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Stormynature

Member Since 13 Feb 2012
Offline Last Active Yesterday, 10:45 PM

#5309836 What cities outside the US have a reputation for innovation in games?

Posted by on 07 September 2016 - 10:25 AM

The Arcade is the only hub I can think of in Australia that might vaguely meet your definitions.




#5309831 The Value of Procedural Generation

Posted by on 07 September 2016 - 10:12 AM

I'm sure most of you are sick and tired of seeing "Procedurally Generated" in the blurb of almost every game nowadays

 

I don't base my game purchases on something as simple as this. I purchase games on the basis of whether it will be fun to play or whether it might be fun to play and occasionally because I want to see how a particular feature has been implemented. 

 

 

Procedural generation is like any other tool/technique, used well it can enhance a game considerably, used poorly it can diminish the experience, But that can pretty much be said for any of the tools/techniques in game development. However I am in no hurried belief that the variety of applicable uses that procedural generation might bring to a game have all been explored, so arguing a limitation of their use doesn't really hold water with me.

 

Beyond that, given that the OP seems to be more of an opinion, wouldn't this thread be better served in the lounge rather that in Game Design as it is not actually seeking any feedback directly? 




#5309118 Microscopic Evolution Game

Posted by on 02 September 2016 - 01:06 AM

A fairly old game Evolution: The game of intelligent life came to mind when I first read your post.

 

1) Are you in over your head? Probably, mainly because if you had to ask that question then you already have doubts regarding your abilities and current skill sets. The good news is they are things you can improve upon to the point, that what may have been over your head does not remain so.

 

2) Start with a basic set of features and very simplistic gameplay - as you master that level, add new gameplay elements like the ability to evolve tentacle or suckers and then stabilise your new dynamic before again growing the game with new elements/features. Set timelines and meet them and most importantly - recognise when you may have been a bit too ambitious and scale it back until you can build back up again.

 

3) A simple measure of success is not having you species diminish in population to the point of unsustainability or grow to the point that the environment cannot sustain the levels before failing on a catastrophic level.

 

4) Even a serious minority can make a game profitable.

 

5) Measuring progress or goals can very much depend on the type of game/minigames you develop. For example if you developed a microscopic king of the hill game where multiple players are trying to kill each other and evolve in the process - the goal would be "Alive at the end". 

 

6) Narrow down your design to what is achievable and build from there.




#5308247 defend sacred animals quest

Posted by on 27 August 2016 - 11:25 AM

You might consider salt licks as a reason for a herd to stay in one place for a bit - they can be both naturally occurring or artificially placed. You could also generate an amount quantity for the salt lick which would act as a timer for the quest itself i.e. lick is finished, herd moves on.




#5308098 Looking for an artist with ideas for a game.

Posted by on 26 August 2016 - 03:11 PM

Hello Jay - Unfortunately you really should have posted this in the Hobby Project Classifieds Subforum. Don't go and make new post there though, a moderator will most likely move it over there sometime soonish.

 

Some advice - you might wish to specify game genres that your coding level can handle for example 2D platformer. Simply saying that you are pretty good in your own opinion does not indicate anything of meaning, to prospective partners. You might be 13 years old, but that does not preclude you from presenting yourself in a more professional format.

 

Best of luck.




#5308041 Does anyone have any advice for my unique situation?

Posted by on 26 August 2016 - 08:36 AM

FYI, my big claim to fame is i wrote SIMTrek, the world first star trek flight sim.

 

My claim to fame is having read through this thread. (This is obviously a sad attempt at humour btw)

 

In reading this thread two things become readily apparent to me:

 

1.)  Kavik Kang -- You talk too much.

 

By this, I mean you endeavour to explain things to a degree of complexity that really isn't needed most of the time. This is not intended as an insult I assure you. If someone has a query to a particular point, answer it simply and with brevity don't digress it into a broader scope encompassing more than what was the basic query.

 

2.) This thread is about:

 

 

 

But I still really would like to get advice about what I might do to actually get to make my games,

 

 

Everything that wanders off from this is rather pointless as it doesn't go to what this thread is actually concerned with.

