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Mratthew

Member Since 20 Apr 2011
Offline Last Active Jul 28 2014 10:12 PM
*****

#5018666 MMO RTS, what if blown up stuff didn't disappear?

Posted by Mratthew on 07 January 2013 - 12:22 PM

I think this disabled, immobilized or destroyed permanent wreck system combined with Company of Heroes cover system could make the wreck of a defeated tank column into the covered approach of an infantry platoon. could be a lot of fun. Lighter vehicles could act like red barrels, being an explosive target for someone fighting someone foolish enough to use it as cover.

 

To save on data the library of instanced map objects could have a dynamic portion that allows dead units to be added and subtracted (if destroyed or salvaged) from it making the rules of the map's instanced objects apply to it. Maybe create a texture set that can be carried over to any wreck and corpse, the dead unit could then be replaced with the identical instanced map object and the instanced texture data, making the dynamic object into a static part of the map and level design.

 

This could be especially impressive with huge ships in low orbit crashing into the surface. Becoming a whole new part of the map and dynamic addition to the game since every time it crashed it would be different.




#5018102 Dynamic Game Content for an MMO RTS...

Posted by Mratthew on 06 January 2013 - 01:19 AM

Different types of geographical choke points are important as well. Heavy cover, high ground, rough terrain, city choke points, constructed and burnt ground should all have useful units/unit skills that enable various lesser units to hold out against heavier more armored/armed units.




#5016467 Card mechanics (for a strategy game)

Posted by Mratthew on 01 January 2013 - 02:48 PM

1) Don't use a top down view, go isometric for the discarded cards. It'll take up less room but still be recognizable.

5721617-pile-of-index-cards-on-white-bac

 

2) Force the player to either use a card or discard a card at each turn. So the player cannot end a turn without missing at least one card from their hand.




#5014260 Feedback on RPG Assets

Posted by Mratthew on 25 December 2012 - 04:21 PM

The mage and paladin type characters look great, I might explore some more diversity in armor design for the sake of color, lots of grey going on there. The swordsmen looks like he saw an old man fall off a bike. Not so much angry as a "yikes" and the rogue looks like he's smelling something unfortunate. Unless that's what you were going for ;D




#5007643 What are various ways to "do evil/bad" or "do good" in a game?

Posted by Mratthew on 05 December 2012 - 11:34 PM

It depends on the cultural norms you want to establish. It could actually be a really neat exercise to write/explore>play in a culture unlike anything we are used to and learning what that culture considers good/acceptable or bad/taboo. Learning a new way to live. Where the "F" word can be said in front of your grandmother but giving a high-five is illegal. No matter what the cultural norms however, your first step is to determine the actions you'd like the player to explore, (gather objects, help someone, move something, build something, find something, etc).

Check out lists of verbs and find ones that stick out for you and write out a situation based on the verb. Take the action and consider the most wonderful outcome that could follow that action (affecting the character or affecting many people) and the worst and you're dichotomy is set.

I would like to point out that the great part of most stories is exploring the grey area of things. When the worst actions can be justified where morality as we know it crumbles under circumstance. Creating a third option for players to explore good, bad and subjective.


#5003648 What would you want from a zombie apocalypse simulator.

Posted by Mratthew on 23 November 2012 - 08:59 PM

You should make a Black Friday game ;D no need for zombies. Surviving a store is scary enough on Black Friday.

Have you played Left 4 Dead? I'd say it sets the bar for zombie combat. Plenty of dismemberment there. However realistic weapons use here could be interesting (since you're looking to simulate).

You should consider the use of zombies as well, being able to trap them "alive" and use them as weapons against other dangerous survivors could be interesting. The idea treads on some grey area but I've never seen this done in a zombie story (short of necromancers I suppose).


#5003260 What would you want from a zombie apocalypse simulator.

Posted by Mratthew on 22 November 2012 - 10:04 AM

Crowds, real threatening crowds of humans and zombies and the true spread of panic and confusion. Watching the faces of people shift from being unsure and unsettled, to worry, to panic then to horror and true fear and flight. Dynamic true sim of group fear during a disaster. If this is meant to be a simulator then this is the angle you should explore, navigating the chaos of panicked dangerous people. Capturing the emotional distress of the masses and the true disaster of the chaos these masses create. Zombies aren't scary, people are scary. Zombies (like all monsters) just show a side of people that we can't escape.

I disagree with this being something other then a zombie game however if its suppose to be a simulation, then zombies should be just another part of what is the real survival during this type of apocalyptic outbreak. Since the real threat is surviving each other. Finding ways to survive together (this is why walking dead is so go).

The book World WarZ explores the idea of people losing their mind and believing that they are zombies and how dangerous they are because although they can feel pain they have full mobility these are proper running zombies.


#5002178 Something that bothers me...

Posted by Mratthew on 18 November 2012 - 06:46 PM

TheChubu I kind of agree with this statement if we're suppose to be getting immersed into a game's world, we shouldn't be thinking about the camera and any head bob or sway should be minimal at best to seem natural not to remind us we are in first person (this should be self evident;).


#4994349 Affecting the actual player as an alternative to affecting the playable chara...

Posted by Mratthew on 26 October 2012 - 11:52 PM

DaveTroyer's right Hideo Kojima is the king of blurring the lines between an in game experience and a player's experience.

*Spoilers below* The battle with Pscho Manits in Metal Gear Solid actually read the memory card on the Play Station this boss battle involved Mantis making comments about the games the player had made saves for, required the player use another controller and pretended to change the video input on the tv by momentarily going to a blue screen and displaying a familiar green "Hideo" in the top right corner. These mechanics made for a great boss battle.

