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Mario D.

Member Since 02 Mar 2012
Offline Last Active Jan 18 2014 03:02 PM

Posts I've Made

In Topic: Rush 2 - Looking for Feedback

08 December 2013 - 09:09 PM

@Mario D, when I played the last room didn't seem to do anything. The buttons stayed down, the door remained closed, so I figured it was the end.


You're right. When those specific buttons get shot they stay down but the solution wasn't right. The room works and the door will open when the buttons are hit accordingly, its just a bug with the buttons that makes them look visually pressed but not actually, I'm sorry about that.


The demo continues for a while after that.

In Topic: Rush 2 - Looking for Feedback

06 December 2013 - 02:33 PM

Yea I'm in the process of improving the beginning rooms so there is a better progression of ideas. There are just too many concepts going on at once in that first room with the two buttons.


When the Turret bullets hit each other they become "Powered" turning yellow. Yellow bullets pierce yellow shields. Because of the precision you need to hit the bullets together and then hitting the buttons within a very short time of each other (implying they need to be hit at the same time) you may be able to hit one of the buttons or both but just not in sync with each other. You might see buttons get depressed but not stay down because the other button did not get hit in time.


It's weird. 


Anyway, thank you all for playing.


If anyone got to the very last 3 part room, how did you fare? I had some trouble balancing the difficulty in that room while still making it tense. Was the experience as the very end of that room (when you lost all Turrets) a good experience? How did you feel about it?  If anything. Did you manage to beat it?

In Topic: Improving vocabulary in game design

03 November 2013 - 10:44 PM

A website called whatgamesare.com is a good place if you just want a list relevant terminology. At the end of the day it only matters when you can apply it.


I like the post by Ludus above. While I would say people have been studying games for as long as games have been around (thousands of years), academia has really only taken notice of it recently with the rise of video games so nothing is in stone and probably won't be for a long time. Even a lot of the definitions given at whatgamesare.com I don't agree with completely.


The process of game design is more important than the terminology. Learn the process and the terminology will come along with it, molded to the way you see things.


I hope what I said makes sense. I've never really thought about understanding game design solely through accepted terminology. You have to play games, make games, and connect the dots.

In Topic: My article on Game Design, for Gamedev

26 October 2013 - 11:23 AM

I'm confused on the thesis here. I'm looking for some insight on game design and I'm not getting it.


You talk about:

  1. What game design is.
  2. Making sure you know your different kinds of logical fallacies
  3. Some stuff about how art, sound design and programming is.
  4. Game design documents
  5. And, getting hot in game development.
  6. Oh and something about writing a book.

There are way too many subjects to put in one post to create any meaningful insight.


At first I thought, "This is obviously something very introductory, I'm not getting insight because I know these things already..." But there are are things you assume your readers should know (if this is supposed to be some introductory text). For example, assuming they know what a game design document is or what feature creep is.



But I like to think this is for other people who have some experience in game design. And if that's the case, well...

  1. Game design can't be "the process of what works well in a game." That is such a broad statement that says nothing about what game design is. Creating game art can be the process of what works well in the game (in terms of theme, palette, mood, etc) as well as programming can be the process of what works well in a game (in terms of code library choice, engine compatibility, and much more)
  2. Game design somehow has something to do with your ability to identify logical fallacies?! I mean sure they are nice to know but it doesn't make you a better game designer to beat somebody in an argument...it makes you a better debater.

There is a bunch more things I wish to identify but I guess its best summarized like this: The title of this post was "My article on Game Design" and the only real part that addresses game design was the first paragraph and numbered list. And that paragraph doesn't say anything, its too broad.




I know it was just your opinion but usually opinions are posted to present an argument and start a discussion but no argument is presented. Usually opinions like this are trying to tell people of the experience they've had and why that's true but there is never a "this is why..." kind of statement or any kind of specific experience imparted here.


Entire books are dedicated to "what game design is" it's too hard to summarize it in a forum post.


Usually opinions like this are posted to present an idea to see what other people think and not necessarily trying to create a discussion, just a critique. That's what this is. I hope my critique was useful in someway, if not, lets discuss that.

In Topic: How to Unsettle a Player

29 October 2012 - 01:46 PM

Just posting real fast so I don't know if anyone else has posted this:

You want to "unsettle" your player? I would think about it in terms of topics. What kinds of topics are you going to present the player?

Present revolting topics. Topics we wouldn't want to face in reality.
  • Suicide
  • Genocide
  • Rape
  • Excessive (I'm talking showing organs) gore

Juxtapose them.

Murderous evil; Innocent child
Strong man; deep, debilitating pain

More and more and more.

Thinking about how to unsettle a player based on topic (and how it was executed) worked for me. I made a small game recently about a man with schizophrenia (the player was the cause), by the end the man wanted to kill himself to get rid of you, asking the player to "take them home". Through various events (and hopefully some inner turmoil) the player jumps of a cliff to the sharp rocks below. The sound cuts as you fall, everything feel like its in slow motion even though the fall is only 2 seconds long, and the screen cuts to black.

So I guess my final point is not only should you think about discussing specific disturbing topics, but think about hitting all the senses to emphasize the event.