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Lyuke

Member Since 22 Aug 2012
Offline Last Active Apr 22 2014 07:49 AM
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Posts I've Made

In Topic: 2D MOBA Game Design (Need Suggestions)

19 September 2012 - 12:46 AM

Interesting idea... i've played dota for like 4 years and dota 2 since beta, i like a lot moba game if i can play them with my friends.

So as first suggestion, think a way to let user make team and then join together, moba are made to play with people, with clan and if no one of them are free, just join a quickmatch with stranger ally.

I don't know about this new key "system" with W-S and Shift+A/B, if it could be good or annoying for those used to 1-2-3-4 or q-w-e-r, so at last let user change keybind, anyone got his style and letting them using keys they want is better!

About the objective.. that is an hard questioin.. can u tell more about the "background" or "story" of the game? It would be helpfull and would help think about a good idea that fit in the story :D

In Topic: Displaying NPCs/Monsters in Browser-based Games

04 September 2012 - 04:00 AM

This is actually quite easy to do in HTML5/Javascript. You just need to shift the location of the sprite on the HTML5 canvas and load the appropriate "walking" images, or use a Javscript game engine that has everything built in. (pm me if you need more directions, I can link you to the tutorials/code)

Like I said in my reply to jbadams, the programming is not the hard part, the biggest hurdle is all the time and effort that you will have to spend playing the role of "art director".

P.S.
My day job is scientific computing, so I apologize if I trivialized the programming too much. Posted Image


Yea i know that you can do iy with HTML5 ad jQuery, but it would take time to study it and it wont end there, i would need to study more for other things like collision and everything else that seem easy, but at the end it would take a lot of time to learn and than to put on action. I hate made engine, i like to code myself all what i need, too if it take a lot of more time.

Since i'm working for a "text" browser game, i don't need 2d or 3d graphic. In a future i will surely study HTML5 and all the technology to make an online game with 2d or 3d graphic, but right now, since i do it in my free time and with the knowledge i made in 7 years of study and practice, i will use jquery/ajax and php to make good effect that wont burden the weight of the design and of the website!
[I accept any suggestion, since i'm a newbye as designer/game programmer, but right now i focus on strengthen my knowledge then expand my 'universe']

Actualy i know that the design is an hard part of it, since i can code all what i want, but without any art designer, i wont be able to make the website looking good, neither the game! But i think that the programming is the more harsh part of all the "Game Development".

I say that because you need to know what u are doing, u need to know diferent way to make the same things, u need to know to secure the code, to realize the things u planned and everytinhg is connected to the programmer.. why?
Well that's because if u have to put a sprite there, u need to know how to place it there.. if u have to change an algoritm u need to know where and how to change it! and so on :3

No worry, i'm a Web Programmer but still new in this world (22 years old here), i've stuyed a lot (since i were 15 y.o.) and i think the programming is the main thing, without it nothing realy matter since u won't even need an art director without a programmer to meke the game :3

In Topic: Displaying NPCs/Monsters in Browser-based Games

04 September 2012 - 02:11 AM

Hi Legendre, actually i'm working too on a project for a browsed based game. I'm still working on filtering all the ideas i got in my mind and choose the one that are easy, funny and at the same time make the game more interesting and idfferent than others browser game.
At that's the hard part of all the project, since i know i can do it, but it's one of my first project so it will take time,patience and a lot of personal will!

I perfectly understand your concern, since i want more graphic or effect in my browser game, but just think how much time it's needed for an effect, like the hero moving during combat, it's a lot complex and painfull to code in Php/jQuery/Ajax... I don't say is impossible, is just realy complex.

In my game the combat will be turn based (like FF7 if u know it) with a max of 5 people in a party, i already made the "sync" of the diferent users in the same party, battling against an enemy. But i made it with just plain text, right now i'm thinking on how to put more "graphic" and "effect" in it, to make it more interesting and less boring.... like "skill effect" on the monster, the slash of the sword or the block of the shield. I was thinking of putting hero character avatar and enemy avatar to make it more "realistic" and not just plain text.

