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Cap'n VG

Member Since 17 Mar 2011
Offline Last Active Jan 16 2016 11:14 PM

#5271383 Do I need a Laptop or a PC?

Posted by Cap'n VG on 16 January 2016 - 02:22 AM

Desktops are indisputably more powerful than laptops at any given price point. Miniaturization costs money and power restrictions cost performance. On the flip side there are many capable and reasonably priced laptops out there with plenty of power, more than enough to get work done. You should work on identifying your actual needs and software requirements first, as well as your needs for laptop size, battery life, performance, etc. For the time being, it doesn't sound like you need anything outside the realm of readily available thousand dollar laptops, like an Inspiron 15" 7000 series, Lenovo Y50, etc.

 

Don't get hung up on what professionals do. When you're paid a couple hundred dollars a day, it's worthwhile for a company to spend a day or two worth of your salary to maximize your productivity. It's not unusual for pro developers to have desktop PCs that cost $3000+. It's rare to provide high spec laptops simply because most of the heavy lifting is generally done in the office.

 

Are you a student? I would not recommend not having a laptop if so.

 

I am a junior game designer and I'm no longer a student and I got a job. Then for running such game engines like Unity 3D or Unreal Engine or Havok engine and playing games with high specs, Laptops can do such things?

 

Many of the staff when I ask them about the power differences, they always tell me that a Desktop is always the best to have and a Laptop will easily burst when dealing with games of such power especially 3D games. One of my friends had a powerful laptop that just got busted within 2 years and its all because of the coding that caused it.

 

Currently I don't use software that requires much of raw power. But I have a feeling that sooner or later I would need such power to work on various softwares such as game engines and its for that reason that I feel that I need a desktop in the long run.




#5271376 Do I need a Laptop or a PC?

Posted by Cap'n VG on 16 January 2016 - 12:06 AM

I'm now a junior game designer and I currently have a HP Pavilion dv6 Laptop which is not powerful enough to run something like Valkyria Chronicles.

 

I want to get a PC so that not only can I play games with high specs but also do other things like learning game engines.

 

My parents are arguing that Laptops are better than Desktops in the sense that they think that Laptops are cheaper and easier to use comparing to a desktop which isn't portable. I want a desktop because even if its true that Laptops are just as good as a desktop, The fact that desktops have more processing power than laptops further proves that the latter simply isn't ideal for not just gaming but also for trying out various software. 

 

Now that I'm a junior game designer, I want to know whether game designers need a powerful PC or are just fine with some inferior laptop if they are to do work even outside of just playing games? If they do need a powerful PC, do game companies offer them such PC's or is it something that a game designer has to use his/her cash to just get it by him/herself?

 

On top of this, I would also like to know what various softwares do game designers use for their work. Currently, I'm just using word and powerpoint during work but I have a feeling that I will probably have to start using other types of software sooner or later.




#5242019 Why platform games now focus on unlimited lives?

Posted by Cap'n VG on 22 July 2015 - 03:14 PM

Well....I guess time will tell if having lives or not really means a thing. Though personally, it matters to me and I guess I'll have fun playing games with lives instead. I don't see how platformers personally can be fun without lives because there either needs to be an energy bar or a life system.




#5241290 Why platform games now focus on unlimited lives?

Posted by Cap'n VG on 18 July 2015 - 05:40 PM


(For the sake of clarity given the lack of tone in text, the above is facetious hyperbole: while I don't agree that lives inherently improve or are important for a platformer, their inclusion doesn't necessarily kill a game either.)

 

Of course it doesn't because it needs to be. The game will have collectibles that besides getting extra lives, they don't do anything else which makes it WORTH getting which is something LEGENDS DIDN'T DO! I know I'm shouting here but I'm trying to get the point that lives do matter. All it takes is a new mechanic to make them less archaic even though getting lives doesn't bother me so much.




#5240116 How do game designers communicate?

Posted by Cap'n VG on 13 July 2015 - 01:47 PM

A lead game designer that I'm working with claims that game designers simply write GDD and submit it to the programmers who read it and program based on the document. Is that true? Isn't the game designer suppose to understand the technical limitations and sit with the programmers and see how its executed?

 




#5238162 Why platform games now focus on unlimited lives?

Posted by Cap'n VG on 03 July 2015 - 06:13 AM

I'm not sure I understand. Are you saying unlimited lives make the game harder or easier?

