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Member Since 20 Apr 2011
Offline Last Active Yesterday, 04:52 PM

#5141475 What do you like in classic RTS? (like dune 2, warcraft etc)

Posted by Mratthew on 23 March 2014 - 11:06 AM

1. Strategic challenge of defeating the many with the few or even "taking whole" a Sun Tsu term that indicates achieving victory without loses for either you or your enemy.


2. A disconnect between the commander and the soldiers. I've yet to encounter a game where I feel a kinship with my soldiers or populace (though the original COH comes close).


3A. Climbing the ranks, military command is earned. A soldier leans to fight, learns to follow tactical commands, learns to give tactical commands as part of an operation learns to give operational objectives as part of an overall strategy and if they survive and are bright enough, can learn to build strategy from a combat or logistical perspective. Most RTS just jumps to that last step instead of showing players "why they command".


3B. Obviously player driven soldiers (obviously 3A would enable this across all perspectives of the hierarchy).


3C. In the area of resource management, I think much more focus should be put on the effects of resource extraction, sustainable practices and the long term issues.


3D. Effect on civilian populace.

#5133730 Looking for game ideas using a 24x24 LED matrix

Posted by Mratthew on 22 February 2014 - 10:21 PM

How fast are these LEDs able to strobe?


You could create a pattern match game that works to a beat (played on the phone). Use the android to play a beat, display simple images on all four of the LED quadrants, two of which match. The phone would have a 4 quadrant touch area. The player simple touches the matching pair of images displayed on the LEDs or slides between them, pinches them, double tap, etc. When the action is on beat (or close) and the match is correct there is a cool drum solo (to indicate success and give the player a break) and increases the beat. The player needs to make the match as fast as possible but on beat (ideally a match per beat), but each level could dictate how fast the player must make the match (i.e. lvl1=every 12 beats, lvl10=every 4 beats, etc) The different gestures play different sounds so the player has a sense of creativity in creating a song. If the player makes a mismatch they get a record scratch and the beat slows back down again. If the player is on beat but not making matches they still progress with a new collection of sounds for the gestures if they are off beat they return to previous sounds. I would use a reasonable level progression system so the player has to really work for new and interesting sounds for the gestures. The images the player must match could also dictate which gesture the player should do if you wanted to add more structure to the gameplay (like bop it) with images that look more and more like the dictating matching pair (if that makes any sense at all).


Spose this doesn't really need the LEDs and could all be done on the phone, buuuuut, ah well. That's one idea. The reason I asked about strobe speed is because the LED's displayed images could strobe off to the beat as well thus making matching more difficult as the beat speeds up. 

#5127643 Population growth in space colony game

Posted by Mratthew on 30 January 2014 - 09:54 PM

I think physically limiting the player's access to population is pretty common when it comes to population management. If the managing bodies of an organized society fail to organize the population, the population organizes itself. This mechanic could be as simple as increasing authority during civil unrest or riots or it could be complex matter of diplomatically dealing with the fragmenting groups and bringing them back to the ideals of the whole. The later strikes me as the more interesting game but also the more complex the dev. 


Generally its the responsibility of the governing bodies to accommodate expansion and use hindsight and foresight to plan for the inevitable expansion.

#5121451 Achieving photorealistic game models/assets

Posted by Mratthew on 05 January 2014 - 12:34 PM

I find the biggest key for every artist that no artist wants to admit to is reference material. My friend models for EA and the bane of his work (on sports titles) is when certain soccer or hockey players don't have a lot of reference pictures to work from. On average my friend has over a hundred images to work from for any given model usually closer to the thousand mark if he can manage it. These include but in no way are limited to the turn around images, dynamic and bland lighting images, old and new images of the person, high res to focus on important features (as mentioned) defects and details like pore size & other skin type things, some times even pictures of family members to explore likeness, in the case of clothes (or sports jerseys in my friends case) reference material allows you to pay attention to details like of how fabrics sit on their body, etc. No reference is entirely useless, keep it all!


As mentioned, anatomy is key as well. If you don't have a firm grasp on the reality of your model you can't expect it to look realistic. Start with the most broad aspects. Get the silhouette to look right, then start in on details. Your eye will pick up problems right away when the silhouette doesn't look right. This should take you back to your reference material of course. 


Shaders are key! Getting the most out of your textures is achieved through shaders. A painting can look great with all the right colors and all the perfect strokes with all the right brushes but if it doesn't use the light properly, it's just colors. 

#5121429 Tower creation system for Tower Defense Game

Posted by Mratthew on 05 January 2014 - 11:24 AM

Its not a bad idea but the design of a tower isn't overly complex (as it is when creating a ship). Other then height, firepower and support or passive skills (as techno mentioned), its kind of like building a character that doesn't move.


That being said I have seen a few 2D app style games that unique branching design systems where players' choose branching expansions to house further weapons and systems to help fight off enemies from up down and either side. Another aspect to explore is the power required to fuel the tower's systems (resource collection and refinement) and maintaining the challenge of a "not in my backyard" mentality of the surrounding (possible growing) population that your tower protects with aesthetic and none practical upgrades. 

