Jump to content

  • Log In with Google      Sign In   
  • Create Account

herbertsworld

Member Since 03 Mar 2008
Offline Last Active Nov 18 2013 04:18 AM

Posts I've Made

In Topic: has anyone here released a game that got no attention and make you depressed...

03 November 2013 - 02:45 PM

 

I made an iOS/android/kindle game that I spent about 4 or 5 months on. I think I've gotten about 8 downloads. My problem is I'm a marketing doofus and really failed to get the word out. But yeah, definitely a depressed potato. 

I wouldn't call my game a diamond. More like a thing I want people to play and see. Also some money to pay for food would be cool.

if it is your first game, make it free to maximize exposure, if it is good enough to keep players interested you have a great place to market your future games.

 

 

I agree with Simon.

 

Personally, I prefer it when people have a donate page on their game site rather than ads popping up all the time. People with money will be generous if they like what you've made. So what if 1000 people play your game and only 1 persons gives you money for it. What if that one person gives you 10,000 dollars? Stranger things have happened.


In Topic: Player Rewards/Gameplay Mechanics In Survival Horror

09 October 2013 - 03:05 PM

So in other words the horror gets boring once you know what's behind the curtain and how the scenario plays out. Sadly, that's nothing new. Hollywood horror films have the same problem that's why Nightmare on Elm Street and other horror films tend end up as adult comedies in later sequels as opposed to darker, grittier versions of the original.

 

For me, fear comes from the unknown in my surroundings. What you can't see is scarier than what you can see. Subtly is key for me. I enjoy the build up of fear like sound bites, changing fog, shadow movements and the little details that play on "my imagination." Having something thrown in my face at the start with the idea of, "Look what we made! Scary isn't it? Look at all the blood and guts we added."

 

Although saying that, I actually found Dead Space 1 to be a pleasing horror experience. The theme was my cup of tea and the creatures were diverse enough to keep me on my toes and fear for what was around the corner. I could have done without the over the top boss fights though.

 

Alien is still a great horror film in my eyes. Why? Because you can't see the monster clearly throughout the film. And it has multiple forms! You know the silhouette but does it change again and become something new? You don't know this the first time you see the film and that's what makes it great.

 

Maybe creating a game with this in mind from the start is how you make a great overall experience for a horror game.


In Topic: Player Rewards/Gameplay Mechanics In Survival Horror

09 October 2013 - 01:38 PM

Both Amnesia and Outlast have had this problem.
Survival Horror Is more about getting scared and a lot of game designers go as far as saying that scaring the player is the goal and it even justifies bad Gameplay to frustrate the player in intense situation. 

I am not sure if I completely agree with this.

 

Can you give us an example where you've experience bad gameplay in those games please?


In Topic: how to write a mind blowing Technical Design Document?

08 October 2013 - 05:32 AM

It really depends on what you want to portray in your technical design document. From my experience, a lot of teams have different methods of working. Some prefer to use very detailed TDDs maintained by a technical designer and the engineering team. Whilst other teams prefer to work with more freedom and simply have a TDD with basic information, like rules, formulas and assets required.

 

The best thing to do first is find out what your team (or the company you want to apply for) needs in a TDD and tailor it for them.

 

When I write a technical design document, I like to write the brief overview of the area I'm working. I then go through the overview and expand on the idea and add values, rules and other bits of technical detail to the design. I sit with an engineer and explain to them the basic idea before I move onto the next stage. They might find a problem with you idea or problem with your design which needs editing before you can go into further detail.

 

After that I then explain what's required in order to get that design from paper into game. Listing out things like formulas, data values, models, textures, audio and most importantly outlining what sort of code support the design will need if a massive help to anyone else looking at this design.

 

One thing to consider is how you present your TDD. For example, in a 2D fighting game I would draw a 2D diagram of the animation flow and then write the technical damage rules and timing values. This is a lot more useful for an engineer and artist as opposed to an array in excel with a list of moves and damage values.

 

I found this on youtube. It seems like a good way to get started if you want an example:

 

Hope this has helped. :)


In Topic: What is your dream weapon upgrade system for a game?

07 October 2013 - 03:24 AM

Fully customizable statistics is what I want.

 

This is certainly the way to go in most RPGs or Turn Based Strategy Games.

 

Although to do this well, you would still need rules so the player doesn't end up with a severely weak character because the player put too many points in the charm stat and not in the combat stat. Or, they find an exploit and turn their character into a god.


PARTNERS