Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 10 Dec 2008
Offline Last Active Today, 06:08 PM

#5256216 Relation between mines & factories

Posted by Orymus3 on Yesterday, 09:16 AM

In VGA Planets (yes, I brought it up yet again), mines harvest resources, and factories produce supplies.

Even after a planet is dead dried of resources, it can still produce supplies, which means you can still leverage the population as workforce.

I think it's clever as it means even 'dead rocks' with good growth potential are worth your attention to get supplies, whereas harsh planets with fewer inhabitants need to focus on mining alone.

In the end, each planet has its own use (mining, supplies, taxes, military outpost, refueling station, starbase, etc.)

#5255343 How do you plan your project?

Posted by Orymus3 on 03 October 2015 - 08:18 AM

Do you mind sharing a link to your Trello board?


A quick check returned that the only project that would be in a share-able state is actually too sensitive to share given the nature of the project, therefore, I will not. 

#5255175 How do you plan your project?

Posted by Orymus3 on 02 October 2015 - 10:54 AM

Personally I'm finding that having to go online to update the project plan on a daily basis (multiple times per day possibly) can be distracting.


And highly motivating!


We use Trello. We just don't over-architecture our Trello and keep it simple.

#5253366 HP displays on enemies or visual indicators?

Posted by Orymus3 on 21 September 2015 - 05:24 PM

When playing a platformer or action game, do you prefer enemies to have an HP bar underneath them, a visual indicator of their health{a robot cracking and spewing fumes at increasing frequency the more damaged it is.}, or no indicator at all?


I remember in Sega Genesis, playing Sonic and not really knowing how much life Robotnik had while jumping on him.


Although in those days, it was just 8 hits and he's defeated, while most if not all henchmen just blew up in a single hit.


I prefer a numerical indicator, such as HP: 100 right below the enemy. I'm probably going to pick the method that has the least strain on performance, (visual indicator is actually the least vexing on performance at this point.}


I prefer a visual cue as part of the sprite such as how Final Fantasy: Mystic Quest did it, which could easily be incorporated into an action game.

#5253010 What do gamers prefer, graphics or gameplay

Posted by Orymus3 on 19 September 2015 - 05:39 AM

I think we have seen a lot of games pushing for better graphics as their focus (this was always true even with early games) and the rise of interactive stories reinforces this.

I think the real question you should be asking yourself though is specific to your target platform and target audience.
Web games, for example, tend to deal with smaller budgets and players appear to be more forgiving to poor gfx there if the gameplay is sound (see stuff on kongregate for example).

AAAs get a lot more backlash from cutting back on gfx even when gameplay might be stellar.

Hope this helps!

#5252204 Currency in post-apoc / zombie world?

Posted by Orymus3 on 14 September 2015 - 09:41 AM

First, you need to think long a hard about what money IS, and why it exists. It IS barter, but abstracted (you're still exchanging work for work, except the result of this work is not chicken and eggs, it's $ vs $, and their values are not predetermined by fertility).

Money is based on shortage of food (more or less) and evolved from there. There's a lot more to it, but bear in mind that money came to life as a form of debt-collection and means to acquire commodity: ideally everyone gets to eat, but the one that can't can somehow formulate a debt to get some, and the one that has "money" can buy a chicken instead of barley.


In a post-apocalyptic world, it's possible that the tech level grants you access to food relatively quickly as the world recovers (moreso than in Antiquity) so you have to consider what's "rare" and "desirable".

Some pointed out energy, might also consider sanitation (anti-rad pills!). It seems you are interested in something that is not inherently useful, as it would not make sense as a currency (people would just use it if it's that critical, or hold it so that its value increases*).


Money's value should be finite, unlike the goods it is used to acquire.

Coins might no longer serve as currency because they have more value (assuming minerals are scarce), but paper money? What's wrong with it?

#5252202 Brand New in the field - Game Production

Posted by Orymus3 on 14 September 2015 - 09:33 AM

Interesting. For starters, I think you have relevant experience and a good mindset: trying to find a way to communicate with people is critical, and often overlooked by most (at least, in my area), but as Tom pointed out, you're missing hands-on experience with actual development of product, in this case, games. I can't speak for other industries in software, but my impression is that games, moreso than any other related industry, require hands-on experience more than general qualifications.

Case in point: I've seen a lot more QA, programmers, designers, etc. promoted to Video Game Producer (or assistant producer) than I've seen successful producers coming in from other industries. And of the few that I did see come in, almost all were eventually let go.

That being said, I have yet to see a humble aspiring producer that has your instincts.


