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Member Since 02 Jun 2012
Offline Last Active Feb 04 2014 07:33 PM

Topics I've Started

A game made solely to tell a story

07 December 2012 - 11:09 PM

I was watching a Let's play on Youtube today where one of the players said they would probably like Final Fantasy 9 more if it was only a story. While it was said somewhat jokingly, it got me thinking. Would it be possible to make a game that was barely based around fun gameplay and more based around the story and artistic features of the game? Instead of having any sort of big and complex combat system to play throughout the game, you would have smaller minigames and puzzles spread thoughout, some of which could be optional. The game would be more like watching an anime or movie than actually playing a game

My ultimate question is, in a story-to-gameplay balance, if you made a game that was almost all story, could you still make that game really immersive and fun, or would it seem smarter to just watch a movie/read a book?

Of course, you could have gameplay elements and exploration that would make a mostly-story game meaningful. Like what if between sections of a game, you could visit old towns and see how they've changed over the span of what has happened, or make it so the player has to emulate things that the people in the story would do(like rapidly press a button when a protagonist has to do something hard and physical). Games like 'To the Moon' and 'Farenheit: Indigo Prophecy' are somewhat like this, but I'm still curious about if you could go even further in the direction of pure story.


A games lifespan

10 August 2012 - 09:59 PM

Nowadays, one thing that deters me from putting lots of effort into one game is how long that game will be playable. The first few generations of gaming can be easily emulated(like how they are on wii virtual console), and are still played today.

I'm focused more on directx and java. If i made a game using either of these 2 systems(which I find most appealing), would that game stay playable on newer computers? I know directx and java are supposed to run older versions, but I've seen a lot of topics and things on the internet where people have needed to downgrade to play old games, or where newer versions run older versions with less quality, causing glitches. I know enough about c++ and how games work, so I'm sure I could learn whatever's needed.

So say if I made a game today using c++ or some other powerful gaming language, would that game be reasonably easy to play on future computers?

Is gaming going downhill?

26 July 2012 - 10:16 PM

How much does more advanced technology really add to a game? I know minecraft and other innovative game designs could never run on older gaming consoles, but do better graphics and faster computing really make recent games more fun to play than old style NES-SNES games? To me, it just makes games harder to make and play because of the higher production cost and tougher system requirements. Maybe it's just nostalgia, but older games feel, both atmospherically and fun-wise, very similar to newer ones, and since its harder to make this current style of games, game designers take less risks and have to use a more systematic gameplay(quest systems, campaigns) to make them easier to manage.

What are your thoughts on this?

Virtual Console gaming

11 June 2012 - 06:28 AM

In Notch's new game, 0x10c, you're in a spaceship and have your own "virtual" emulated 16-bit computer called the DCPU-16. The game isn't even out yet and people have made all kinds of things for it, like simple operating systems and games like minesweeper and a basic 2d "minecraft". The DCPU-16 isn't very powerfull though. It can only display big 4x8 sprites, and each individual sprite can only have 2 colors each out of 16. It can also only register 1 key input at a time. You can read more about it here: http://0x10cwiki.com/wiki/Main_Page

The DCPU-16 wasn't made to be that powerful though. It's made to be ran online on the game's server, so even while you're away, it will be able to process code. Seeing it gave me an idea though. What if I made a virtual console that was much better than the DCPU-16(about N64/PS1 level) that could run "rom" files that people created with a low-level "virtual console language"? It sounds like a dumb idea, like, why should we go backwards in technology? In my point of view, it would:

-give the programmer low-level control over every aspect(video data, sound, input, all memory) without needing anything except the basic synthax, so they could focus more on the game and less on technical stuff.

-since all the game files would be in the same format, it could easily be emulated on any platform or any scripting language.

-allow people to make libraries that could easily be implemented and examine, so the programmer could see everything happening at the lowest level

-It would be free of any real hardware, except the hardware the emulator uses on the computer its running on, making it run on more computers more consistently, and allowing the programmer to not worry about anything except the game data itself.

-Have a "mode" feature, where if the game creator needed to use more memory/speed, they could easily do so by changing the game mode to a higher "level"

-Allow for the game "rom" files to be made in any general way(with other programming languages), as long as the file itself turns out in the same format.

In my mind, high-end graphics don't add as much to a game as people say they do. I think this would allow game makers to be more creative, while allowing these virtual console games to be much easier to make and play. It would be more of a "just for fun" thing.

The "virtual console" would be less of an actual program, and more of a "standard" that others could make emulators and roms for. I have started work on my own emulator for this, and have thought quite a bit about how everything would work(engine specs, synthax for game code, how user input and video RAM work)

So what do you think of this idea? Would there be any chance of getting a small community of people that played around with this?

Tile data on a game level

04 June 2012 - 05:37 AM

I've been working on a tile engine for a game I'm making, but have come across a problem. I have enlargened the maps to be about as large as they will be once they are done, but the program is crashing because the arrays are too big. I've heard the max an array should generally be is about 1000, but my program is crashing only at 400. I even tried organizing the tiles into chunks, but to no avail.

How would i be able to hold the information of a level in memory without using an array? How do most people go about this?