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  Topic: Doom 3
furrygecko

Replies: 252
Views: 63913

PostForum: Games   Posted: Sat Aug 14, 2004 2:50 am   Subject: Doom 3
Addendum to the review:

I just replayed the first 30-40% of the game on Recruit, and it's a pretty different game. It looks like they jack up your damage about 50% or so, which makes a world of di ...
  Topic: Doom 3
furrygecko

Replies: 252
Views: 63913

PostForum: Games   Posted: Sat Aug 07, 2004 8:07 pm   Subject: Doom 3
Heh, Brian asked me to write a review of DOOM 3, and I didn't know it'd already been talked about so much... for what it's worth, here's my review:

http://members.cox.net/furrygecko/Articles/Review ...
  Topic: Fahrenheit 9/11 review
furrygecko

Replies: 4
Views: 3915

PostForum: Books and Movies   Posted: Sun Jun 27, 2004 2:03 pm   Subject: Fahrenheit 9/11 review
What I was trying to get across was the fact that this movie isn't nearly as blatant as Bowling for Columbine, and that if you don't go to see it based on the assumption that it will be, then you're m ...
  Topic: Fahrenheit 9/11 review
furrygecko

Replies: 4
Views: 3915

PostForum: Books and Movies   Posted: Sun Jun 27, 2004 2:08 am   Subject: Fahrenheit 9/11 review
Just went to see Fahrenheit 9/11, and wrote a review for it. Here's the link in case anyone's interested:

http://members.cox.net/furrygecko/Articles/Reviews/Fahrenheit911.html

I make no bones a ...
  Topic: AutoAssult
furrygecko

Replies: 17
Views: 11789

PostForum: Game Development   Posted: Sat May 08, 2004 5:53 pm   Subject: AutoAssult
Forgot to mention... I'm still pretty excited about it, being an old Car Wars player Smile
  Topic: Non-conquest reasons for MMO PvP
furrygecko

Replies: 15
Views: 12305

PostForum: Game Development   Posted: Sat May 08, 2004 5:49 pm   Subject: Non-conquest reasons for MMO PvP
Excellent post FogChicken Smile

Pride and outrage are the two emotions I see playing on the most.

For example, imagine an orc player has the option of spending a lot of cash on a one-shot item c ...
  Topic: AutoAssult
furrygecko

Replies: 17
Views: 11789

PostForum: Game Development   Posted: Sat May 08, 2004 5:38 pm   Subject: AutoAssult
It might succeed, simply because there's no non-MMO game like it to directly compete with.

On the other hand, MMO games where players play vehicles and not characters are generally doomed to smallb ...
  Topic: Non-conquest reasons for MMO PvP
furrygecko

Replies: 15
Views: 12305

PostForum: Game Development   Posted: Tue Apr 27, 2004 2:05 pm   Subject: Non-conquest reasons for MMO PvP
Wow, great to meet another Planetside player! Smile

indirect benefits ? Does not impact avatars directly, may impact players psychologically.

Damn, I wish I'd thought of putting it that way, heh. ...
  Topic: Non-conquest reasons for MMO PvP
furrygecko

Replies: 15
Views: 12305

PostForum: Game Development   Posted: Mon Apr 26, 2004 1:51 pm   Subject: Non-conquest reasons for MMO PvP
Ok let me clarify:

Conquest isn't enough for the long haul if you want a large audience. You need RP stuff, or "fluffy" motivations, to keep players from burning out.

Just to keep this particul ...
  Topic: Non-conquest reasons for MMO PvP
furrygecko

Replies: 15
Views: 12305

PostForum: Game Development   Posted: Mon Apr 26, 2004 1:16 pm   Subject: Non-conquest reasons for MMO PvP
Current MMO PvP games offer one reason to fight: because. You fight, um, because.

Granted, everyone comes to these games to fight, so they don't need any prodding. But after short while players ...
  Topic: Quake 3 Networking Model Explained
furrygecko

Replies: 81
Views: 50607

PostForum: Game Development   Posted: Tue Apr 20, 2004 8:14 pm   Subject: Quake 3 Networking Model Explained
It's just a way of setting things up so that most of the people working on the game don't have to think "do I need to trigger an update now?" Just figured I'd mention it while we were on a related su ...
  Topic: Quake 3 Networking Model Explained
furrygecko

Replies: 81
Views: 50607

PostForum: Game Development   Posted: Tue Apr 20, 2004 8:09 pm   Subject: Quake 3 Networking Model Explained
heh, I didn't see Page 2 of the thread, I was replying at the point where you guys were still talking about delta-checks and stuff Smile
  Topic: Quake 3 Networking Model Explained
furrygecko

Replies: 81
Views: 50607

PostForum: Game Development   Posted: Tue Apr 20, 2004 7:42 pm   Subject: Quake 3 Networking Model Explained
A pretty nice way of doing doing proxy state maintenance for large numbers of things is using Object Views, as described in this Game Developer article (you will need to be registered to access it):
...
  Topic: WoW says . . . time for a nap
furrygecko

Replies: 18
Views: 26811

PostForum: Game Development   Posted: Thu Apr 15, 2004 7:49 pm   Subject: WoW says . . . time for a nap
I go back and forth on this.

On one hand, you can reasonably say it's stupid to lock people out of the primary way of playing the game. Combat is the most exciting part of the game, so you're goin ...
  Topic: Stellar Deep: Tactical vs. Strategic maps
furrygecko

Replies: 4
Views: 3649

PostForum: Game Development   Posted: Mon Apr 12, 2004 8:57 pm   Subject: Stellar Deep: Tactical vs. Strategic maps
This is similar to how I thought space should be laid out in sci-fi MMRPGs.

In the game I had in mind, players were always in-character, even when on a ship together, so you would all be inside t ...
 
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