About the monster.. i was thinking to using a map to let the player move around the world and encounter enemy, so i could just put mosnter around the map, near the place where they should be, for a standard browser game, as i udnerstand u want to make a "standard" one, i don't know. Placing monster picture around the design of the website surely will help to identify the monster where the player is but wont it make the design too much "full of thigns"?
I like a lot minimal website, because they are clear, immediate and with basic effect they are cool. But i know that making "minimal" a browser game, is like wanting to make a chocolate cake, with realy little of chocolate :/ .. still i don't think that placing too much things around the design will help the player to understand at first glance and visit in the website what he must do.

I'm not saying you shouldn't put them, is just that if u do it u should it as it wont affect too much the design and make the "first glance" more complicated. There are a lot of people (myself too) that don't even brother to surf all the website, if that is too full of things that make it unclear at first glance.

I thought too to start learning HTML5 new technology to make game that would be playable everywhere with everything, but it would take a lot of time and would make a game that is not what i want to do: a browser game!
Flash, for me, is out for all options, since i think it will be useless in some years thanks to HTML5 too!

In Topic: Evolutionary (auto) character appearance in games?

27 August 2012 - 01:02 AM

I'm thinking for something similar, but i'm working on a browser game, so it's not like i have to put much graphic to make it look cooler.
I recently thought about the "character behavior" of the hero controlled by the user.

Example: There are 5 stats: strenght(aggressive), dexterity(elusive), constitution(defensive), intelligence(frenetic) and charisma(supportive), when you add a stats point to strenght it give +1 damage with meele weapon, +4 carry weight and +0.2% aggressive; when you add a stats point to dexterity it give +1 damage with ranged weapon, +1 dodge and +0.2% elusive.
Basically we have stats and behavior, when you add stats u get a "bonus" to behaviour, when u do something connected to that kind of behaviour, u get a bonus on that behaviour.

The enemy of course reacts differently to different heroes that have different behaviour. Someone that is a lot aggressive have more chance to scare a frenetic enemy, at the same time an aggressive enemy have more chance to scare a frenetic hero instead of a defensive hero (constitution).
So if you connect these two mechanisms you can get a little more complicated combat that isn't related to elements(fire,water,etc) and is role-playable(?).

What do you think?
Of course if u are working with 2d or 3d u can, as suggested by Mratthew, make this work with the look of the hero too, and that would be cool :P.

In Topic: Regulating leveling-up in online games

24 August 2012 - 04:52 AM

You said what i've been thinking for many years. Most of the so called "social game" that are around the web, aren't social at all for various reason.
One of this is the difference between players and that they can just trade/chat/battle against eachother 1vs1.

That's why i started to put down some ideas for a real "social" browser game, where players can interact more and play together for a better purpose than to hava a better score. And i've been stuck exactly to the question "How to control the level up grind?".

The first thing that came in my mind was the "energy bar", for now is the best choice to prevent someone playing 24/7 and run through the whole content without enjoying the fun with other players, than leave the game since he didn't have fun!

Stupid me, u had this idea, but i didn't understand all of what u said. So i retrive back what i say, i will think about something else xD
Spoiler


[This are my thoughts]
My concern is actually the immersion about all this different kind of "level up system". If you play a game, you play it because you like the stories and u want to be a part of that world! Do something that u can't do in real-life, something that u always dreamd of but wasn't able to.

So if we put a control like the Energy Bar, it's like saying "I can do 30 times this action in 5m, than must sleep for 4 hours to fully restore and go back to the field for 5m and so on"... sry what?

Another example is the timer: "I can do 30m of actions/movement, but than i must sleep.. oh wait, if i drink this potion i will be able to move again for 30m!"... Nah totaly don't like it..

So my problem is that i want to find a way to make the game/story more immersive, where there are realy low number of contradictions,and at the same time not too easy to grind it!
Sadly the best choiche for immersion is "Let everyone level as much as they want" but there's still a problem: Grind.

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