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Member Since 07 Dec 2011
Offline Last Active Nov 25 2013 05:11 AM

#5108170 Kickstarter Campaign Tips

Posted by on 09 November 2013 - 05:44 PM

Hi guys,


I would like some advice on starting a kickstarter campaign. Our indie team is a casual collaboration of currently 4 people, the programmer and myself as game designer and artist being the owners of the IP, and 2 sound engineers who are in another state. The project we are currently working on is at the alpha stage and we are currently having people play test our vertical slice of the game, which has been getting some generally positive feedback.


We would now like to get some funding to hire more graphic designers/sprite artists to help with the project and a kickstarter campaign seems like a good way to do that. we are aiming for, at minimum, $10,000 - $20,000, but more is obviously better.


How should we go about starting our kickstarter campaign; what do we need to prepare for it, and what other things should we be aware of?





#5054381 RPG Battle: controlling only one character in the party

Posted by on 17 April 2013 - 07:24 PM

Hi guys,


What are your thoughts on only allowing the player to control the main character during battle and let the AI control the party members? In particular, I want to know your thoughts on the Final Fantasy 13 battle system. The player basically takes control of only one character, and the allies are AI controlled. The player can change the ally behavior during combat using the paradigm system, where allies are given a particular role to play during battle, the combination of those roles being a paradigm, and the player can switch between a couple of preset paradigms during battle to change how the who party behaves. This is coupled with a modified Active Time Battle System where actions consume a certain amount of the ATB bar, which slowly refills itself.


The reasoning I heard for this kind of battle system is that it makes the gameplay more fast paced and tactical. I'm thinking of designing something similar, where I want to make the battles more fast paced while not become real time combat. I would like to hear your thoughts on whether it is a good idea to give the player less control of allied units, and any suggestions on how to make an RPG battle system more fast paced while remaining tactical. Hope to hear from you soon :)

#4929746 What game aspects should be most innovative?

Posted by on 09 April 2012 - 09:17 PM

I don't think that there is a universal answer to this post that would apply across all genres. One of the things about a genre is that it brings something completely different to the table as compared to that bought by another genre. So in attempting to decide "what aspects of a game will players expect to be most innovative and competitive in relation to games in the same genre" I am firstly wondering to which genre you meant in specific or whether you meant as a general rule of thumb. If it was the second of those choices then it is going to be somewhat difficult to answer. For example:

In a turn based strategy game genre eg: Civilisation and their ilk. I would probably rate: gameplay, interface, visuals, audio, narrative
For a First Person Shooter eg: Call of Duty. I would probably rate for multiplayer: Visuals and Audio tied for first place, gameplay/interface for second and narrative for last. For campaign mode: I would want narrative to hold a higher place. But then again with a game like Bioshock I rate narrative before all other factors as its strongest point and one that sold me on the game.
For an RPG: Gameplay/Interface Narrative/lore visuals/audio
For Arcade games: I really have no idea: half the time audio annoys me, visual tends to be basic, Narrative seems derived from the head of Andre Delambre after his teleportation trip, game play is probably rated highest and interfaces probably second.

What I am interested in from you is more of a definition in what you are seeking.

Thanks for the reply, it was pretty helpful. Yeah, I didn't take into consideration that different genres of games will be different in what players expect from it.

#4929502 What game aspects should be most innovative?

Posted by on 09 April 2012 - 05:02 AM

Hi guys,

I'm just wondering what aspects of a game will players expect to be most innovative and competitive in relation to games in the same genre. I would say that gameplay will be the most crucial, then possibly narrative, visuals, audio and interface respectively. What order would you arrange these items and are there other game aspects that you would like to include? I'm looking forward to your replies. God bless :)

#4895212 MMO: Permanent Death

Posted by on 19 December 2011 - 01:22 AM

Hi everyone,

I would just like to hear your opinion on the topic of permanent death in MMOs. I have heard of some single player games featuring permanent death, but I wonder how well players will receive a permanent death feature in MMO games.
My opinion on the matter, is that while it is a risky venture, I would definitely attract the attention of hardcore gamers and will definitely change player relations and interactions since the actions of one player to another can have lasting consequences.
I look forward to hearing your opinions, thanks and God bless :)