Since the last post was a deep analysis on the entire “super” element in fantasy and science fiction, I think it would be something rather beneficial to any of you potential writers, roleplayers or character creators in general to provide to you a very special list. This post is going to be my personal tips when it comes to making super-powered characters, regardless of genre. I gave an example of a character of mine at the end of the last post, but I think it would be awesome to go through the process of creating one with you guys step by step. Without further ado, let’s begin.
This is the beginning of my blog series, titled 'Gaming Passion Series' or GPS for short. Hopefully, each one of these discussions will spark some interest, inspire ideas, or simply fight off your boredom. So, let's get this started.
If you've been keeping up with my blogs for the past year you may know that I've done a Max vs. Maya blog before. When I looked back at this blog I wanted to do an "updated" version. I still agree with my stance in the previous blog but I feel that throughout the rest of my time here at UAT, I've learned a bit more about each of these programs that should be taken into account, as well. You can call this an "almost graduated student’s advice about Max and Maya, with a pinch of advice on other programs too."
If you haven't heard of The Witcher yet then I highly recommend you go check out the series immediately. The world has been lovingly crafted over the years, the gameplay is exception, and the story is easily one of the best. While games like Skyrim is a bit more customization, The Witcher has always felt more personal to me. Every choice you make actually feels like it has a huge impact on the game, and they aren't simple moral choices. The entirety of the Witcher's world is made up of a moral grey area most of the time where either answer could be right for different reasons. In fact, in the Witcher 2 there comes a point at which you make a decision that separates the game into two almost completely different stories. I'm currently playing through the game again to make sure I attend to the secondary path in it's entirety and it's hard to put the game down. There's a reason why I didn't play the game a second time through immediately because I really couldn't afford to spend all that time again right in a row. Plus by now all the DLC for the game has come out. Have I mentioned it was all free? Yeah, CD Projekt RED is kind of awesome like that. Every piece of DLC is always free, they made additional tweaks to the game just to make it play better, and games have consistently been phenomenal to start with.
So there was a lot that happened at GDC this year. DirectX and Vulkan 3D APIs that I talked about in the last post just scratch the surface. Among everything that happened at GDC, Valve arguably had the most extensive and most industry-changing announcements. This blog post on the Valve website goes over most of the stuff that they announced in more detail, and the Steam Universe website has plenty of awesome info about each product as well as some sweet pictures that I'll post below.