 

 

-----------------

 

 

 

 I began "designing games" when I was 7 years old.  My parents got me a children's game called "Payday".  But I didn't have anyone to play it with, my brother was only 2.  But that wasn't a problem, because Payday could play itself.  So I would just play Payday against it's built-in "AI".  At 7, that's how I saw it.  I kept doing this throughout my childhood with many different children's games like Payday.  Then when I was 13, I think, maybe 14, Axis & Allies came out.  Once I had played that a few times, I applied my "board game AI" to Axis & Allies.  This was very, very challenging.  It was simple with children's games, but making Axis & Allies play itself was an entirely different matter.  It took months.  Russia is easy, they were playing themselves almost immediately.  America was hard.  England was even more difficult... and Japan.  Japan took a very long time to work out.  In the end, I could either pick a nation and play Axis & Allies against my own "board game AI", or I could not even play at all, and just watch my "board game AI" control all five nations.  This "Axis & Allies" version of my "Board Game AI" is a fundamental component of "Rube", and how I make games.

 

 

My advice: You have been so focused on the video game industry that you have forgotten your roots. What is to stop you from establishing proof of concept utilising existing board games or developing your own based on your current designs. This is not a level of technology that you are incapable of as demonstrated by the above quote and there are more than sufficient examples of board games that have been licensed into video games. Successfully selling a board game would also raise the possibilty of self-financing your video game developments. To be quite blunt, there is a huge market out there for board games.

 

/advice

 

 

 

Edit (amendment) 

 

But now, as you see, I did get the answer I was looking for.  I'm going to do what JBAdams suggested and make a prototype of the cold war game as a board game.  Apparently that would be an acceptable prototype, he says it's even been done that way before.  That works great for me, I know exactly how to do that.  That is easy.  I am probably 6 months away from having a complete version since I can't work on it 10 hours a day to do it in three months from where I already am, but I can definitely do that.  So that is what I am going to do.
 

 

Possibly due to the late hour I didn't read this correctly and so my advice is actually somewhat behind the times. Best of luck with development of board game.




#5292863 Is this possible? Requesting advice.

Posted by on 22 May 2016 - 07:59 AM

Go look at Ark: Survival Evolved it basically does everything you are asking for and it even has dinosaurs. But in really short terms to answer your general question.

 

Is it possible? Yes.

 

You might also look at Rust, Dayz as they also fit your your criteria. One has penises and the other has zombies!

 

As to engine choice -- better to ask that in the technical section, but to be blunt do more research before you jump in headfirst at the shallow end of what is a very large pool.




#5278714 What AI Problems do YOU want discussed at the AI Summit?

Posted by on 29 February 2016 - 10:57 AM

A quest generator in a somewhat contained environment such as a farm (as one entity in a much larger world)  by where as various different needs/improvements occur quests/tasks are generated, including the ability to react to unexpected player behaviours such a chicken massacre resulting in the farm generating a quest/task to replenish chicken supplies or quests/tasks not performed by players lead to additional issues and what becomes a priority in order to restore to working order versus an utter collapse/reduced operation of the "farm".

 

 

Sorry for the layman's language - I haven't dealt with coding in what seem to be centuries.




#5278013 Right way to handle people complaining about price?

Posted by on 25 February 2016 - 01:08 AM

In my opinion I think many decent games tend to be under-priced. That said, just went and purchased this game simply because it looks interesting and to be honest...my minor protest against those who forget a simple reality; "you have the right to choose not to buy a product for whatever reason you find valid, but you don't have the right to have your choice or suggestion or idea be acted upon by others (whether consumer or developer)".

 

 

Establishing a price point for a game is a bitch, but mostly it comes down to those who try to make a living (or those who hope to) from indie game development would like to earn enough money to keep the wolves from the door and a little more to get ahead in life and afford their next game-dev cycle.




#5277301 Interstellar trade at a relativistic timescale?