I know some (such as Tom) may disagree with my suggestion, but I believe it remains a valid one, and that it worked for many people, including myself. I shipped myself to this industry with no hands-on experience and started as a QA (you can see some of that possibly still pinned in these boards) roughly 6 years ago. I believe QA is a right fit, if perhaps quite a hit from a hierarchical standpoint, simply because it forces you to look at the end-product (games) under a much different light. If you're curious enough, it leads to a lot of learning and some great opportunities (I was a coordinator after roughly a year).


I'm not suggesting you take the path of QA, but possible, apply for a position that is not directly tied with running the project. A QA director/lead position, or translation assistant project management position could be a great fit as it would put you in direct contact with the project and the learning curve would lessen if only by osmosis with the environment.


If you intend on going head-first into production though, here is how I'd recommend going about it:


- You need design experience? Try to describe a game you know in over 1 and under 5 pages by breaking down the mechanics. Flowcharts may be relevant, but you can forego wireframing, etc. Stick to the essential. This won't make you a game designer, but it will help you struggle with some of their challenges (and remember, that's based on a game that exists!) All the software you need: Microsoft Word, or Open Office.


- Scrum Certification? In my own experience, a lot of employers appreciate the fact they can send some of their employees to these, as it gives them some form of PR, but they rarely hire based on it. More importantly, the people they send, they know they don't need to be afraid they could get "brainwashed". Don't get me wrong, there's nothing wrong with Scrum, but it is very rarely applied "as is" (and much less in servicing-based studios).


- Building your own game is a plus, but perhaps more on a personal level. I don't think you can easily "cash in" that kind of experience in an interview, especially if all the examples you have to talk about come from a single game project. That being said, once you DO get a job, it will make things easier for sure. I've used Unity for a bit now, and it's an engine that has gained a lot of popularity, so on most of the projects I work on, I tend to understand very quickly what we're talking about and it saves hours in meetings! (that's profitability/value right there that upper management can't deny).


A bit more on the interview (anyone feel free to jump in).

I think what you'll need to do is find creative ways in which your current experience is relevant to the role. This won't be easy, but focusing on resource management, conflict resolution, timeline management, etc. could help a lot.

Is there overtime in your field? If so, is this passed down from upper management, or do you have a say in this? Do you call for overtime or try to avoid it? Are you able to lift your team above expectations? How? etc.


If you can keep the discussion flowing around what you CAN do and are honest about what you have to learn, then there might be a business in a precarious situation that may be willing to take a risk with you. 

Any studios local to you? Willing to move?

#5252187 Using resources from "free" websites?

Posted by Orymus3 on 14 September 2015 - 08:28 AM

My general advice is to always stick to the license. You never know how big your project might get, and the problems tend to scale faster than your project's actual value.

Look back at Evony, when they used Warcraft II sprites ripoff at launch... 

#5252185 Probably Ridiculously Cliche But...

Posted by Orymus3 on 14 September 2015 - 08:26 AM

My concept is for a Warhammer 40,000 stealth/third person shooter with heavy RPG elements. The player character would be an Interrogator for the Inquisition. You would have a variety of options for what sort of background you would have, tech priest, psyker, guardsman, ex-mercenary, that sort of thing.I personally like the idea of being able to play through your PC's rise from acolyte to Interrogator, but I recognize this that is most likely impractical. You would have a variety of characters from your Inquisitor's retinue to use, all of them would of course have their own backgrounds, stories etc. But in keeping with the tone of 40k, every one of them would be able to die during the game. Not as a result of a bullshit no win situations, always as a result of decisions you make. Anytime someone dies, it is absolutely the player's fault and it can be avoided. Other things that can happen as a result of bad decisions should be things like plagues, massive victories by xeno or heretical forces, and the deaths of many guardsmen. Detective work should be a major component, shooting your way through should be possible, but not ideal.


Well, apply for a job at GamesWorkshop (or any 3rd party they deal with) as a junior game designer and work your ass off up 'till you get the Game Director's position (in some way)

#5250917 Introduction of new enemies in a platform game

Posted by Orymus3 on 06 September 2015 - 06:28 PM

There's an article about this on the front page: http://www.gamedev.net/page/resources/_/creative/game-design/the-art-of-enemy-design-in-zelda-a-link-to-the-past-r4147

(full disclosure: I wrote it).


That being said, notice the practical steps at the end. I will assume that your enemies are functionally different and that some of them have synergy.

If this is the case, don't look at them as 5 enemies, but 5 ingredients to many recipes.

It could be that 1 alone is an easy challenge, and 2 is a bit of a harder challenge, and 3 is even more complex, but 4 is actually fairly easy on his own.

