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  1. Today
  2. Literally just realized this is posted in the Minecraft club. *Facepalm*
  3. Can this be the official minecraft thread for now? (I swear I do more than be sketchy!)
  4. The jig is up. I admit it, I use to hate Minecraft, and now it's part of my daily routine. As a complete and utter noob, I would like to share some of my thoughts on what's pulled me into playing. For one, how malleable the world is. Within reason, if you can think it, you can build it. As someone who likes to build things, like Heavyshelf itself (weird flex, I know, but lemme do it.) I'm finding that my playstyle is hyperfocused on architecture. So dub me the architect. I also like seeing just how different everyone else's playstyles seem to be. @Spy The humble merchant, always at work, and eager to trade. @chiggin The simple Chicken farmer. @Rembo The Renaissance man of the server, perhaps the lands Leonardo Da Vinci when it comes to building contraptions. @Azariah The willing neighbor, but he's only going to help you with something once, otherwise you need to learn how to do things on your own. @MooseGoneMad Then there's Moose, to be honest, he just seems sketchy to me. Either way, it's been a good first few days with Minecraft, and it has given me that sense of wonder that often fades away with video games when you get older. So I'm looking forward to seeing what everyone has in store. Humble beginnings of my Grand Castle Moutain.
  5. Last week
  6. A revolution is on the horizon, where will y’all stand?
  7. Welcome, For the time being, we're using this club as the official signup for the Official Heavyshelf Minecraft Club/Server. Rules and more details to follow. Refrain from posting in "The Diamond Pen" until allowed otherwise. Thank You.
  8. Earlier
  9. West

    Heavyshelf Podcast Details

    Sorry for the confusion and unreasonably long delay in response. The previous podcast episodes were on a computer that was in need of repair so the audio files couldn't be accessed until recently. All of the previous podcasts will start to trickle onto iTunes and YouTube over the next coming days. We'll also update the details on the events calendar soon.
  10. Phallen Cassidy

    Heavyshelf Podcast Details

    I have heard the first episode of the podcast, but I can't find the others anywhere. There's an event tag which says a new one is coming up, but no information about where/how I can listen. Can someone hold my hand through this? I'm lost, scared, and need an adult.
  11. West

    Neat Spells/Abilities in Games?

