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Member Since 03 Feb 2012
Offline Last Active Mar 05 2015 01:32 PM

Topics I've Started

In regards to a protagonist's weapon

01 July 2013 - 10:19 AM

Hey gamedev whats happening? I'm currently designing a 2-d metrodvania styled action adventure game and i appear to have hit a snag. I want to give the protagonist a weapon that serves more than one function so i guess this post isn't so much about the story per-say. Its more about what sort of tool i want to give the protagonist. So far i've decided on outfitting the hero with a rifle for long ranged combat, but i'm having trouble deciding what sort of closed ranged weapon to design around. 

one idea i ad discussed was perhaps give them hook swords? its not seen too much, and i think it would be refreshing from the age old long sword or katana that's been made so popular recently. what do you think?

any ideas or suggestions?

An entire game focused on magic?

09 April 2013 - 03:02 PM

I've been brainstorming a lot for a game idea focused around an arcane university. You essentially start off as a new student and get to decide what your "major"(or focus of study) is going to be as you play the game.

My question is what sort of changes could i make to make the game deeper than just "read book, learn spell"?

 One idea i had was to make each school of magic fit into a different rpg archetype for example(maybe a player would like to focus his/her studies on healing spells for example, while another focuses on elemental magic).

Should i worry about the idea of stats as well? I'm thinking that making the game too number heavy will really break immersion, and i would like to have that constant sense of discovery. If anyone has any ideas as to where i can find new inspirations for magics and some of the possibilities, I'd love to hear those as well.


Just a quick question regarding designs

18 June 2012 - 12:44 AM

I want to keep this brief so i'll get right to the point, how did your designs "evolve"?
I constantly go back and take things out, or re work things to improve the game somehow. Its
almost like an living, breathing thing in my opinion.

Creating a frightening enviroment within a co-op shooter

21 February 2012 - 04:49 PM

Hello Gamedev,
While i recently decided to further pursue one of my idea's, I've hit a bit of a roadblock. In this idea, four people are trapped in a haunted house
and need to escape. These four have access to various weaponry from different time periods in order to defend themselves from all manner of monsters that reside in this house. My question to you is-
How do i create a game that is both co-op oriented, and frightening? games like left 4 dead did a great job in introducing the idea, but its linear design and near unlimited amounts of ammo didn't really help in the "scare" factor. Why bother running away or sneaking around when you can just pump it full of lead? One suggestion i got from a friend was to limit the amount of supplies available, is there anything else i could do to help balance the spook to shoot ratio?

continuity in games?

20 February 2012 - 07:59 PM

Hello Gamedev, i am currently in the brainstorming phase of several different video games. I am currently
playing with the idea of making all of these games persist within the same "universe".
Given all my current ideas do not fall into the same genre of game, but i feel as though its possible to make
them all fit together like a puzzle somehow.
Is this an idea worth pursuing? Everyone i have asked so far seems to enjoy the idea, but i was hoping i could
get a more professional and peer driven opinion.