|
1
|
News and Reviews / Mini-Reviews by Members / Reus Mini-Review
|
on: May 20, 2013, 06:22:55 AM
|
Basic Info| App Name | Reus | | App URL | http://www.reusgame.com | | App Version Reviewed | 2.0.0 | | Test System Specs | Intel Core i7-3770 16GB DDR3 1600MHz GIGABYTE GeForce GTX 660 OC (2GB DDR5) | | Supported OSes | Windows, although the developer has stated that they are looking into porting the game to Linux and Mac | | Pricing Scheme | Steam - 10 dollars/euros Good Old Games 10 dollars - Also DRM-free! Gamersgate 10 dollars/euros Desura 10 dollars/euros It should be noted that there's a 10% off deal during launch week | | Screencast Video | | | Relationship btwn. Reviewer and Product | No affiliation besides liking the game | Intro:Reus is a god game by dutch indie developer Abbey games. It's a bit of a casual pick up and put down game where each session lasts between 30 and 120 minutes. [attach=1] The GoodThe game has a fantastic cute art style, simple rules and complex interaction. Figuring out how the game works takes a a couple of minutes, but finding out how the rules work with each other is a lot harder. It's also really slow paced without becoming boring, yet can get pretty tense if wars break out or an era is coming to a close. The needs improvement sectionAs I stated in my video, I don't think Reus has too much replayability. You can only coax settlements along so many times before it become repetitive. The unlock system, while driving the game by giving you goals, ultimately might seem a bit grindy. As your maximum progress in the start is limited by you being unable to access the more advanced tiles for the game. How does it compare to similar appsThe game reminds me a bit of those smart phone games where you mix and match elements to get new ones. Except there's a tangible effect rather than just getting new elements. The giants also remind me a bit of Black and White and Shadow of the Colossus. While not really all the similar to the last, it's pretty easy to make comparisons to Black and White. ConclusionsIt's a cool little game that I don't regret dropping 9 dollars on. Even if I only get 8 or so hours out of it. The developers also seem friendly. It seems like it is pretty easy to ask them questions on their forums, where they are pretty active.
|
|
|
|
|
6
|
Other Software / Developer's Corner / Re: Do you use a good office chair when programming?
|
on: April 15, 2013, 09:42:30 AM
|
p3lb0x should post some pics of the various chairs he has mutilated. Spends way too much time in front of the computer, that kiddo, and just can't sit still.
Sorry, both chairs have already been thrown out as well as the yoga ball. My current chairs seat is not attached though and the padding is coming loose.
|
|
|
|
|
9
|
Other Software / DC Gamer Club / Re: Rogue likes for PC
|
on: March 13, 2013, 05:48:46 AM
|
|
There's also the recently released Sword of the Stars: The Pit. For a more scifi oriented experience. I haven't played it myself yet, but I am thinking of getting it.
|
|
|
|
|
15
|
DonationCoder.com Software / N.A.N.Y. 2013 / NANY 2013 Release: Brolands
|
on: December 28, 2012, 12:40:37 PM
|
| Application Name | Brolands | | Version | First public version (I don't really have version control) | | Short Description | A Borderlands inspired random guns generator mod for Cortex Command | | Supported OSes | Any OS that can run Cortex Command | | Web Page | http://xeno-mods.com/mod/135/brolands-wip | | Download Link | http://xeno-mods.com/mod/135/brolands-wip | | System Requirements | - Cortex Command
- Processor: 1GHz processor
- Memory: 1GB RAM
- Hard Disk Space: 150MB HDD space
- Video Card: 640x480 (VGA) resolution monitor
- Additional: Should run on any PC released within the past 5 years.
- (Blatantly stolen from the steam page for CC)
| | Author | p3lb0x | DescriptionThere had been talk about implementing random guns akin to the ones found in Borderlands for some time on the Datarealms fan forums. And with scripts being allowed to run on so called attachables in the game, it suddenly became a possibility. I basically thought to myself that it would be a fine project to start up after I grasped the basics of the scripting language Lua that Cortex Command uses. FeaturesWhen you buy the weapon in game the first thing it does is pick a body, a magazine, a barrel and a bullet type. Then it smacks them together, rolls up some stats and is ready to be used. It is able to generate 57750 different guns before applying the randomized stats. It also features some lua scripting on 5 of the 7 included projectile types that are inspired by the elemental effects in Borderlands. Planned FeaturesI hope to include all the weapon types of Borderlands at some point. But I need more sprites for that to work. Something that I've been supplied with by people on the Datarealms fan forums. ScreenshotsShowcases some of the bullet effects [attachthumb=1] Large amount of generated guns [attachthumb=2] VideoUsageInstallationUnpack the Brolands.rte folder to the Cortex Command folder and it should automatically load the mod when the game is started. Using the ApplicationIt should then pop up under weapons in game. Just buy it and it will generate a random gun when it gets loaded in the game world. It might be difficult to spot as only the handle of the gun is actually visible in the shop menu in game. UninstallationJust remove the Brolands.rte from the Cortex Command folder. It shouldn't have affected anything in the base game. TipsLuck affects the quality of the guns a lot. Some of them are pretty decent while a lot of them are below average. Known IssuesWhile the mod is basically feature complete. It is missing a buttload of polish and is pretty full of bugs. It is however working and the bugs aren't game breaking in anyway (The two worst are a single console error on creation that I can't track down and some effects not triggering nearly as often as they should). In the polish department the worst part is probably how messy the code is, but also how unbalanced the different modules are. I also haven't gotten around to making muzzle offsets for the barrels. But you hardly notice it anyway.
|
|
|
|
|
20
|
DonationCoder.com Software / N.A.N.Y. 2013 / Re: NANY 2013 Pledge: Brolands, a mod for Cortex Command
|
on: December 05, 2012, 05:09:49 AM
|
|
Got some more work done on this. Shaping up to at least get a working release out in time for NANY. Done a bunch of scripts for the different bullet types so that they at least emulate the effects from Borderlands 2 slightly. Does it count if it isn't finalized? I haven't done any other gun types than SMGs, which I did plan to do. But I need tons of graphic content to do so, and I am not able to produce it myself.
|
|
|
|
|
21
|
DonationCoder.com Software / N.A.N.Y. 2013 / NANY 2013 Pledge: Brolands, a mod for Cortex Command
|
on: October 27, 2012, 04:21:02 PM
|
The game Cortex Command is a sandbox side scrolling shooter with pixel physics. I have set out to create a random gun generator for this game akin to what is found in the game Borderlands. This will be done through the games Lua scripting implementation and a lot of sprites (that I have been supplied with by the community). I am already pretty far along and I have the basic script down that handles randomization. But, I still need to implement it for all the weapon types found in Borderlands as well as scripting some different effects for different projectile types. Here's a picture of the current prototype, which is able to generate little over 40.000 different combinations, not including the different firing sounds they have. 
|
|
|
|
|
23
|
Other Software / DC Gamer Club / Re: Torchlight 2
|
on: September 18, 2012, 02:08:50 PM
|
|
Oh man, I sure am hyped for this. Anyone up for some early coop or do we want to get a grip of the game before attempting this?
|
|
|
|
|