#5120375 Innovations in FPS games

Posted by Mratthew on 31 December 2013 - 04:00 PM

I'd say the most recent FPS true innovation would be the exploration of free running. Both mirrors edge and the game BRINK have explored these concepts the most thoroughly in my experience but many titles now include evasive movement. For single player this means a new kind of platform jumping game play and for mutliplayer it means a wide variety of dynamic animation needs to be rendered creating a wider array of silhouettes for players to shoot at. 

#5118306 A diffrent type of rts.

Posted by Mratthew on 19 December 2013 - 10:48 PM

To lighten the micro management load create natural hierarchies. Add charisma and intelligence to your units tab off variables, intelligence enabling a unit to move from soldier to a commander and charisma to inspire troops to follow. You can either add a rank structure which the player issues or make it experience based or ideally both.


For example you send a rabble of units to take down a monster, a good chunk of the group dies however a few survive. These warriors earn rank for winning the kill and now when ever you issue an order to these new higher rank units they will grab a few soldiers and bring them along and issue specific skill orders (caster skills) to those units (so you don't have to micro them). The higher the rank the more units, teams or groups of units they will use to achieve the action requested of them. Now your surviving commanders are sent to kill a monster and each bring teams along with them. That same monster is killed easier, not because of more troops, but because of a truly better military.


This system could be carried across to none military as well. Think of a wood cutter becoming a lumber camp. A smith becoming a forge. Etc. This doesn't happen because you simple clicked it into existence. This happened because your populace has a wood cutter that is intelligent and charismatic enough to lead other wood cutters. This system could explore taught skills as well, but I digress. 

#5113534 FPS Game Gamemode Ideas?

Posted by Mratthew on 01 December 2013 - 01:54 PM


Matthew M.

My Ender's Game inspired game type


Each match starts as a free for all, each kill re-spawns the victim as an ally to the player building kill based teams. Ally means no friendly fire, support & command perks shared and a shared kill based team building. As a player makes kills they permanently earn command abilities and/or unlock weapons which can be allocated/shared to/with team members thus escalating combat.


A leader is the player that sits above others in a hierarchy. If a leader is killed, the kills they have earned disband (no longer allies) into their own earned kill teams (*or re-organized hierarchy) and the leader re-spawns near their killer as an ally in the new team hierarchy. Unification is the win condition, however this isn't the end of the match. 


To really cut and polish this gem, take this unified army of players and face them against overwhelming waves of unfriendly [insert favorite monster/enemy to carry out genocidal warfare upon]. Two rewards, the first is for the rank a player earns based on kill streaks indicating unification personally earned. The second is survival time achieved during the survival mode, this is a shared reward. 


*For example: You join the game you make a few kills which unlocks the ability to target enemies for allies to focus on, a close range radius passive healing ability as well as unlocking a heavy suppression weapon. Which you hand off to a newb you owned right away and has been following you to take advantage of your healing ability. You notice a fairly large team forming and try and sus-out the leader. By targeting but not killing the enemy the hierarchy starts to be displayed as a rank icons over top of a targeted enemy. Your small team grows as your team makes kills and you target and kill the leader of the other group disbanding the group. You pull back and let the disbanded teams fight it out, taking pot shots at the leaders that are growing their group faster. Your flank is overwhelmed by a group you hadn't been scouting and you're killed. All that work for not!!!? Starting off as a grunt under some other jerk is pretty frustrating however all the perks and weapons you unlocked are still available and your new commander recognizes that, he re-organizes a few teams of soldiers as your subordinates (they aren't thrilled), you drop some rad weaponry and perks into their hands and everyone is happy. You take your team and you go after your old team members, rebuilding your old empire. This time, with the added support perks of your new commander. Unification is achieved and you earned the "re-organized second in command achievement"! A count down. The commander is organizing everyone into a fairly tight parameter on a plateau and your teams protects a few key choke points. Everyone is gunning for a new survival time record to make the leader board for the day. The Shakespearean tragic ending creates lasting bonds of friendship between players and unending peaces on Earth for all humanity (with high speed internet;).


Hope that little read made some of the ideas more clear. This design can be scaled which is nice and elite players have to evolve their play to survive command gameplay, instead of just dominating combat matches, meaning less match making. Other fun additions could include none combat foliage painter, where players discard their weapon (and ability to fight) and choose to run and hide. Their character acts as a paint brush, slowly painting forest all around them to hide in wherever they go on the map, perhaps earning "titan" physical abilities to move through the forest (altering the end game).


I've posted this design before but here it is again. Feedback of all kinds is always appreciated. I'm a hobbyist character animator, give me a shout if I can help.

