Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 21 Sep 2012
Offline Last Active Nov 17 2012 11:40 AM

Posts I've Made

In Topic: What size for assets for mobile games

02 October 2012 - 10:21 AM

After some further research, I have found that there does seem to be some kind of a standard for this. I've always looked at these types of games as divided into "squares", in the sense that you have a grid, with a square being the smallest increment that you can move something by. So, what I've found is that these squares seem to be made up of 50px wide by 25px in height. Evidently the aspect ratios, screen resolutions, ppi, etc. have all been removed from the equation due to automatic programming tools, and this is what an artist (not calling myself that quite yet) is left with.

If anybody would mind offering any input on this, I would be interested in being enlightened :)

In Topic: What size for assets for mobile games

28 September 2012 - 06:45 PM

Hi Tobi, wow, that was a great response :D I really appreciate the time you spent on this. I think this will get me to where I want to be.

Thanks a lot,

In Topic: Intro and a few questions

25 September 2012 - 11:22 PM

Hehe, didn't mean to start anything here. I really just wanted to do what I posted in the topic. For my current purposes, learning how to program does not fit into my timeline. I want to get this game to market as quickly as possible, while maintaining high quality. I have come here to ask how I can do this myself, which I believe has been covered.

I have also come here to eventually seek people interested in working with me on this project, which is why I posted the second point. I believe that the answer to that, as it relates to this community, is that a fairly thorough GDD, some pictures of the UI, the main screen, buildings, the game mechanics that I posted above, and all of the other ideas that I want to incorporate should do the trick to not only show that I am serious, but give a programmer the necessary information in order to start throwing things in an engine. I mean, a lot of people in this community could probably do this. But, I am currently not planning on this level of involvement, because I can't until it happens. In order to continue to move forward and make my vision happen, I have to keep working with what I can understand or pick up within a week or so.

Again, I do appreciate everybody who has come to add to this discussion, but I thought it appropriate at this point, to reiterate my OP.

Now let's all just have a group hug :D

In Topic: Intro and a few questions

25 September 2012 - 08:57 PM

Thank you for adding to the conversation, superman. That is a good tip to be aware of for sure. I do want to launch this game as a commercial endeavor, but if I have to continue to rely solely on myself for the actual fabrication of the game, I will need any and all free and user-friendly tools to choose from. I guess a pertinent thing to add to this, at this point, is what my intent is with this game. I intend to launch this game as a mobile app, in order to hopefully quell the stream of low-quality games being introduced and fed to the masses. I see the mobile gaming market as a new frontier right now, as many do, but I don't want to take advantage of people who don't know any better, I want to introduce them to what a true and rewarding game experience can be. I believe that with this intent, as long as it is implemented carefully, I can draw many more "casual" players closer to the real gaming world. A huge goal, to be sure, but one I feel passionate about and worth pursuit.

Edit: Also, to add to the previous discussion with Conker, I have also been networking among the steampunk community for writers and artists, because this will be one of the main themes for the game. A good storyline is imperative, imho, for a good game, and an artist, well, makes art. In these digital days, a picture or a painting is just as good as graphics design, to some extent.

In Topic: Intro and a few questions

25 September 2012 - 07:42 PM

Hehe, thanks for the further comments, glad to see that the reputation of programmer's humor is well-founded. I will take a look at the Visual Studio Express as well, I mainly skipped that because I first saw MS and thought money.....pass. Now that I know there is a free version, that's worth the download at least.

@Conker, I've been doing various parts of the design part for about 2 months. The thing that I initially started with is the store recipes. This led me to level progression, which led me back to store recipe rewards for xp, which led me to.....needless to say, I have become intimately familiar with the spiral development model. At least on the scale of designing such interacting game mechanics.

What I ended up with, after all of this, are the base logorithmic formulas for deriving the resource cost, gp rewards, and xp rewards over time. I want my game to be somewhat customizable by the player, so I came up with 3 different sets, one for a balanced store, one for higher gp/lower xp rewards, and one for higher xp/lower gp rewards. I wanted to come up with formuals, because they will theoretically stay useful throughout the entire span of the main level progression. I also devised a level progression, which is based on the standard exponential level progression, probably started with D&D, but with a slight varient. Every 10 levels, instead of doubling the needed xp requirements, I will quadruple it. In order to offset this, I will simplay apply a bonus of 1.85 -1.95 to the base store values, at that same level. This should seem fairly seamless to casual players, but serious gamers who are trying to squeeze every last gp and xp out of their town will see a noticeable difference, and have to restructure their city in order to continue to see their streamlined city design working. I basically wanted to put something in to prevent anyone from breaking the game....at least to a great degree. I also decided to come up with a level-in-level progression, which consists of 25 levels spanned over the same xp requirements of the first 10 levels. I call the set of 25 "age" levels, and the original 10 "city" levels. The city levels will introduce new buildings, such as resource collectors, stores, houses, etc., and the age level will introduce new decorations, both funtional (affecting building stats) and non-functional (just looking pretty), as well as building enhancements. This will serve the purpose of allowing a lot of flexibility and fine tuning with the adding of decorations/enhancements. It will also continue to provide a sense of accomplishement and progression for the player. The resource production rate is somewhat dependent on getting a working model going, in order to see how the progression goes, but I do have intro values for those as well.

That is really what got me started on this project. I simply love math, and love to use it to make things easier. It's probably child's play to a lot of people around here, but I've always loved making really complicated spreadsheets for city planning in games, such as Utopia. http://utopia-game.com/