration and theory. I suggest you take a look at it.
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A few things:
The color of the ice wall compared to the rest is unnatural. Desaturate it so it fits with the other colors in the image
The clouds look very peaceful and not very menacing - you can make the fog and the clouds merge to become more of this mistful/mysterious entity.
The edge of the wall needs to be more jagged and sharp. The wall is a dangerous object, make it look dangerous by adding unappealing shapes associated with danger.
This will greatly help your composition and make it seem more like the dangerous place the original presents it to be.
A final point would be to make the ship look like its closer to the wall (once again, emphasize the danger).
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Trying to play the newest Hitman, but holy fuck it's hard with its horrible UI and game design. Blood Money UI was bad, but this just takes the cake. Why can't I choose when to do a fake surrender instead of the game telling me to? Why is everything when it comes to people noticing or not noticing you up to arbitration rather than the actual environment? Enemies have 20/5 vision or something, because they can detect me beyond the range of natural human being. It feels so unnaturally done and plays in a similar fashion. Covering my face requires a power. My bad, I thought all I literally had to do was to take up my hand over my face to cover it OR EVEN JUST LOOK THE OTHER WAY. People are 100% suspicious, which is maybe not so unnatural - except they are only suspicious OF YOU. Shit like this gets to me, the same rules that apply to the player should apply to NPCs, otherwise it's unnatural.
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I think one thing I have learned is that gaming laptops don't really work out. I always tried to get out, but it would always yield too little while getting diabolically hot.
Also congrats on relocating, did you get a job? =)
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Quote from Synthesizer
Has anyone tried Godus yet? I've played about an hour and I must have clicked like 50000 times. You have to collect manna or whatever by clicking on little pink bubbles and that's what I've spent 90% of my time on. So far it just feels like some play for free iphone timewaster

Feeling exactly the same here, it just seems like pointless clicking. At least some of it should be automated.
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Done. Remember boys and girls, sharing is caring!
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Maybe merge this with the interesting design articles thread?
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Hey guys, I got inspired by the Golf thread to make one about different articles that portray methods and perspectives on design in general.
I've got this Ph.D. in design that was created in association with IO Interactive - it's basically about designing levels from mechanics and the types of people playing it. It's long but take a gander anyhow, because it's REALLY interesting.
http://www.dcdr.dk/dk/materiale/d…dro-canossa.pdf
The other one is more a general thing for artists as some general things that makes one understand better what and why players/users generally focus on and take notice of.
http://www.imprint.co.uk/rama/art.pdf
Post your stuff if you have it.
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interestingly the structure of theme parks seems like a close ancestor to level design. There's a (scholarly) article I wanted to show but apparently it's been taken down, but the gist is basically that the flow of people is directed while still keeping an open path.
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Thrik that only works if you have either a wrapper or if you want to sit down and make a wrapper/compiler for those purposes. For cases such as Unity, if there weren't any wrappers I'd just switch to C# anyway because it would be simpler, have more documentation and less bugs along the way.
The cool things about most languages is that they follow a paradigm, and knowing one paradigm makes you able to transition languages within that paradigm fairly fast.
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I remember seeing a rooftops video similar, a guy who basically spent 10 minutes and roughly 1.5 mile on rooftops to get to his destionation. It's pretty cool, reminds me that I have to work out harder
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Is it antichamber? Because if it is I'll probably buy it. I don't think subtle color gradations are more important than getting across your puzzles more intuitively. #my2cents #ggwp #yolo
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Anyone else not digging on jump scares?
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I don't understand the layoffs either, they seemed completely arbitrary? Either way, good luck finding new gigs. Though, echoing others in this thread, it probably won't be a problem for any of you =)
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Woop, thanks buddy
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Nexus' favorite neighborhood