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Member Since 30 Jan 2009
Offline Last Active Sep 03 2013 08:55 PM

Posts I've Made

In Topic: Discussion: Resource Gathering as a genre

10 January 2013 - 12:38 PM

I guess the main focus of the topic would then be HOW does the player interact with the things he has collected.

As Orymus3 mentioned, the game became dull because the formula of the game revolved around improving the same mechanic that gave you the resource.


Maybe the thing to do would be to gather resources which can be used in a wide variety of ways, such as wood. Wood has the potential to become furniture, fuel, buildings, weapons, tools; many things which could be useful in other ways.


I guess the challenge is to code a lot of interactivity with the things you create.

In Topic: Discussion: Resource Gathering as a genre

07 January 2013 - 04:03 PM

Personally, I enjoy MMORPG with have a well-structured economic system since I enjoy trading in game. Buying and selling items as well as giving finding ways and means to earn more money such as buying items beforehand and wait till an event which increases the demand starts so that I can earn a lot of money. 


Atlantica Online and Goonzu Online by nDoors have one of the more interesting economic system in my opinion. In Goonzu, you can somehow trade with other players from other servers. Atlantica Online has an elaborate crafting system which helps to create a dynamic economy. 


However, I feel that players generally do not enjoy the economic principle of the game. They would rather grind to earn the money, maybe it is just faster in the short term and require less thinking as well. 


Fluctuation is an inevitable part of an economy. I feel that how serious it becomes depend on how well structured the economic system is. 


Hadn't heard of those games before.

Events that change the cost of items sound like an interesting mechanic to keep the players' attention span and decision making.


I am sad to hear that you feel players generally don't like the economics in a game, but I have to agree. I do not have a problem with grinding, in fact, I see it as one of many ways a developer can show the world to a player, the problem is that it has been overused to the point in where people want change.


@3DDreamer: I would guess the "feel good" mechanics of the game would depend on the game itself. I wonder if one can run a game based solely on this; merchants trying to cover their routes, perhaps the action comes when bandits try to rob you.


Another point I find interesting is how some games manage to keep the resource and money gathering through a different approach, I.E. most facebook games. The fact that you can just come back after a few hours to loot the results of your previous work (like in Farmville) and repeat the process, while decorating your environment sounds like a good idea. Sadly enough, it doesn't seem to fit correctly in a real-time environment.


Thanks to everybody who replied, and if you wish to keep talking about the subject just keep posting i guess.

In Topic: Survival/Adventure RPG Idea!

14 November 2012 - 01:15 PM

Thanks for the feedback. I've been having exams so I couldn't find some time to work on this. In any case, since two days ago I've been greatly expanding the Design Document, adding descriptions and numbers for all tiers of armor and weapons and abilities effects, among other things.

I really think it's getting almost too big, but I'll see how it ends before anything else. I haven't done the prototype, and yeah I know that's just being lazy.

However I would like to ask your opinion on one topic: In regard of single player RPGs, there is this concept of goal and freedom to really call it a sandbox.

In the most general sense, I want my player to go and clear the 7 dungeons located all over the gameworld before going to the final one to defeat the Dragon (smells like Ganon, i know). But this kind of progression would mean having to go to the dungeons in the right order and going to towns in the right order to get the Quests that would open up the needed doors and obstacles to proceed to the next part of the world. Does this take away from the exploration/sandbox experience? Is it ok to make the player go through the entire game before really letting them wander around? Or would it be better to let the monster's difficulty teach the player where he should not go until later?

Also, I would like to know in a direct, sharp "Yes"or "No" (You can elaborate if you wish) if finishing this document with ALL POSSIBLE needed information would be enough for me to present it to a programmer and an artist so they help me actually making this game (I could make the music and advertising... am I still the "Idea Guy" only?)

In Topic: Survival/Adventure RPG Idea!

02 November 2012 - 11:31 PM

Can you elaborate on the non-combat quests a bit more? They sounded like a reasonably important part of the concept, but aren't really detailed at all -- will they be mini-games, simple "reach the place and pick the dialogue options" mechanics, or something else entirely?

