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Member Since 07 Jul 2011
Offline Last Active Jan 25 2015 06:21 PM

Posts I've Made

In Topic: A horror game?

23 January 2015 - 11:07 AM

Isn't this exactly like Five Nights at Freddy's?

In Topic: Designing an Ore Mining Game

21 January 2015 - 03:03 PM

There are two main possible solutions to that: procedurally generated content, or player-created content.  Note that these aren't mutually exclusive and you could potentially make use of both.
Hope some of that helps! smile.png

Very helpful post! +1

While I already have procedurally generated content, I have completely forgotten about player-created content.

That is definitely a direction I want to go for more content.

In Topic: Designing an Ore Mining Game

21 January 2015 - 02:13 PM

Did you see Mines of Mars?

Nope. Thanks for pointing it out!

In Topic: Is the Eve Online style time based leveling up system good or bad?

20 April 2014 - 04:10 PM

I am not in favor of the time-based-leveling system but one could see it as a "less demanding" version of the typical MMORPG grind. In most MMORPGs, you grind experience or gold to unlock the next character or equipment level. You are forced to spend X hours/days/weeks grinding to get there.


Instead of making you sink time into grinding, they just automate the process. In either case, you are forced to wait X amount of time to get to the next level, but for the time-based system, you can spend that time doing what you like instead of being forced repeat boring grind.


Unfortunately, players don't tend to see it that way. As pointed out by someone in this thread, because it takes away agency, players feel as if they don't have any control or impact on the leveling process. The time-based system could be timed in a way that it matches optimal grinding, but players will probably still feel bad about it.

In Topic: Designing a central goal in exploration games without RPG elements.

20 April 2014 - 10:03 AM

Thanks everyone the input. Really helped a lot in sorting my ideas out. In the end, I decided to try and add some rudimentary combat and RPG elements (equipment, skills etc) into my game.


I realized that games with great exploration tend to have some combat elements in them as the "main" activity. Even a game like Journey had "combat". Pure exploration games like Dear Esther are hard to make for a one man developer with no graphics, and tend to be very short.