 

Have you played VVVVVV? VVVVVV has infinite lives with instant respawning and checkpoints every five feet. In doing this, it can offer much more difficult challenges without being aggravating. VVVVVV is a good example of how to increase challenge, without increasing frustration.

 

 

[Edit:] To clarify, I'm not bashing death, and I don't always like the idea of infinite lives, but I think there's important game design lessons to be discovered by pushing different mechnics to their extremes. What happens if we make dying very harsh (i.e. permadeath)? What happens if we make dying painless (i.e. instant respawn)? What happens if we add a delay before respawning (like most FPSes)? What happens if the player has a fixed number of lives? What happens if he can find more lives within the game? What happens if the player dies in one hit from every enemy? What happens if enemies do miniscule amounts of damage? What happens if the player has a automaticly recharging health bar? What happens if his health doesn't recharge? etc... etc...

 

We need to push the mechanics to the extreme, and see what we can learn from the results.

 

I'm saying that unlimited lives make it way to easy. 

 

Here's one issue though. VVVVVV is a puzzle platformer. Having lives on a puzzle game can't work since the game focuses heavily on the puzzle elements. That's why it makes sense for the Wario Land series (not the first one but from the sequel onwards) to not have lives because they focus a lot on the puzzles.

 

We're talking about basic platformers with no sub genres here. So with that in mind, let me talk about the issues I have with unlimited lives.

 

In Rayman Legends (or even origins for that matter) there is unlimited lives here. The problem with that is that it destroys two things.

1. Challenge

2. Lack of satisfaction

 

Challenge because the game works a lot like an emulator. For every section that the player has to restart, there is a restart sequence which restarts from that point making it super easy to just collect stuff and complete levels. 

 

Lack of satisfaction because collecting stuff here doesn't reward the player at all. The only thing the Lums do is to give you currency which unlocks costumes, instead of having them hidden around the levels. Not only that, but the way they are placed is so bad that its not even good game design to begin with. There are numerous times where I miss the lums no matter how good I am and that is a bad thing to do in a platformer in general. You always make the collectibles easy to get as much as possible no matter where you go.

 

I feel as though that modern platformers are destroying the value of collecting stuff by eliminating lives. Even if the game is easy, lives are something any gamer would like to get easily because when he faces a tough challenge, those lives will come in handy. Another reason that this unlimited lives don't mean a thing is that there is no punishment that the player gets for losing. Punishment is needed inorder to develop the learning curve and losing lives is something that balances both frustration and challenge.

 

Not only that but there's also lack of having power ups as well. There's nothing else you can do in Legends besides the basics (even that is also underwhelming).

 

Observe every Super Mario game out there. Why is it so easy to get lives? Because there are bound to be levels that do take some challenge.  So the player has a choice. Either go to the previous level to easily get the power ups that are required or complete it the hard core way. This isn't a problem because the player can easily complete the levels in no time at all. Collecting coins means a lot as well. If a player finds a hidden block, he's given a reward which gives satisfaction.




#5196734 Can this RPG mechanic work?

Posted by Cap'n VG on 06 December 2014 - 10:41 PM

Sounds vaguely like a Mario & Luigi RPG game of some sort. They often play around with Mario and Luigi doing different things or swapping between modes.

 

Have you played The World Ends With You? In that game, using the Nintendo DS's dual-screens, each character is fighting on a different screen.

 

It sounds like the mechanic could work - but execution is everything.

 

Swapping stats sounds like it removes each prince's individuality - I, as a player, no longer need to care about the differences between them. In my mind they then become one character in two bodies, rather than two unique characters. This may be what you are going for, plot-wise*, but makes the game less interesting, character-wise.

 

*Cliched plot twist: they aren't really twins, they are same person who got split apart in two or more bodies.

 

I've played RPG games and majority of them are pretty much the same. 

 

By "the same", do you mean they have ceased to be enjoyable to you, or that they weren't really enjoyable to you in the first place?

 

Why have they ceased to be enjoyable? Have your tastes in genre changed, or have you just played similar RPGs so much that you feel like you're just replaying the same game over and over?

 

What parts have ceased to be enjoyable? How would you go about improving - or removing - those parts?

How can you take the RPG genre and distill it, refine it, build upon it, polish it, and improve it?

 

 

 

So I want to do something new to the genre.

