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#5041121 Need Ideas.
Posted by WildField
on 09 March 2013 - 03:17 AM
#5038120 New game prototype
Posted by WildField
on 01 March 2013 - 02:07 PM
#5018603 What "Curiosity: What's Inside the Cube?" teaches us about game d...
Posted by WildField
on 07 January 2013 - 09:10 AM
So, what do you guys think? How would you approach designing a game where the player has to do a seemingly monotonous task?
I would ask myself "WHY?". Because instead you can make games which are not monotonous, with great variety and just plain fun. We have enough monotonous games already.
#5018103 Some ideas on what to do with our game
Posted by WildField
on 06 January 2013 - 01:20 AM
Just why did you go the minecraft way? If you wanted to make a shooter with flying around, just make the one. No need for block placement, or other minecraft features. Make it fun to shoot (monsters are dangerous, have interesting behavior and difficult to target), locating food should be easy (like marker on the minimap or something like of hot/cold indicator depending on the distance to the nearest food).
Also, yeah, you need to provide some kind of a goal.
#5007361 Oldschool retro RPG - feedback and ideas needed
Posted by WildField
on 05 December 2012 - 05:36 AM
What kind of suggestions I need the most:
- I'm still to decide on how attributes work, resistances, how it affects combat and what happens upon level up
- The whole inventory/item system is not designed yet
- How spells are acquired?
I think you have to start with the question why those elements should be in the game at all. "Because other games had them" is not good enough answer. Once you answer that question, it will be clear enough how to implement them.
#5000522 You Should Steal From Other Game Designers
Posted by WildField
on 13 November 2012 - 05:22 AM
I think that explains why "original" games nowadays are as rare as dodo birds. Because "stealing" (creative or not) of game design is considered something normal. The correct approach is simple: draw insipration from life, not from other games. Too bad this is too difficult for many to pull out.
It seems like you commented on the article title without reading it. That's not the point.
And what's the point then? Yeah, i watched gameplay trailer of fast fast fast laser, it looks nothing like bomberman. The only screenshot on that page is bomberman screen, so i assumed that game is similar. It would be much more helpful if article featured screenshots for fast laser itself, and pointed out differences. And not just "Harr harr we took ideas from bomberman, look how smart we are"
And I still insist that taking mechanics from other games directly is wrong. Nice that this is not the case here.
#5000497 You Should Steal From Other Game Designers
Posted by WildField
on 13 November 2012 - 02:37 AM
#4993856 Goals or no goals?
Posted by WildField
on 25 October 2012 - 11:25 AM
I would recommend staying away from sandboxes unless you have clear understanding of what you are doing.
#4990839 Missile Command extended
Posted by WildField
on 16 October 2012 - 12:57 PM
If you want a twist, here is one: missiles shoot not from the base, but from some kind of floating turret, which can position itself on any space on the map. Turret relocation is simple, press "X" and click on empty space and turret will slowly move there. Turret itself can block missiles, but can't die. Each player has his own turret. Also destination of relocation can't be changed until turret has stopped.
You can also add "spawners" - enemy ships that can be destroyed and spawn missiles. Victory/losing conditions are same as in original.
#4942942 Classic JRPG nowadays
Posted by WildField
on 24 May 2012 - 10:42 AM
Might be useful to read, if you are going to make rpg.
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