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

#5106748 has anyone here released a game that got no attention and make you depressed...

Posted by on 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.

#5100001 Player Rewards/Gameplay Mechanics In Survival Horror

Posted by on 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.

#5099526 how to write a mind blowing Technical Design Document?

Posted by on 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. :)

#5098732 [QUESTION] I need advice on which route to take into the video gaming industry

Posted by on 04 October 2013 - 07:03 AM

It really comes down to doing what you enjoy. Luckily there are enough tutorials and free programs out there for you to start now.


Grab yourself a copy of Unity or UDK for free and play around with them.






I did this at your age when I wanted to get into the industry and discovered art and design was definitely my field. I went to Uni got a degree in game art and design and worked my way up the ladder. If I could go back in time, I would take the same course but at a better university with links to development teams.

You can do some research and find courses that openly advertise their links with game developers.


For design universities in the UK, I'd recommend Newport or Bournemouth but you have to be very good at Art or Programming to stand out as a graduate. Even then, your first job would likely be a junior artist, programmer or qa tester, but you'd be in the industry and that's half the battle.


For programing I'd recommend Hull University. A lot of our recent graduates have come from that university


And finally, remember to never stop improving yourself by learning new skills, techniques or methods. It's very easy to fall back and relax once you get the job and feel as though you are set for life. This industry is constantly evolving and the dinosaurs that fail to adapt to change go extinct quickly.

#5097854 Reversed order of "Yes"/"No" button when confirming "Quit...

Posted by on 30 September 2013 - 09:49 AM

Do they really believe we clicked "Quit game" and then the confirmation button by accident? 


You'd be suprised...


It has also become a requirement in some instances when confirming purchases or other transactions to swap yes/no to no/yes. It should stop players from making a mistake and spending in-game or real money that they didn't mean to spend.


These days you have to make your system "idiot proof" "user friendly" so you don't upset players by creating bad exerperiences.

#5097853 What is your dream weapon upgrade system for a game?

Posted by on 30 September 2013 - 09:39 AM

I personally liked the Materia system from Final Fantasy VII.



#5096386 Space empire - how it works?

Posted by on 24 September 2013 - 05:43 AM

I've been reading a book about this recently and I'm recommending it to everyone right now. It's called The War of the World, no not the H.G Wells one, but it does reference him a lot. 




The book takes a detailed look at religion, race and economics and links them all together to describe how each one can be used to create conflict if they're manipulated correctly.


I would imagine that this is how an empire is established and how they stay on top. They own the economy and manipulate it so they are always the winner. They establish racial boundaries and force their views and religion onto everyone. If they resist then death is the ultimate penalty. 


Who's to say the Emperor has to be the same person or even a single person? What if it was a group of people who ruled the empire and they spoke through the emperor who they control? 

#5095251 difference between a game director and a game designer?

Posted by on 19 September 2013 - 02:29 PM

I've never worked with a Game Director. But I'm a designer and I've worked with the same Creative Director for 2 years. Here's what he does from what I can see:


The Vision - "Tone Hammer" is a popular phrase he uses because everything must fit the tone. If anything doesn't fit his Vision (Tone) of the game then it's hammered out 

Management - He gets everyone from ALL TEAMS talking and on the same page. That means 3D World, Lighting, Design, Production, Gameplay, Online, AI and UI.

Punch Bag / Buffer - When executives aren't happy then he's the first person that knows it. He also absorbs the heat on behalf of the team. 

Overall Design Scope - When deadlines approach he has to make the tough decision on what stays and what gets cut

Plays the Game - The Creative Director makes a point to play the game EVERYDAY. He writes notes on what he likes, what he doesn't like and sends it to the right person

Press - Deals with the media, social networking sites, marketing details so each one is advertising the game correctly and consistently


Overall, this is the guy that knows what the game should be but doesn't have the time to sit down and design it all himself. He oversees the design along with the rest of the game and makes changes throughout development.


As a Designer my time consists of:


Paper Design - 15% (Done very early and edited as you update the game's design)

Implementation - 30% (Building levels, scripting, balancing and setting up game play elements)

Iteration - 30% (Making changes to the stuff I've implemented based on feedback)

Bug Fixing - 5% (Even the best of us have a few bugs we need to fix)

Play testing - 20% (Playing the game)

#5066172 Examples of games where you modify existing buildings

Posted by on 30 May 2013 - 10:42 AM

The Sims 1, 2 or 3 were made for people who want to control people or for people who want to create works of art. Don't quote me on this but I remember a Will Wright video where he said people enjoyed building in the game things more than actually controlling the sims.

#5066168 Designers, tell me what is this difference I'm feeling...

Posted by on 30 May 2013 - 10:33 AM

I've come to the conclusion that if you're going to do a Modern Warfare style game aimed at the console audience you need to hit everything on the following checklist:

Responsive Controls - When you fire it damn well fires, and switching weapons should take no more than 1.5 seconds
Instant Rewards - You get points for doing everything but on a scale to measure your skill. Opening a door +1 point, headhost +200 points.
Very little consequence for dying - You don't lose your money or weapons for example
Aim Assist - Sometimes very obvious or hidden so well you don't notice it (I swear some people still think Halo doesn't use aim assist)
Blood Effect - When you take damage you need some indication where this has come from, so blood appears on your screen depending on where you were hit. The blood begins to fill your screen and the colour washes out when you're about to die.
Health Regen - So when you're out of combat you naturally expect your health to regain. Med packs? Drugs you say? Bah! Who needs them? The natural healing power of my body will fix me up as soon as I run away and hide.
Forgiving as hell in Single Player - You'll never see an AI performing a headshot on you. If they do, you're left with enough Health to run away and wait until your health regenerates
Rubberband Reality - You have to believe you're in a modern warzone, but also bend reality enough to make it fun. Talk to most soldiers and being in a war is not fun.
Waypoints/UI Icons - You need to know where you are meant to go at all times. No clues, no gimmicks, just give the player a big white or blue icon that waves at them from a distance. If the lighting is also hindering the player, you need to add UI icons on the enemy as well so they can see them at all times.
Scripted AI for scripted moments - Sometimes you want to direct the player and because dynamic worlds are too complicated for some teams to build and for players to understand, they add scripted AI moments which usually means you're on rails and you need to kill a certain amount of enemies to move on
Sandbox AI for Cannon Fodder - AI has one rule, run at the player and fire randomly in the direction of the player. Maybe 1 or 2 hits can land but this sucker is made for one thing and that's to die.
Never ration ammo and make it universal - Ammo should be found everywhere and should be universal to all weapons of its class.
Lifeless World - This is a game and players are naturally devious. If you give a gamer an art tool in an online game, they will draw rude things. If you give them civilians (not soldiers), animals or anything that could actually bring life to the world, the player will find some way abuse it. To avoid this, every game world you play in which isn't a pre-made town for a cutscene usually has nothing but soldiers or a few generic things to shoot at.

But to be fair some of the things on this list I really like, others I could live without.

If you compare all those games again and see how many of the things in this list get re-used again and again in each game, you might start to see why some people are getting a little tired of this generation of FPS.

Call of Duty HAS set a template purely based on how people expect an FPS to work these days. And I believe a lot of teams are just playing it safe during development and think W.W.CoD.D? (What would Call of Duty do?)