 

Are you doing something different just for the sake of being different, or are you trying to do something better and make things more enjoyable?

 

Different doesn't always mean better. Different doesn't always mean enjoyable. Sometimes they can be improvements, other times they are just gimmicks that are entertaining for one game, but aren't really lasting improvements to the genre. Which is fine - the occasional gimmick-game can be enjoyable. Are you designing a gimmick game?

 

I was inspired to do this mechanic after playing Bowser's inside story. The thing is though that the Mario rpgs don't require a lot of grinding process in order to make progress. The idea of this mechanic is that I want anyone to enjoy RPG's not because of its gameplay but also because of the genre having well written stories and people who play it halfway won't get to enjoy the rest of the story. So yes, you can say that I'm making a gimmicky game.

 

Some of you mentioned that the game wouldn't work with swapping stats and I want to tell you that levelling up in this game is not so frequent as it would in any RPG. you can battle tougher bosses with low levels, something that cannot be done in rpgs. Therefore the game will be really fun to those who aren't interested in RPG's normally

 

When playing RPG's, there are various things in common. grinding, talking to characters to find out what to do, facing bosses, watching cutscenes and then facing climaxes. While its understandable why everyone likes this process in RPG's, it will leave others not that interested because of one factor that can potentially stop players from playing. Grinding and I want to make that process more enjoyable by improving in it. 

 

Another problem RPG's have is once the game is beaten, there really is no point in revisiting the game unless the game offers story branching such as Chrono Trigger. Then Side quests only give the benefit of the player getting more powerful rather than offering something else like unlocking concept art and such. 

 

The world ends with you is an action rpg whereas I'm making an RPG game instead. As for the character wise, its not going to be as cliche as you think it would in my defense atleast. I'm going to bring out branching paths for the story like trigger.




#5196273 Can this RPG mechanic work?

Posted by Cap'n VG on 04 December 2014 - 10:31 AM

I've played RPG games and majority of them are pretty much the same. So I want to do something new to the genre.

 

 

Title of the game: Touche

Author:Artwark

copyright information:n/a

 

 

Game concept: The game is a puzzle rpg game which involves two main characters though some others will be playable as well but not major.

 

 

Demographic:The game is focused mainly for those who love  role playing games and for those who wish see something new  with the unique game mechanics.

 

 

Feature set:

1.Control two characters with one solving puzzles and the other battling in this RPG.

2.Why not let the one solve puzzles recover...So the one fighting can recover!

3.Use fast track option so that the one in need can be focused more!

 

 

Game mechanics: It is an RPG game as well as puzzle based. At first players control Prince Jornne and Prince Thornne who have their own paths.

 

 

When controlling the characters there are two options. At first both the characters are controlable where both will move the same directions and cannot be moved seperately. The other way is as the game progresses, The player will recieve an amulet which allows the player to control characters seperately. various events will occur depending on which prince is being played. When shopping, players can swap the items from one prince to another and swap money as well by using the fusion belt which is received later on in the game.

 

 

In the battles, both  princes will fight two enemies. Sometimes both will fight each other or at different areas where events happen simultaneously. Each prince has a style of battle. For instance, Jornne has the ability to attack, defend, use magic, run and use items. Jornne's magic is light and doubles the damage when striking it against dark enemies.

 

 

Thorne however can do the same things as what Jornne does. However his offence and defence stats are higher than him. His dark moves are doubled when facing holy enemies.

 

During the battle modes, the player controls both the princes in battle. The prince who touches a monster gets to face the monster whereas the other prince gets to face phantom pirates who are just a clone of the monsters but are more darker and carry swords . Monsters when defeated give exp whereas Phantom Pirates when defeated give money.  When one of the main princes faints, the monsters will merge with the phantom pirates doubling their strength forcing the other prince to fight them both but if the enemies are defeated, the other prince gets both exp and money whereas the one who faints doesn’t although he can still fight in the next battle and can still be moved in the outside area.

 

As the game progresses, Thornne will obtain the Fusions Bolt which allows players to swap stats between the two princes such as Attack, Defense, HP, Magic,Luck and Leveling up as well during both battles and outside areas.

 

 

In some cases  the player can use fast track for attacks, magic, recovery etc without the player doing it manually. 




#5125017 Do game designers need to use the computer to work?

