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Posted 28 May 2012 - 06:15 PM
Posted 28 May 2012 - 09:08 PM
Posted 29 May 2012 - 03:24 AM
Edited by Acharis, 29 May 2012 - 03:25 AM.
Posted 29 May 2012 - 03:50 AM
What you described is progression game. But the food system is from the survival game realm. These are not compatible. If you put food it in a progression game it will be only a boring chore. It won't work as you expected...
Posted 29 May 2012 - 06:27 AM
Posted 29 May 2012 - 12:20 PM
Edited by Zander353, 29 May 2012 - 12:21 PM.
Posted 29 May 2012 - 12:24 PM
With that sad excuse for an introduction out of the way here is the very, very rough outline of what I am going to attempt to do, and I would ask your feedback on it . I want to create a 2D, overhead zombie survival video game.
Lots of non-concrete descriptions. It's the same as writing "my gaem will be uber awesom!" and then asking for feedback on that sentence.
Edited by Stormynature, 29 May 2012 - 12:27 PM.
Posted 29 May 2012 - 07:13 PM
@jeff - Yup I think you are completely right, I know for a fact that not all of the things in that list will make it into the game. And thats a really impressive idea, I haven't looked very much into procedural level generation or how difficult it will be, but that makes sense. I'm praying that if I can just get the basics down I can worry about the extras later. A good solid game is best, but I just kind of want a chart in my head while I'm programming it telling me what I'm aiming for in the long run.
Also the idea of having to do things while your weapon isn't out would be really fun, plus the suspense would be killer if you could get the atmosphere right ^^. I think if I could have it more focused on avoiding the zombies than killing the zombies it would be more fun. I mean maybe killing the zombies doesn't give you much exp, but scavenging and unlocking things does? I'm not really sure how to implement that. And the idea of having the player have to go out or move around for resources is a great one! Man instead of the lack of resources being a problem that I would have to fix I could just make that aspect in itself define the game. Either you move your home base around, or you get to the point where scavenging takes you a whole day just to get where there are resources. Your so brilliant O.o
Posted 30 May 2012 - 03:11 PM
For that you need to describe the gameplay exactly, rather than using vague phrases and features. I failed to figure out what and how I will be playing from your description, sorry. And as such I can't tell you whether or not I will be interested in the game.
If you would like to play a game like this
Well, when you point a flaw out it's natural for people to try and get rid of the flaw and I'm pretty sure the OP can tell which descriptions are vague and which are not. So my pointing it out is an indirect suggestion on how to improve the post, don't you agree?
My question is why didn't you offer some advice as to how he might go about improving his above post such as formulating it into a more structured form such as through the use of a game design document?
Posted 30 May 2012 - 05:16 PM
Posted 30 May 2012 - 05:23 PM
If you try to make your code reusable then even if your project doesn't get completed, you'll have a experience and a code base to work with on your next project rather than starting from scratch. So I say, yes, it's worth making.
Is it worth making?
If you would like to play a game like this?
Posted 30 May 2012 - 09:30 PM
Edited by jsj795, 30 May 2012 - 10:45 PM.
Posted 31 May 2012 - 01:56 AM
I agree with the first part in some rare cases, but the second one is defeatistic spirit You can't go for some extremely rare game type just because someone already did other types. If you follow this way of thinking you will end up with dwarven fishing simulator because everything normal is already taken You should have some faith in yourself and not escape to extreme niches where there is zero competition and you are best because you are totally alone. You have surrendered too early.
@ Acharis - You have a valid point, but often I find that when things don't seem to go together they actually can, and when done correctly they turn into something incredible. A good example of this would be the movie "Life is Beautiful". It's a comedy about the holocaust. Yet for some peculiar reason it won awards around the globe and was loved by everyone... Lets face it, if I try and program something that has been done, the game will already have failed by the plain and simple logic that someone better than me would have already coded a better game than I could hope to achieve.