#5112347 Converting dice rolling mechanic into digital games

Posted by Mratthew on 26 November 2013 - 10:45 PM

I like ludus's and swiftcoder's idea, the mechanic of physically shaking the peripheral be it a mouse, swiping on screen, accelerometer on a device or even motion captured video from a webcam. I would reconsider exploring a 3D dice and hand, using actual physics and rigid body dynamics could make for a cool experience. The click and hold of the peripheral of choice would loosely grab the dice, and the release would actually open the hand releasing the dice. You could even explore hand positions that alter the throw if you want. This connection to dice and the feeling of controlling the release of the dice is what fools people into thinking they have control over this almost entirely luck based type of gaming. I always thought this would make a killer AR app for a phone:) Happy to help animate just msg me.

#5111411 Money and your Character, how would you make earning money fun?

Posted by Mratthew on 23 November 2013 - 12:36 AM

You could explore a finite money/score system. 


Starting with a finite resource along side a regenerative resource and the ability to use up and/or destroy both. Making the finite resource a more effective resource but obviously limited in quantity and the regenerative resource (slow to regenerate but faster to extract) less effective for crafting goods. Create a population with a philosophy and market designed to encourage infinite growth at every turn (a kingdom where the control of the crown shifts between NPCs based money/score and popularity). To help encourage this infinite growth there could be "banks" where everyone loans money/score from with interest (making bank owners likely candidates for the crown). Obviously this money/score would be used to buy the things needed to then collect back enough money/score to pay back the loan, the interest and make a profit. Make the extraction of the resources destroy the surrounding area thus creating monsters that threaten anyone nearby, this makes jobs for warriors to protect NPCs that can't fight (but can pay good money to survive). To arm the warriors the people need to craft better weapons which require (you guessed it) more resources. Then let the player explore this sandbox of doom. Allowing them to get rich, trash the world along side the rest of the pre-programmed NPCs and watch as the NPCs desperately pay and give up anything and everything to survive as the world falls apart.


Of course maybe you don't want to make a sim game...

#5108613 Tutorials!

Posted by Mratthew on 11 November 2013 - 11:17 PM

Here is a speed painting tutorial I'm watching right now! Some good tool tips and general painting knowledge. Enjoy!

#5107343 How do I replicate the league of legends login screen?

Posted by Mratthew on 05 November 2013 - 10:02 PM

Software like this could help to easily animate the 2D elements you paint. Certain post processing effects are used as well as particle systems to create the real polish but otherwise it's the grunt work of 2D animation. The 3D look is achieved with the overlapping layers moving with a slight offset. Like the weapon in the foreground of the example you posted. Its broken into 3 maybe even 4 parts in front of the character's hand. Using dark areas to separate the areas and offsetting the movement by a pixel or two. The blink is huge, past login characters haven't had it and it looks terrible. The more layers the more complicated the workflow as you attempt to give the character a sense of weight and natural movement but the better it will look. Subtle movements will look better since your movement is limited to hinge and chain movement. But exploring a variety of transform, scaling, skew and perspective alterations can allow for a bit more flexibility. Photoshop enables a transformation called warp that could enable a lot of the bending you see in the video. I look forward to see what you come up with.


The game that kind of popularized this style of animation in my opinion is Homeworld and Homeworld II cut scenes. 



#5106830 has anyone here released a game that got no attention and make you depressed...

Posted by Mratthew on 03 November 2013 - 08:59 PM

Almost any/every creation we make, is seeking approval from peers, masters or whichever audience we respect. Keep in mind that mastering anything takes 10 000 hours. Given that game production is a multiple disciplined endeavor that's a lot of hours. Don't fret over one game. It'll get better the more you focus and hone your skills.


If you feel like you're hitting a wall in certain aspects of the process or feedback is indicating that one or a few parts of your finished project (by the way, way to go on finishing a project, there are very few of those:) are lacking in finishing touches. Use that feedback to create and use your post-mortem in the production of your next game. Seek help and work along side others with experience in the areas (I believe marketing was mentioned;) to help expand your own skills. 

#5106583 Your suggestion for free model/rigging software?

Posted by Mratthew on 02 November 2013 - 06:42 PM









I'm not sure what your project is, but chances are anything you need to know about achieving it with Blender is in one of these links. Hope this helps.

#5105277 Preventing Cheat in team play

Posted by Mratthew on 28 October 2013 - 11:01 PM

This is along the same lines as what Mippy suggested for global scoring system. I would suggest giving a personal goal as well as team goals that coincide, that way a player is gaining points for themselves and by happenstance they are winning for their team. That way if they are losing it is a personal loss. I would suggest objective based play over plain team death match as well since it keeps players focused. It also gives narrative to a needless conflict and problem solving lasts longer then blood lust.


You can't control players but you can keep them busy and reward them for following the learning curve as well as make it less fun when a player is changing the rules. However the best way to keep these players playing is to anticipate the common "rule changing" situation and design game play around those possible outcomes.


For example, if someone decides they are going to change the rules(friendly fire, voted off the team, etc), change that character's color from red or blue to purple. Enemy of all, friend to no one, yet. The team that kills the purple player has that player respawn as their color with no friendly fire for X amount of time. This keeps the player's head in the game but requires them to reorient their perspective of how they play. Since the game becomes complicated (purple) then regimented (respawn with team). Add objectives to this and a player should be kept in the game even after they decide to screw around for a bit.


Just a theory.