Posted by Cap'n VG on 20 January 2014 - 05:27 AM

My parents complain that I use too much of the comp and play games too much. I only play games for only about 2-3 hrs max per day but I use the comp a lot because I need to use it for not only my college works but also for my future career. So I want to know if for being a game designer, do you need to spend a lot of time in the computer making assets for video games or something? Or better yet, does a game designer really need to spend hours in the computer working?




#5080711 InkMan

Posted by Cap'n VG on 26 July 2013 - 05:38 AM

Name of the game: Inkman

Genre: Platform

Target audience: The game is focused on casual gamers.

 

Artstyle: The game will use pop art and cartoon art as its artstyle

 

Game concept: Its about Inkman who saves the world of blotspot with his pen sword which he can use to spray ink , pop bubbles,  absorb colors and cause enemies to slip.

 

Game mechanics: The game starts with the main character inkman. Inkman can run, jump, stick on walls, absorb/shoot ink colours and use his pen nib to pop bubbles that leave stamps and medals.

 

Spraying ink on the floor not only allows enemy’s to slip away from the player but also allows inkman to run faster to reach farther places. Whenever inkman gets hit or uses his ink, a portion of his body turns white. When his entire body becomes white, he losses a life. When all lives are lost, the game ends and the player can either continue or quit playing. He can regain his color by either absorbing the color essence  from enemies or by being poured/touched by a color paint.  

 

The goal of each level is to reach the end of the level that has a black and white picture. Choose which ink color to shoot from top to bottom as there are only five colours. If the five colours match the picture, the player earns five lives.  Some parts of a level will be in black and white and inkman cannot access those parts unless the player finds a black and white picture based on the level segment and spraying colours that are based on the fragments of the picture.

 

There are certain powerups in the game that enhance inkman’s abilities. These include a color orb which changes the colour appearance of inkman allowing him to spray the new colour. An ink bottle which acts as extra energy bar that allows inkman to spray more ink till the bottle becomes empty And a silver pen nib which allows inkman to spray ink even further.

 

Some colors that ink man changes create an essence, for example if ink man is red, he can smash rocks. If he is blue he falls slower than before. If he is orange, he can splash colour whenever he lands. If he is black, his ink will push enemies even further.

 

Hidden in levels are stamps and medals. Collecting  stamps allows inkman to send a message to mailboxes based on the image of the stamp. For example if inkman gets a one up stamp, he needs to go to a mailbox with a one up image to get a one up.

Medals are hidden in difficult areas and while its not necessarily needed to complete the game they can be used to earn more continues/lives, increase the ink bar etc.




#4973963 What is wrong with the pitching here?

Posted by Cap'n VG on 27 August 2012 - 07:44 PM

Ok this time I've made improvements.

Title of the game: Touche
Author:Artwark
copyright information:n/a

Game concept: It is a role playing game where a player is able to control two characters simultaneously despite them being in different paths but allows them to swap their health, money and exp.

Demographic:The game is focused mainly for those who are influenced in role playing games and for those who wish to see unique gameplay.

Feature set:
1.Control two characters simultaneously and exchange exp and money.
2.If one heals, the other can heal as well.
3.Swap stats to improve tactic skills.

Game mechanics: It is a Role Playing Game. In this game The player controls two characters simultaneously. i.e if the character from top goes up, the character from the bottom will do the same.

This means that the player cannot move them separately, and if the one is stuck while the other one isn't, the player can't progress until the character on top can go forward. For example Jornne at the top screen is at a dead end while Tornne at the bottom screen isn't and needs to go upstairs, which means the player has to figure a way for Jornne to pass through in order for Tornne to go upstairs so that both can progress further.

However once the player gets the Masunga Bracelet, the player can then move Jornne/tornne separately while the other one remains as a stone. However, the bracelet can work only for a few seconds and after that, the one turned to stone comes back and instantly warps to the position where the other character is.

When in combat either tornne or jornne will have a battle. When this happens, the one who faces battles will combat while the other one faces spirits. Spirits are the only ones which give exp while enemies will only give money. To make this tactical, the player can exchange exp, money to the two characters. As the game progresses, the player will have the ability to swap stats as well. If one character gets hurt in battle, the other one will get hurt as well despite him not being hit. If one dies in a battle, then the other one can still fight and after the battle, the other one needs to exchange his health bar to keep the other active and progress. If both the characters die, the game ends.


#4973409 What is wrong with the pitching here?