Posted by on 21 February 2016 - 11:03 AM

CJ Cherryh  Alliance-Union and Chanur series

Andre Norton Solar queen series

Poul Anderson Van Rijn Books

Robert Heinlein The Rolling Stones, Citizen of the Galaxy 

Arthur C. Clarke Rendezvous with Rama - slightly offtopic from trade ships but very much in keeping with what effect a "supply" ship from Earth may mean to an isolated colony's culture and society.

 

These are just some of the more accessible ones that will have easily found synopsises on the web. I can point you into more individualised books if you need.

 

However you may find this particular site of most use to your needs. A lot of the legwork has been thought out by someone who scarily may have read more scifi than I have :(

 

 

Trading over extended time periods would lend itself to unobtainable luxury goods on the other surface - for example Brand name liquors, rare perfumes, seeds(rare/exotic plants), technological advances, rare woods and other organic materials. Cultural materials, fashions, entertainments.  Basically what is unique to one environment that can be desirable in the other environment.




#5250214 Unreal Engine 4 multiplayer questions

Posted by on 01 September 2015 - 11:36 PM

You really should change the word "suing" in your thread title to "using". Actually on closer inspection it appears your thread title is a cut and paste of your post, cut off by the title size limit.




#5244389 How To Find Work

Posted by on 03 August 2015 - 03:41 PM

Classifieds if you are looking for work.

 

Showcasing your work in terms of feedback or advice can be done in the writing for games subforum

 

You can also create a journal where you can demonstrate your work as well other musings.

 

Best of luck.




#5244005 Is it considered unprofessional for a game designer to be a fanboy?

Posted by on 01 August 2015 - 10:12 AM


I wonder if I can still rant about bad games publicly and whether its considered unprofessional for someone being a game designer.

 

That would almost entirely depend on your content and presentation and to a smaller degree, your sense of self-preservation. The use of the word "rant" though, doesn't bode well.




#5233761 Releasing a game to Steam and Mobile

Posted by on 09 June 2015 - 05:20 AM

Two tutorials I have found edifying:

 

Marketing your indie game

Marketing checklist for your indie game

 

 

An actual marketing checklist/plan utilised by Dejobaan Games for their 5th steam release:

 

Drunken Robot Pornography: PR/Marketing Strategy

 

 

 

With regard to the PR company you have been having some dealings with, some thoughts come to mind:

 

  • They have a history of making billing errors (given you used the plural of invoice). This is not necessarily a terrible mistake but it is a legitimate concern when it comes to dealing in any financial relationship with the company.

 

  • They failed to communicate exactly what changes would be entailed with regards to the price increase i.e. what additional marketing pushes would be required and why. Given that the PR company arguably has experience in this domain -- detailed information or approaches should be readily explainable without catch words like "we would need to do more marketing" or "An announcement to Steam will cost more" -- What announcement, what do they mean when they say this? You should not be confused by what it is they are doing, you should instead understand exactly what they are doing and paying for their experience and ability to make things happen as they have systems in place to open the right doors and fill in the right paperwork etc.

 

  • A quote (esp. a written quote) will normally have a rider on it which defines the period of time for which the quote is valid. NOTE: Not having such a rider included on the quote is not a good sign of business professionalism.

 

  • A full steam launch is not necessarily the same as a game approved and published via Greenlight, it might incorporate a direct partnership with Valve or possibly a partnership with a publisher already in relationship with Steam. Defining what a full steam launch means to the PR company is something you would want to know prior to engaging in a relationship.

 

What you do is up to you, but seeking professional business aid in marketing is not an unreasonable course, just make sure they are professional.

 

 

 

Postscript.

 

One thing I failed to mention. Research. Said PR company has launched previous products, look for products that are in similar scale as to your own game and reach out to the owner/manager/devs of those games. Ask them what their experiences were like when dealing with the PR company. Was the expense worth the outcomes provided? Was their sufficient clear communication amongst all parties that had everyone on the same page? Did the outcomes achieve expectations? In some ways this type of research should be an early step when first looking for a PR/marketing company.




#5215396 Where should I publish my HTML Game

Posted by on 09 March 2015 - 04:55 AM

Old list which I need to get around to updating again

 

http://www.gamedev.net/topic/646391-online-game-distributors-list-for-indie-game-developers/






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