I am a firm believer that if the core mechanic is simple, it is your duty to do the secondary functions in greater detail, and vice versa. With such ambiguously defined gameworld anything is possible in theory. In general, the blacksmith's quests range from getting the materials for him to forge you weapons, an example could be getting him a piece of leather so i can make the handle of your first sword. You could buy the piece of leather, you could go and hunt a deer for its hide, you could go kill a bandit and loot his own leather hood or something. All that may sound overly complicated, but in a gameworld this simple, its all summed up to sprites and a few attributes, i believe.

I have made some games in Stencyl, if that counts; i could probably make a prototype in there, yes. However, i would hate having my final product being done in there. A browser game or a standalone .exe would be a perfect scenario for me.

In Topic: Survival/Adventure RPG Idea!

02 November 2012 - 10:40 PM

Thanks for all your input guys.
Okay i'll try to explain myself and hopefully answer all of your posts with this :1

Justification of Theme
My inspiration for this game is the fact that if you check your RPG's and MMO's you'll notice that the Warrior, Knight or otherwise melee (Not tank) class is never one of the "Top tier" or "top dps". This is understandable considering there is nothing to prevent you from using magic which normally deals higher damage than melee for the simple fact that mages are less resistant to damage themselves. This is unless of course you talk about games like Mount and Blade or War of the Roses, but the scope of those games is far beyond what an indie dev could dream of.

My solution for this is rather simple. You simply focus and categorize melee into sub branches and apply those "Elemental" or "Different rules" to each kind of physical weapon and put it on par with a magic counterpart. Allow me to give you an example.

Say you have a shield. Well that could be pretty much it. My kind of focus would be to ask, what kind of shield? is it a wooden shield?
A wooden shield would be very poor when defending against melee... but perhaps it can be useful when dealing with Energy/Electricity-based magic users.
Then it comes the problem of fire magic! a whole world opens when you "Corner" your player in the non-magical role. This also helps fix part of the Gary Stu problem of being a "Chosen one" in the world, with understanding of magic being a gift.

My goals when creating this game/the hook.
I want the main hook of this game to be playing the role of a non-magic user sticking it to the magic users! for all the knight/warrior/barbarian/archer lovers!

I want the player to think about magic-based games and look at the other side of the coin. You don't just wave your wand and conjure whatever you want. On the contrary; you must adventure into caves and recollect ingredients, get ores from mines with a pickaxe or slay people and loot their armor for it to be smelted and reforged. You work for your equipment, you feel the upgrade, you get the thrill of being kind of powerless. The survival comes in when you get thirsty and hungry and you can very well get poisoned, burnt, frozen, etc. (Much more information on the link i put up with the design document.)

Hopefully, as a secondary goal, i want to set the atmosphere and pave the way for other games to be set in this gameworld, there is much more to this land than these drawings i present you. But that's a story for another time.

"We want an alpha or prototype!"
The reason of why i haven't thrown a prototype yet is a rather dull and sad one, but in case you are interested: I began trying to teach myself how to code since i love all of this lore making and drawing and what not (pixel art is actually not my best style, but it is objectively better to make a lot of content easier and faster) and nobody likes the "idea guy".

I had gotten to the point in where i honestly believed that codding was simply not my thing. Spending days trying to fix ridiculously easy mistakes such as syntax and caps. But i love making games, i love it so much i want to do it for a living. I waited until i was 18 and got into college in Systems Engineering (My county's equivalent of Computer Science) in hopes of learning more... the career supposedly included c++, c# and some java on the side.

I'm in semester 4 out of 8 and dear god we have learned jackshit, pardon the word. I can barely make programs in console with objects, methods, classes, reeaaally basic stuff.

So i am now rather desperate and decided on sitting back, giving this project another go as text... doing ALL of the required text assets, because i believe one thing is being the "idea" guy, and another one is developing the ideas to the finest detail, balance, numbers, prices, feedback, advertising, etc. And then i have some skill in drawing, i have a tablet and the rig to run specialized design programs and such.

This is why i wanted to finish the whole document before throwing a "prototype", because unless you have money to throw to people (which i sadly don't), nobody believes in an "Idea Guy".

I'd like to share my specific questions about mechanics and stuff like that, but first id like to hear your opinion on this.