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Member Since 14 Sep 2009
Offline Last Active Oct 29 2013 11:23 PM

Posts I've Made

In Topic: From Seconds to Hours of Gameplay: Design Tutorial

01 November 2009 - 07:20 PM

Sounds good. Expect more coming on the site soon!

In Topic: From Seconds to Hours of Gameplay: Design Tutorial

31 October 2009 - 12:45 PM

Thanks for the feedback! Bjorn, what kinds of advanced topics would you like us to cover?

In Topic: From Seconds to Hours of Gameplay: Design Tutorial

31 October 2009 - 06:43 AM

Thanks! The videos are posted weekly on The Game Prodigy, so the next one will be coming up on Monday. Also they won't all be beginner tutorials.

In Topic: a cinematic RPG combat experience?

30 October 2009 - 08:15 PM

Could you be more specific with your question? You're looking for examples of visual fluidity in RPG battle systems?

It's an interesting question because those are contradictions, giving the player time to think out their moves while making it seem like a movie. So what you really want to do is give the feeling of a movie. You could do this in a couple ways, maybe make time slow down and speed up as you alternate action and decision.

In Topic: A trigger based system (Need help refining idea)

30 October 2009 - 08:02 PM

What do you want the focus of your game to be? While it may be interesting in theory to engineers like us and others on this forum, I don't think that your average player is going to enjoy the possibility of creating their own logic statements. They will probably be bored and overwhelmed with it.

I might suggest that instead of creating a complicated system and handing it over to the user, you build the game around the treaty gameplay. Use the system to create some pre-baked treaties and try them out. See which ones result in the best games and which ones are never used. Then build more into the successful ones and cut the others.

This is something that you could do with a paper prototype, or if you already have the game up and running, put it in and try it there.