Granhunter101's Recent Forum Activity

  • The reason I said "90% art, 10% game" is because I think that in most art games, you may do something interactive, but usualy that'ts not the point of the game, or what you do is very little. I to think of all games as being art, but most people don't think that. What would we call these art games if EVERY game was considered a piece of art by everyone?

    I recently played a "art game" called "Is It Time?" http://www.kongregate.com/games/emiaj715/is-it-time It was very unquie and is inspiring another creation of mine.

  • Have you ever played one of these? How would you describe an art game? I think that art games are 90% Art, 10% game. They either grab your imagination, mess with your emotions, or are alot of pretty colors. I'm making a short side project called "Cessation" (meaning to end) The game is about beginnings and endings. You start as an infant, then a child, then a teen, young adult, middle aged person, and fianly senior citizen. I'm going to use realy primitive graphics. At any of the 6 age groups you can die in a number of ways, and what you do early on, have an effect later in your life. There is some more info http://gamejolt.com/dashboard/developer/games/view/5339/ on my Gamejolt account I just got like 2 days ago.

  • I've thought about the replies I recieved from a recent topic of mine "Open World Game". I know what people will say that I will give up the game, but what if I still make that game, but I test the mechanics and such by making smaller games (some will be released, some may not). I'm making a game at this very minute called Thunderdome, that is testing some of the elements of combat in my big game. I was wondering what other people thought of this and is it a good idea?

  • top down

  • I know, I know. I plan on making a few small projects here and there but I can't help myself. I'm making an arena shooter like you said right now called the THunderdome where I test a few of "Welcome to the Wasteland"'s combat mechanics.

  • My current project, Welcome to the wasteland, will require at least average AI, but so far all I can do AI for is for stupid melee fighters. I know how to do some things, but does anyone know an easy way to make AI stop before it gets to close to you and take cover? And how about attack you only when you attack them or say a certain to them? I could just make it unfair for the player by giving the enemies ALOT more health then him but this game is a shooter/simulator so I want it to be as realistic as possiable. Also I need to know how to make people move from one place, stay there for about 25 seconds then move to another place and repeat.

  • Thanks, I'll need all the luck I can get!

  • My current project, Welcome to the Wasteland is going to be an open world shooter/post apocalyptic simulator. The world is going to be pretty big so I was wondering if I should put the game into one BIG world or split it up into smaller areas. If I should split it up into smaller areas, why?

  • I've only found a few when I looked through the forums but I found alot at a website indiedb or something like that. So yeah.

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  • Don't you hate when you have an idea for a game that you realy REALY want to make, but you can't or you know that, in the end, it won't deleiver the results you want? Or when you have an idea you THOUGHT you realy REALY wanted to make, put in weeks of work and get board of the concept? This has happened to me on 3 occasions already. My most recent flook that I worked all day on, ORIGINS. I knew once I started testing a demo I made that I coundn't make it scary. I feel like ****

  • On the bright side the graphics are cool, and the music is bland in an awesome way. Seriously if I can't complete the level after nearly 100 tries I can't of how many times it's going to take me to complete the last level.

  • If anyone has any time, can they play my game and give me some feedback?

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Granhunter101

Member since 29 Apr, 2011

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