Then, 1+4 is near impossible to beat, 2+3 is fun to play with, and 2+4 actually work against one another and make it easier in a way.


I haven't seen your game, but I'm assuming that if enemies are well designed, the above is possible (as per examples in the article).

#5250566 Alternatives to Hit Points.

Posted by Orymus3 on 04 September 2015 - 07:59 AM

You could have a separate category for a bleeding wound, ie a type of Moderate Wound that would become serious after X turns, it's also easy to have a system where sleeping/resting someplace not clean/safe could aggravate a wound and promote it from Moderate to Serious, and Serious to Dead/KO.  For Light Wounds, I think of them as cuts that will close on their own, bruises, etc, and while I'm sure someone could bleed out from a thousand cuts, for gameplay purposes, simplifying that case away isn't  that big of a loss in my mind.


The abstraction of the life point has great value: it allows the players to quickly understand how it works. If wounds are a set of exceptions and complex situations, this draws a lot of attention to itself, and requires more "design space" (that won't be available to other features).

If you have a combat system that is very simple and can generate non-random injury outcomes, it could work, but under most circumstances I believe the complexity of such a system would make a game hard to get into.


Old turn-based tactics games used a similar system (I believe Wages of War did this) where a bullet would be fired by an enemy and hit a specific part of the body, determining the effect.

- Headshot = lethal

- Arm = decreases aiming capabilities

- Legs = Move slower (or can't move, or need to crouch to move, etc.)


You could also patch wounds...


The pro of this system is that the rest of the combat was relatively simple and allowed for such focus on survivability.

The con is that these outcomes were fairly random (you could not focus a shot on a leg for example, for a better chance to hit than say going for the headshot) which made this a lot less interesting than it could've been.


Is this all theoretical talk or do you have an applied project in mind?

#5250290 Best comment ever

Posted by Orymus3 on 02 September 2015 - 10:45 AM

That block of code is still in use, nearly 20 years later. It is rare to see that longevity in game code.


I heard of a similar piece of code from John Carmack in Doom which was an assembly optimization, which he claimed during one of his talks, survived more or less 'till he left for Oculus Rift.

If this is accurate, it's close to Guiness Record territory!

#5250285 Can't find good freelance artists

Posted by Orymus3 on 02 September 2015 - 10:23 AM

Else, if you reallly have a big budget, you can try Art Studios ; they're more expensive than solo freelances, but they seem to more experienced to produce assets for customers.


They crave for work and will want a contract early on, which insures not only you'll have an answer if pricing is right, but also that works will get done, and most likely, on-time.

Depends on scope/budget, obviously.

#5250280 Should fanfic games be legal?

Posted by Orymus3 on 02 September 2015 - 10:20 AM

Nintendo recently decided to disallow Let's plays on the platform youtube.


Let's play is such a difficult thing...

First, it's relatively new (at least, from a popularity standpoint) and jurisprudence on this is largely undefined.

More importantly, every top company is probably struggling with this right now:


[Law Advisor] - This could be dangerous, but we don't know...

[Marketing Advisor] - This could be a great opportunity, but we can't control the outcome...

[Business Onwer] - Ugh... what do I effin' do?!


Also, you have to account for the fact some Let's player contribute a lot through their personality and comments. I've seen some amazing let's players out there, others that were mediocre.


But Let's Play has nothing to do with fanfic: the game is played as it was delivered by the developer, and as such, people are entitled to an opinion of it. The question here is whether people that haven't paid for said games are allowed to view this content to start with. That's a different conversation from Brand management and control over products associated with said brand/ip.

#5250037 Should fanfic games be legal?

Posted by Orymus3 on 31 August 2015 - 09:05 PM

Orymus3, on 31 Aug 2015 - 12:07 PM, said:

Case in point, the "Alpha footage" sentence has never ever prevented critics to say a game looked bad (though arguably, alpha is not art-complete, it's not even content complete, it's just feature complete).

So showing your game, which, given you don't have the same resources (financially, and human-resources-wise) might end up with a sub-standard quality to what they were hoping to achieve, or touch a message they didn't want to convey. This hurts the brand, whether you profit from it or not.
Well, you are already naming it - negative reviews can already damage the reputation of an IP, but those are excluded from copyright violation via fair use.


The key difference is that the product is initiated by the IP holder, as opposed to fan-fic. As a developer, I chose whether I risk doing something with a brand or not: reviewers are entitled to an opinion which may destroy my work, but it is a risk I willingly choose. However, I can't choose whether John Doe tries to do something fancy with my IP, and to me, this is where the key difference lies: having no control over one's creation is extremely dangerous.