--- Double Post Merged, Jul 15, 2017 --- It's set in the late 20th century and only has Sci-fi elements. Frick off cuck
Other than Farcry 5, what recent games take place in a Republican and/or rural state? About 60% of the maps will take place in Northeast Texas alone. It's a rarely explored setting, and it isn't just a copy of the Wild West, either. Plenty of possible aesthetics. On the other hand, the maps will be fairly easy to understand the core pathing within the first full match on the map, and have more and more advanced movement and meta-games happening with more experienced players. The guns'll be satisfying to fire, almost everything in the game will be beefy af at least in the sound department, and every map will have a unique setting and gameplay element that actually plays into the meta-game rather than just be a gimmick. Besides this string of posts, you have no idea what the game is, nor what it's about. Don't assume something shares the same setting just because it shares similar game-play traits. P.S. Why did you leave my discord? Do you not like me? --- Double Post Merged, Jul 15, 2017 --- tl;dr stop starting arguments with literally everyone
Because your nsfw channel was weak and i don't want to get tagged in announcements. As far as your game goes, you posted post-modern looking weapons and described it as "late 90s with Halo-like gameplay", which led to my assumption. Your actual theme sounds more authentic and flexible, but everything else are just things I would expect. What truly makes your game compelling for people to go out of their way to follow your progress or get involved? Everybody thinks they can make a game, but the reality is that it's insanely difficult to get a project off the ground if you don't know how to sell it, market it, and lead the people under you to produce it.
That's fair. I mean what I say though. You should focus on defining the hook that would get people invested in your project. Mine wasn't anything but a hopeless amalgamation of ideas until I found my hook, and it allowed me to pitch it to anyone without a script. It takes time and it's not easy - especially if you're on your own. But you still need to do most of the heavy lifting and research to arrive at a certain point before you can invite people in to help you flesh the rest out. It took me ~4 years to get to that point. Your setting is one goal and your gameplay is another. Now you need to find your target audience and discern what makes those people want to learn more about your world setting and return for the gameplay mechanics. You need to be able to look at a potential consumer of your IP and sell them on your holistic vision. Or if you can, find a partner who shares your goals or sees your vision to help you develop your ideas.
Also sorry to anyone messaging me about anything or waiting for map feedback in the other thread. If it wasn't obvious, I'm on vacation and don't have access to my Xbox.
No one cares about your advanced donut queerbaitsuckler --- Double Post Merged, Jul 15, 2017 --- At least I have a map that got featured you oxygen waster --- Double Post Merged, Jul 15, 2017 --- Yeah, by a Halowars2 YouTuber, woopetyfuckitydoodily --- Double Post Merged, Jul 15, 2017 --- Sure, but I didn't SUCK him off just to get the feature Mr cuckold
Ok, so if y'all are wondering why my weapons look the way they do, just look at this: This is the Scout Rifle; a long range rifle that has the same RoF and TtK as the Halo:CE Magnum, but it has a couple of traits of it's own like a 20-round magazine, 6x-zoom scope, and AR like unscoped fire. The real life inspirations for this rifle are the WA-2000(1982-88) for it's bullpup configuration and near flush magazine, the AUG(1978-today) for it's almost all-polymer frame, the Mini-14(1973-today) for it's style of Ironsights, the Scar family(2004-today) for the default color scheme and type of charging handle and bolt-release, and the Stoner SR-25(1990-today) for it's quad-rails and SSW/Sharpshooter role lore-wise. There are other fairly clear inspirations on the rifle like the general silhouette damn near matching the Halo BR family, but that's just my nostalgia playing into the macro design. ------------------------------ This is the Revolver; a close to mid-ranged precision weapon that acts like a more reliable version of the H3 Magnum, but can 2-shot and has a fan-fire alternate fire. It can be dual-wielded, but, because of how dual-wielding works in this game, two cannot be held at the same time. The real life inspirations for this are the Mateba Model 6 Unica(1997-2005) for it's grip and general size and shape, and the Chiappa Rhino(2009-today) for the Hammer, picatinny on top and bottom, and some general body features. (the Rhino doesn't apply to the final statement) ------------------------------ There are plenty of weapons with polymer bodies during the time that this game is supposed to take place and before, so that should help backup my use of polymer in my game. Also, the lore of the game involves a more nuclear, warring Earth, branching from the field-effect transistor actually being able to be constructed at the time it was originally patented in 1926 and the inventor being invited to a science conference of some sort in Frankfort, Germany a year or two after. The story isn't very fleshed out at the moment. ------------------------------ Hey, goat, here's Postmodernism ripped from wikipedia, so your 'criticism' is actually a complement about it's time period accuracy "Postmodernism describes a broad movement that developed in the mid- to late 20th century across philosophy, the arts, architecture and criticism which marked a departure from modernism."
This community is so ****ing confused as to what's important and what to value most in their designs. Just shut up and forge.