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DaveTroyer

Member Since 13 Sep 2012
Offline Last Active Apr 12 2013 12:18 PM

Posts I've Made

In Topic: Whats more valuable on the resume?

27 March 2013 - 12:58 PM

In my opinion, it is good to have something published and if it's good enough to be shown to the world, it should be good enough for your portfolio. 

 

But that brings me to a different point. Develop a critical eye for your work. When you publish something on a digital distributor like XBLA, Steam, or even mobile devices, you need to be very critical of what you're showing the world. Potential employers, clients, and colleagues can all see what you've put out there and they will all use that work to determine your skills.

 

Be sure to polish the game play as much as possible.

Clean up and refine all of the graphics.

Make sure the audio is exact and clear.

Just be sure to check everything and make sure it is as great as can be and not just good enough. 

 

But that's just my opinion. biggrin.png


In Topic: Small game developer jobs

24 March 2013 - 12:26 AM

I would also try looking around for small indie or hobby projects to work on so you can meet others and be known to them and others. Its easier to get jobs in "the industry" at an indie level; very few people hop straight into a massive triple-A studio job without busting their buns first.

 

Now, with these smaller jobs, there might not be pay for all of them, but taking some time to build up a portfolio of games you've worked on will always help in the pursuit of either more projects or a studio job. Worst case, keep (or get) a day job to pay the bills and keep a roof over your head and spend some of your free-time working on games. Don't spend all of that free-time though since being a well rounded individual with hobbies and social skills will definitely help. 


In Topic: Creating 2d chars with photoshop vs illustrator

24 March 2013 - 12:13 AM

I guess its really your call and what you feel most comfortable with...but for conversation sake...biggrin.png

 

One thing you should also take into consideration is the engine or even the language the game is being created in.

If you're the lone programmer and you're building it all from scratch, then you'll learn your limitations. 

 

Also, think about what platform the game will be for. If you're creating an HTML5 based game for cell-phones, vector images might not be the best because of hardware limitations. Many games use higher resolution raster simply because the ease of getting much more detail and the sprites are scaled down to be added to the game.

 

So, in order for me to feel more comfortable giving my advice, what platform and engine/language will your game have?


In Topic: After year of hard Work: Bible is 60% ready. Feedback appreciate.

11 March 2013 - 01:55 PM

Hello Arthur and welcome!

 

First I'd like to say your work will be useful when and if you chose to make this project, though I would suggest to be flexible with the design as it may be difficult to implement all of the features when the time comes.

 

Now to address the question of what to do now. My suggestion would be to learn all you can about development and to find your path in the development cycle. Are you an artist with code or with polygons? Do you feel more comfortable writing back stories and plots for the game and its cast of characters or do you like planning out the different ways the players can solve problems and what they can do? Answering these questions will come with experience that you can gain from creating smaller, very simple game projects. You will (hopefully) create some of these projects in your education. 

 

Your approach of playing your game with pen and paper is a great idea that has been used by many successful game developers to get an idea of if their game is even worth pursuing. I think it's very intuitive and brave of you to take that step and taking the chance that your game might not be fun even after investing so much time in its design. But, you should look at your design bible and be willing to cut content if it doesn't fit the game. 

 

Finally, don't try to tackle your 600+ page design document until you know what you're doing. It will take some time for you to gather the skills needed to create your game even with help. If you fail with your dream game, it becomes harder to revisit and see what is wrong. You might lose faith in your abilities and abandon the game all together. If you fail with a simple game, its easier to analyze what went wrong and where. You will have more knowledge and know what needs to be done to remedy those mistakes if they happen again.

 

Best of luck to you and feel free to ask for more feed back in the forums.

We're a very helpful community here. A tad blunt in our responses at times, but we're all here to help one another. biggrin.png


In Topic: is the hero the villain?

11 March 2013 - 01:32 PM

I think its interesting, but like everyone has seemed to say, it's a little un-inspired.

 

I'll throw my 2 (or 3 or 4) cents in though. biggrin.png

 

I think you need to make the king like super freaking crazy. Like talk to himself and argue with himself. Have the king get lost in his own thoughts but maybe only when he isn't in the safety of his castle. Because he is the protector of the civilization, when ever he is outside of the city, he snaps a little and when he's safe in his castle, he calms down a bit. He could still be disconnected from his duties, but everyone could just assume that he is tired from fighting off monsters all day.

 

So here is another idea. Maybe have him constantly trying to summon and kill the Leviathan because he thinks he needs to defeat it to save the citizens. All the citizens will see him doing is flying out to the sea to do battle with this beast only to have it ignore the king every time so the king returns in defeat. The citizens think it was a victory for the king, but the king knows that he didn't even make a scratch on the beast. This would be driving the king mad over the years. The king attacked the ship maybe because the leviathan paid more attention to the player than the king, sending him into a rage.

 

Also, I would reverse the order on the final battle. I would make it so that the player fights the king who finally finds or steals or whatever what can attract or kill the leviathan and the player knows that the leviathan will wreck the poop out of the entire island if he summons it, so the player has to fight the king. Then the plot twist happens. Near the end of the battle with the king, the leviathan appears and just kills the king in one fell swoop, thus starting the battle with the real final boss. Boom.

 

One other thing that was touched on by shay. The ending having all 4 classes seems odd. If you make the player feel like the end all hero only to show they need help, it takes the player down a peg which kind of sucks. I would take a route where each character could be the hero of the entire game. Just like how each class has different story arches, they should also have different challenges and solutions in the game. The assassin may be more agile so they use a rope to cross a gap and avoid some traps where as the pirate might be able to use a magic skeleton key to open a locked door to enter a puzzle room they need to solve to pass the gap. When coming to the end bosses of the king and the leviathan, having different ways the player combat and defeat the bosses will help to add to the replay value of the game. Maybe the monk uses a holy command to summon a giant devine angel/dragon to fight the leviathan on an epic level and maybe the archer uses the newly acquired "True Shot" bow to do a bullet-time event to hit the vulnerable spots of the fast moving leviathan. 

 

But yeah, just my thoughts...more info on the game type and gameplay features would help us give more ideas.


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