A reflection of the player's choices represents that the game designer(you) are interested in the players, this conversation is important in any art, but like so many game design ideas it doesn't mean it will be fun. Build and test! Its the only way to be sure.


#4989831 So, What makes players to play a game over and over?

Posted by Mratthew on 13 October 2012 - 11:37 AM

Lauris I'd have to agree. There are stories we come back to because its plain and simple a good story (not just a novel idea). It is harder to nail down the tangible elements that make these stories something so successful (other then great writers). We tend to come back to our favorite stories especially to share with people. IMO Interactivity only stands in the way of a great story if it ruins the pace of the story's progression. I feel this element of story telling is important and so often overlooked.

I'd also say the control choice is hugely important. The peripheral or control scheme defines the players connection to their experience, like so many people are attached to physical books (compared to digital books) its the tangible connection to our experiences that make them memorable


#4985920 Should you make games easy or hard?

Posted by Mratthew on 01 October 2012 - 06:24 PM

Any aspect that takes rhythm, timing, reaction speed, pattern recognition, recall physical memory, or requires physical accuracy (there are probably more that I'm overlooking) should all be almost impossible to master in a design (depending on how many of these are a part of your design). However the learning process to achieve the mechanic should be (IKEA/LEGO instructions) simple and comfortable to learn as well as build confidence in a player and their skill as they learn to use the mechanic.

Create complexity by combining a variety of mechanics. I reuse old mechanics as the primary game structure (what's needed to win) and new mechanics as secondary(macro, advanced, creative, player specific gameplay style, etc) design. A hard game is found in the complexity of its mechanics or how each of the many different mechanics work together. Challenging players to understand the puzzle of which mechanic is applicable and important to the challenge they are faced with is the key.

Positive reinforcement is important aspect to making a game easy to learn. Its a confidence builder. If the win condition isn't clear then no matter what reward you use it won't be worth playing towards (aka its not fun). If the game is easy to learn then the win condition is clear (though good game's will make you question why you are achieving it).

@Bluefirehawk Its not a slogan, its a way to look at your design to ensure it's worth a player's time. "Super Meat Boy" is hard because the designer used a wide variety of the above challenges (at the start of my post) within the limits of the very easy to learn control structure of so many other 2D scrolling games.


#4985565 Should you make games easy or hard?

Posted by Mratthew on 30 September 2012 - 06:09 PM

easy to learn impossible to master


#4985506 Advice needed

Posted by Mratthew on 30 September 2012 - 04:05 PM

Training, the older soldiers should be able to bestow knowledge to new soldiers. This could give the buff of earning experience faster. Hard to say if this applies to your game but its a good way to handle soldiers that have managed to dodge the old meat grinder.


#4983908 What programmers want from a designer

Posted by Mratthew on 26 September 2012 - 12:50 AM

[...]only does character animation... well, in my experience, the character modeling and animation is much easier to find talent for than things like environment art, and maybe we could ditch that guy and find someone whose skills are more well-rounded. Everyone wants to be a character artist it seems (just get on DeviantArt and see for yourself) [...]


A character artist I might agree but few are willing to put in the effort to rig and very few can or will decently animate (hence the terrible animation in countless games). A large minority of DeviantArtists animate. I find Indie games tend to run and hide from animation all together for the most part, but even major AAA projects with beautiful character models don't get a decent animation polish like it should. Many are motion captured and then cleaned up with a dry eraser, leaving lots of odd poses or jitter that they often cover up with terribly sped up timing. Its a shame really. I couldn't agree more that great 3D environment artists are hard to come by but I think that that's more to do with the fact that it often turns into an architects job instead of just a modeling gig. However environment artists, like character artists are easy(er) to come by (many that can paint a unique character can paint a lovely environment since perspective skills are used for both). Could be that you have different experience then me but I would say there is a pretty good distinction between those that have graced the world with there Deviant collection and those that rig and bash out a couple thousand frames per day.


#4983123 What programmers want from a designer

Posted by Mratthew on 24 September 2012 - 12:40 AM

[...] a core gameplay idea, which is well defined, but also flexible, along with completed art assets; they don't have to be "production quality", but they should be good enough to make people think: "... Ok, I believe that he could polish this into something market worthy.".
You could also try making screenshots: You don't have the game, but you can paint a screenshot of what you have in mind for the final product. Or, even better: Make a 10 second animation that clearly shows the basics of gameplay.


Best part of a post I've read so far, a personal opinion of a physically achievable goal to set as priority for most any designer when posting.
Wait! You aren't job? I'll try to more thoroughly read before I post next time. I appreciate it. Be good at you are job, heh. Common the latest sit down between John and Ben Burtt would be pretty rad and it would have me on board for an indie game faster then most any game design idea, but maybe I'm shallow that way. Think of Wall-e! God that movie sounded good.

@Cornstalks That's the kind of folk I like to work with too.

I'm hoping to hear personal accounts of classified posts that stood out, indie devs that got your attention not just because of the ideas they presented but because their post painted a whole game worth making (in your opinion). I want to know the elements in those posts that made the difference. Maturity, professionalism, explore the box sort of aspects are pretty drilled around this forum (for good reason) but occasionally there must be designers that make you excited about games and I'd love to hear about it. The suggestions made by Goran are very applicable to my situation but there must be more out there. Maybe game or genre specific examples of "raising the classified posting bar" or plain old creativity in a classified post worthy of mention.




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