    I was just thinking of this mixed with Spy's suggestion. The ability would be invisibility and you could either use it with limitations (lower mana) to sneak up on enemies, but you have higher health to deal with them, OR trade of health, and risk it, but if you made the right call you have enough invisibility to clear the entire level or area without encountering anyone. The kicker would be that if you do that once, you wouldn't be able to get up to full health again for the remainder of the level. Maybe only 75% health, that way it's balanced, and you aren't just fading into the either every few minutes after waiting on your mana to recharge.
  12. Truly a sight to behold when what seems like a whacky, out-there, or otherwise limiting build turns out to be the standard. Of course, this is a different discussion entirely, but it's not like Skyrim has much going for it character-build-wise besides simple combos like this. Now a play through where you use illusion to *technically* not kill anyone? That's a sight to behold. That's also more challenge territory than it is a goofy build.
  13. I'll have to put some more thought into it, but when I first got into streaming I thought I was doing something really unique when I decided to do a run of Skyrim as a stealth archer. No other weapons allowed whatsoever. Little did I know that thousands of other people had come up with the same idea.
  14. I have made a series of seriously messed up characters in Sims 4, but probably by far my favorite was Dwayne Brown, whose aspiration was serial romantic and traits were non-committal, hates children, and slob. I had him meet, have a child with, then dump EVERY SINGLE WOMAN in the town. Even the married ones. It. was. GLORIOUS. I also gave him a wife from the start just for the drama. His wife was family oriented, jealous, and a perfectionist so they hated each other. Am I a bad person?
  15. In a world full of fun and entertaining games that you can mess around with, there are too many options to sort through. However, after staring at my steam games for a while I finally came to the conclusion that I would go with a good old build from a game I play called Smite. Smite is a MOBA like LOL and Dota 2 but it has a 3rd person view instead of a top down. It also has great meme build potential. Now, while there are some great ones out there like building full lifesteal on Anubis so you can heal to full health every time a wave of minions comes by, or building full movement speed on Mercury and just running around the map periodically smacking people to death if you find them alone. However, all these pale in comparison to one build in particular: full attack speed Ymir. For those who don't know, Ymir is a guardian that whenever he hits an opponent with his abilities, his basics deal bonus damage for about 3-4 seconds. Now, by building full attack speed you will be able to hit them about 10 times in those seconds. Is this good? Not at all. Is it hilarious? Absolutely. The build offers no survivability so you will die from a random ult from an enemy god, but your auto attacks do so much damage if you get the kill you will feel so good. Other great memes I've done are mage only in DS3 and DS2, Skyrim stealth run where I leveled my sneak to 100 before exiting Helgen, and super speed Payday 2 loadout.
  16. He had terminal lumbago (they updated the character creation so I remade my character to look a lot more like me).
  17. Uncle Reverend Ruckus - my old Red Dead Redemption character, he was a big feller, had a bit of a drinking problem, but who didn’t. Had a real big beard despite not having any hair on top of his head. R.I.P.
  18. I made a Samurai Jack clone in Skyrim named FOOLISH SAMURAI WARRIOR. Imperial with Mage robes wielding the Blades sword. He wasn't the nuttiest thing in terms of damage for his build, (I think I went with some Alteration magic and Alchemy) but I quite enjoyed the anachronistic experience of RPing the Aku Slayer as he wandered through Skyrim as the Dragonborn. It kinda makes me wish there was a mod to turn Alduin into Aku.
  19. It's no-holds-barred in this showdown of absurdity. I enjoy making characters more that I enjoy playing games across all sorts of mediums. In Fallout, Skyrim, DnD, Smite, or any other game that lets you shape a character's ability, I'm there to stretch it to absurdity. This got me thinking: what are some of the wackiest, most gimmicky, or most memorable character builds you've done in a game? Was it successful? Did it get stale quickly? Did you have an epiphany when making it? It doesn't matter if it's in abilities, spell combos, items bought, or anything else: I wanna hear about it! I'll start with Smite, because though I've given up on this game years ago, it once held one of the greatest character builds I've ever gotten to experience. Now, Smite is a MOBA, so these character builds revolved entirely around what items you buy. I was a Mercury main (among other gods) and I was less than pleased when I found out that the base movement speed for Mercury was not the highest in the game. So I did what anyone playing an ADC (Attack Damage Carry) would do: build 100% movement speed. Actives, Passives, Consumables: all was bought to make me the fastest person on the battlefield. Paired with Mercury's late game speed bonus, I eventually became a terror too fast to hit. You see, at a certain point, Mercury can move fast enough to outrun not only literally every other god in the game, but spells, dashes, and even teleports with a head start. Sitting happily at the max movement speed the game would allow, I could literally run circles around enemies while hitting them with my basic attack. I could run past a tower before it would hit me twice. Now, the damage output was miserable, sure, but when you're running too fast for them to land a hit does it really matter? The answer is no. Movement Speed Mercury will forever be the most surprising success I've had in a gimmick build. There has yet to be any contest. So what are some memorable builds of yours? How did you get your character to play the game in ways that are borderline-unintentional if not outright stupid?
  20. Link, because even if he fails he comes back again. On the other hand, as Setanta said he shouldn't need to come back at all... But seriously, the dude can go all Fierce Deity and stuff. Link.
  21. MooseGoneMad

    Neat Spells/Abilities in Games?

    Depending on how Magic works, a spell that swaps health and mana for a short duration could be cool. Or a spell that lets you detach your arm and have it crawl through spaces too small for you to fit.
  22. MooseGoneMad

    What was your first step in developing a game?

