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emcconnell

Member Since 02 Apr 2012
Online Last Active Today, 09:44 AM
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Topics I've Started

Working for AAA, Reward vs QOL (Quality of Life)

26 March 2014 - 05:28 PM

I'm at a crossroads. I have a cushy 9-5 that pays well in a creative space. I have been offered a dream job at a very big, and well known, AAA company to be a designer in an area of design I find fascinating (I come from a programming background with a MS in computer science). The studio has a very bad QOL reputation and the morning drive would be much longer. On the other hand if I stay in my current job I can keep chugging away at my indie games with hopes of turning hobby to profession. In the past I have worked as a professional game programmer, so this wouldn't be my first foray into the industry. I am married, so my QOL (quality of life) worries are mainly for my wife.

 

 

I know you guys on GDNet have loads of knowledge in this area. Is working design at a AAA company worth 12 hour work days 6 days a week (hours according to people who work there)? Does anyone regret taking their dream job and have it end up being sweatshop labor? On the other side, has anyone worked for a company with a bad reputation but actually is glad they did?

 


Giving Enemy mechanical meaning

15 January 2014 - 11:57 PM

In games, RPGs in particular, it's hard to give a good reason to fight/farm a particular enemy or area of enemies. Puzzle & Dragons does a good job of giving reasons to farm particular dungeon, as bonuses of x1.5 drop or enemies that drop particular evolution material. But in a game like FF7, there is very little reason to fight one enemy over another outside of the amount of exp it gives.

 

I have an action rpg for mobile where players can choose to explore different dungeons, unlocking harder ones as they complete easier ones. My game only has class experience and a single currency, which is in turn used to purchase more classes or more abilities for a class, as player incentives/rewards. So now I am struggling to find a reason for the players to return to a particular dungeon outside of the chance that they are leveling up a weaker class and need to start at the lower dungeons again.

 

In a game with two small player incentives, what can I do to incentivise players to return to previous dungeons? Should I introduce farm mechanics like "to unlock a class you need currency and this shopping list of enemy parts/items"? What games have you played that you remember giving great incentives to return to previous enemies/dungeons?


New Puzzle Invention, binary-sudoku!

11 October 2013 - 09:12 PM

After about a month of trying to figure out binary-based puzzles for my pong roguelike (the game takes place inside of a computer kernel), I think I have settled on a new monster I'm going to refer to as binary-sudoku.

 

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I wanted to get feedback on what my fellow GameDev.net'ers think. I see some limitations to it, but I if visually abstracted right it'll be very entertaining.


Puzzle Generation, scripting vs C++

11 October 2013 - 06:10 PM

I am building a pong roguelike. Each level of my game will require the player to complete a sudoku-esk binary puzzle. Should I use a scripting language to generate the puzzles, or should I do it in C++ (the native language of the game itself)? Also, what scripting languages are easy to integrate with C++?

 

Any help, examples or ideas would be greatly appreciated. Thanks Guys.


Favourite 2D Puzzle Design

03 October 2013 - 12:37 PM

I'm working on a roguelike and was wondering what are everyone's favourite 2d, tile based, puzzles?

 

Are there any articles on procedural 2d puzzle generation?

 

I'm personally trying to develop something extremely simple, but scalable over game difficulty. Like the mathematical knapsack problem.


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