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Member Since 08 Feb 2012
Offline Last Active Dec 10 2013 01:00 PM

#5009329 Folaria - MMORPG (1)

Posted by on 10 December 2012 - 11:19 PM

Just a suggestion from a writing standpoint: it's generally a good idea to make sure all of your main characters have different sounding names and that all those names start with a different letter. Having all four of the brothers have names with "io" as the suffix could be confusing for players who are unfamiliar with the world and the characters. Posted Image

#5009322 Help Learning to Design a Tile Based Web Game?

Posted by on 10 December 2012 - 11:11 PM

Key to a first game project is to make it simple, simple, simple. Simple and finished always beats ambitious and abandoned for lack of time/money/interest.

If you really want expert advice I recommend a book called "The Art of Computer Game Design" by Chris Crawford. The man is a genius on a number of levels and he explains the process of game design far better than I could ever hope to. Posted Image

#5008049 3D algorithm

Posted by on 07 December 2012 - 02:45 AM

Is Direct3D a separate set of API calls still or is it just all part of the same interface to DirectX? I would think getting a polygon on the screen in DirectX would be fairly simple.

I do recognize "SetGraphicsMode" as possibly a WinG call from back when keyboards were made with dinosaur bones. Posted Image

#5008037 Steps to manage a large project

Posted by on 07 December 2012 - 02:20 AM

Keep it simple. Every feature adds exponentially to the implementation effort required, then also adds to the support costs. If in doubt, drop it. Always ALWAYS better to have simple working than complex on a whiteboard.

#5008033 Space game ideas

Posted by on 07 December 2012 - 02:14 AM

Having better ships make new planets available sounds like a key and lock system, where perhaps certain planets have atmospheres that are destructive to ship alloys, or some ships need certain kinds of magnetic shields to be compatible with the magnetic fields of the planets.

#5008029 content creation: increasing productivity

Posted by on 07 December 2012 - 02:07 AM

It occurs to me a lot of games are far too complex. When I make a list of the games I thought were the most fun, as opposed to the most impressive, almost all of them are really simple compared to things like Skyrim or Company of Heroes or whatever.

#5008027 What 3d art program I should start with?

Posted by on 07 December 2012 - 01:57 AM

Blender, GIMP, Inkscape are the Open Source hat trick. If you learn those three well, migrating to other platforms later will be fairly easy and all of your skills will be useful on both commercial and free software.

#5004851 Working in the video game writing industry

Posted by on 27 November 2012 - 11:21 PM

Good writing is crucial. There are those who argue that graphics > all, but if that were true, Minecraft would have been a total failure and Star Wars: The Phantom Menace would have been universally praised.

Video games, by and large, are a scripted form, so learning to write scripts well is important. Do your best to make good characters first. Characters are everything in writing. Don't be afraid to write short sentences. Use plain language. Make an emotional connection to your audience. Do those things and you will be a success.

Most important: the video game industry is filled with people who do not understand why emotions and the craft of writing are important. They look at games and all they see are ones and zeros. You see the music and your hear the colors. You are the person who takes a game from "something to do" to "memorable event". Don't waste that gift.

#5004848 Crippling Fear of Unoriginality (Any Advice?)

Posted by on 27 November 2012 - 11:13 PM

Saying there are only 7 stories in all of literature is like saying there are only three colors in all of art.

#4931635 How much should I charge per animation?

Posted by on 15 April 2012 - 11:12 PM

Take what you think is a reasonable rate and triple it. Then take what you think is a reasonable amount of time and double it.

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#4910860 Story structure in games compared to movies

Posted by on 08 February 2012 - 05:24 AM

A game's "story" is a "series of interesting choices." Where most games fail is the follow-up to the player's choices and how those affect the world around them. There should be consequences of equal gravity to either option in any player choice, and neither should be obviously preferable.

Civilization is an excellent example of this. The player can choose to conduct their foreign policy peacefully or more aggressively. Neither choice is a certain path to victory, and both offer significant challenges. In this way, the game reveals the player's character, or at the very least the character of the role the player takes. A great game would allow the player to experience the kind of character arc or change over time that a literary or film hero would.

Sadly, most game companies would rather spend another couple million $$$ on triangles. Things like characters and emotional connections with an audience are much too difficult it seems. :)

#4910852 Write a story for this game concept

Posted by on 08 February 2012 - 04:56 AM

Nobody could explain to me what happened the first night the bloodbell rang. It had been years since anyone had gone near that tower. Farmers claimed it scared the animals. Made no sense to us. That was about the time they started disappearing. I thought sure it was set to fall over or maybe burn it was so rotted. But then that sound...

Wasn't but a month later people started getting worried. Food was tough to come by. Nights were getting longer and darker week by week, and still every night they waited in the corners of their barns and kitchens, one flame lighting their faces, hoping that bell wouldn't ring because when it did the monsters came.

There's only three of us left. Food is gone. Water is poisoned for the most part. We know the dogs can smell our enemy, so we chased down the last stray. Old man Marshall's got his pick. I found a fishing knife. We've got but an hour until nightfall. If the bell rings tonight, there's no way we can survive. We've got strength left for one trip up those rickety stairs. One chance to silence that cursed bell for good.

If you're reading this, stay away from the wood tower in Sillowy's Field. Pray you never hear what we have. Pray you never hear the bloodbell ring.

Don't need to get my name out there but if you need creative writing and the graphics/voices to go with it, we'd be happy to hear more about your project. :)