    /thread But actually, every single decision you make in a game's mechanics and how it plays is determined, in part, by the medium. Even some of the pre-established ideas which came first can find themselves changing fundamentally based on the medium. For instance, a PvP airship-battles game I have been working on is in the tabletop format. Even in this format, choices about how the players interact with the board matter. My original plan was for a mechanic of view range to allow for players to go "invisible" and engage in sneaky tricks such as bomb planting, trapping supply crates, and launching stealth attacks. Now, on a board game, this isn't impossible, but this idea either alters the medium, or the medium alters the idea. I could have done a battleship-esque style board divider, but the issue then becomes that you can't see the ships of the enemy at all. And, if the divider is removable, any secondary ships the player controls would be revealed. So that idea wouldn't work. My next idea was to have each player have a smaller card that represented the board. Here, players could move their ships before actually placing them on the board (which would signify the ships "popping" into view range). I quickly realized that this would mean players would be keeping track of movement on two different spaces if one ship was visible and one wasn't, and the additional hassle of remembering to move ships that aren't visible to the player in a game where keeping track of various attacks, effects, and injuries is already a lot for a player to handle, so I scrapped that idea entirely. My eventual compromise was to keep the concept of "view range" mechanically the same by implementing attack range. This solution was not the ideal, where players can go completely invisible from the enemy and use radars and scout ships tactically, but it was the adaptation of the idea that best fit the medium. Now, instead of having limited view range and unlimited attack range, players have unlimited view range and limited attack range. Radars and scout ships still have a use, but they instead increase attack range. This solution is the same mechanically (limiting the attack range of players) but not the same in gameplay, thus where the creative concept had to be partially sacrificed to fit the medium. The key difference between view range and attack range is stealth. Always seeing your opponents ships allows a player to plan for their movements. A view range feature would disrupt a players ability to plan for ship movements and change how the is game played. Numerous other features (such as fighters sent out by airships, sky-mines planted by airships, tracking bombs, smokescreens, etc.) have either not been implemented or have been changed to fit this change in the idea caused by the selection of the medium. So yes, I would say picking the medium comes first besides the idea stage, and even then the idea stage is subject to change based on the selection of the medium.
  23. Spy

    Neat Spells/Abilities in Games?

    Invisibility is always a fun one, it can be used to attack or to hide or to sneak ar- 「 ZA WARUDO 」 ゴゴ STOP TIME ゴゴ
  24. Phallen Cassidy

    Neat Spells/Abilities in Games?

    I'm working on a silly project and drawing "heavy inspiration" (read: plagiarizing) off of a few games. I have been leaning on one game in particular for spells, but want to drift away (even if in name only) and naturally need to look somewhere else for further "inspiration." So, from the humble magician's "generic projectile" to the powerful Hyper Beam, what are some of your favorite spells? Offense, defense, utility, you name it -- what are some effects you hope to see in any game?
  25. Phallen Cassidy

    What was your first step in developing a game?

    The first step is choosing a medium. You need some way to make it more than just an idea, otherwise you're an artist with no canvas (and no brush). Most people assume that this must be a programming language, but Gary's Mod, the StarCraft StarEdit, and even Minecraft are possible ways to bring your game to life. Some of the greatest games around (DotA, Team Fortress, CounterStrike) were once just a part of another game. The Tower Defense genre as we know it is due in no small part to the modding community of WarCraft III, and StarCraft before it. Heck, now a DotA 2 mod has spawned a game: AutoChess (that makes it a stand-alone game of a mod of a stand-alone game of a rework of a mod based on a mod for a game, for those of you keeping count). For many game types this can be the best choice, and people have gotten very creative with how they can use the constraints of a game to build something new and fun. I think momentum comes a bit later, when you're able to start your game (well, the beginnings of one anyway) up and accomplish a goal. Any goal. Your goal could be as simple as "spawn an enemy" or "compile this bit of code without errors." All that matters is that you prove to yourself that it can be done. Once you accomplish a goal, it's easy to continue piling on little victories. Now my enemy spawns at a certain time. Now he can move. Now he has health. Now there's a dozen of them. Snowballing your wins is a powerful tool.
  26. On the one hand, I've never seen Chief successfully save anything, just escape as it's slowly destroyed. On the other hand, if Link was good at his job, he wouldn't need to keep saving Hyrule every other generation. I guess I'd probably pick Link, because he has Magic and countless timelines to draw from, where Chief has only ever been the one Spartan warrior.
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