Posted by Cap'n VG on 25 August 2012 - 11:37 PM

This is a game Idea that I've written it in a document. I'm not sure if it goes to writing for games or not since its the idea I'm talking about.

Title of the game: Touche
Author:Artwark
copyright information:n/a

Game concept: The game is a puzzle rpg game which involves two main characters though some others will be playable as well but not major.

Demographic:The game is focused mainly for those who are a fantic of role playing games and for those who wish to experiment with the unique game mechanics.

Feature set:
1.Control two characters with one solving puzzles and the other battling in this RPG.
2.Why not let the one solve puzzles recover...So the one fighting can recover!
3.Use fast track option so that the one in need can be focused more!

Game mechanics: It is an RPG game as well as puzzle based. At first players control Prince Tornne
who does missions and assists peasants. By doing this, he gains EXP and items as well. But once Prince Jornne appears, the gameplay becomes interesting. Tornne or Jornne will either be battling or solving puzzles separately. For example, Thorne is under a fight while Jornne solves a puzzle.

Like wise it can be opposite as well like Jornne battling and Tornne solving puzzles. This is further more linked as when Tornne or Jornne get hit in the battle while the other one not on battle will also get hurt and vise versa and if either one of them faints the other will faint as well and the game ends.

When controlling the characters there are two options. At first both the characters are controlable where both will move the same directions and cannot be moved seperately. The other way is as the game progresses, The player will recieve an amulet which allows the player to control characters seperately.

In the battles, Either one of the princes will fight while the other is halted either by a scene or lies down. Sometimes both will fight each other or at different areas where events happen simultaneously. Each prince has a style of battle. For instance, Jornne has the ability to attack, defend, use magic, run and use items. Jornne's magic is light and doubles the damage when striking it against dark enemies.

Thorne however has limited moves as the only thing Thorne can do is attack and use magic and cannot do the same other features like Jornne. However his offence and defence stats are higher than him. His dark moves are doubled when facing holy enemies.


In some cases players can use fast track which allows players to focus on one character at times. For example, in case of the outside area, when using fast track, he can go to an area, buy items, use items, etc while on battles, the player can use fast track for attacks, magic, recovery etc without the player doing it manually. More characters will be playable but only in the battle area.
As the game progresses the Goblin bracelet will be given to Thornne which has the ability to swap stats with Jornne. Other badges can also be usable but only one badge can be used at a time.

It is to be made for the 3DS. How is it?


#4951601 Why won't this arcade game work?

Posted by Cap'n VG on 21 June 2012 - 09:57 PM

My friend says that this game will not work as an arcade and it is nearly frustrating. So I want to know the flaws of my game. pls note that this is just the beta of the game and if you guys feel that it should be completed I will make the full version of the game else I'll have to scrap it down.

http://www.2shared.com/file/A1ZAGl43/Space_Void_final_v3.html

This friend of mine is named Dan who used to be here in this forum but I guess you know that.


#4873977 Value of a master's degree?

Posted by Cap'n VG on 18 October 2011 - 11:16 AM

I don't know why so many people prefer to do a master degree. I mean for jobs like this, its all based on talent. If you know how to make game, don't waste your time doing a degree. Its only gonna make matters worse. Then if you want to suddenly do PHD? Just motivate them to hire you by using whatever creativity you have. Sheesh

I hate this B.sc and I want to do BA but I can't. The degree is useless because It only provides jobs around my country and I hate my country. I want to make games for a wider audience. I can't believe I have to spend another two years just to get a powerful degree.


Many people enjoy school. It doesn't look like you are one of them.



Really? You mean school as in grade school or high school?

Either way I won't agree with it. If anyone was interested in school, then they would get high grades which irritates me often. Cause every school has a student who holds the high scores. What is so fun in learning the basics? It is only the basics that determine a person what he would want to be.

Still like you said even after a master's degree, you still won't get a career as a game designer. But that makes me wonder why bother doing a degree even after knowing that you still won't get game career.


#4787311 Its not just a game... Its art!

Posted by Cap'n VG on 17 March 2011 - 09:13 PM

If you ask me, art for a game designer simply tells how the designer wants the characters the levels and the entire game to be according to his vision.Some game designers wouldn't care much of the art but more of the game play instead.Some may not be good artists but would hire an artist to make the art great in case the actual game isn't an original concept like Braid for instance.


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