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dakota.potts

Member Since 06 Oct 2012
Offline Last Active Dec 26 2013 03:04 AM
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#5040708 What would you make armour out of?

Posted by dakota.potts on 08 March 2013 - 12:01 AM

Here's an interesting one: Fungus. 

Like these things http://www.blogilates.com/wp-content/uploads/2012/04/kombucha-tea.jpg. 

You have to feed the fungus (eat extra food, certain amount of magic power drains over time, I dunno) and it will grow a thin layer of your body adding extra skin. This stuff in real life is thick and hard to tear and is sometimes tanned into leather. 

Another one could be something similar to a ferrofluid today that's soft and stretchable and then on a major impact immediately hardens. It would be light and good for thieves, mages, and archers but obviously would penalize your speed randomly as you received hits (due to parts of the armor hardening and becoming immobile momentarily) 




#5038294 Feedback for Ambient Track?

Posted by dakota.potts on 01 March 2013 - 11:36 PM

Highs are just a tiny bit harsh. Otherwise I think it's great. I see it as a bittersweet type thing. Flashbacks of someone who died. Last moments on earth for an astronaut about to make a great journey (or watching the earth slowly fade away). The curmudgeony old man was actually working his whole life on a secret project for his family/organization/all of humanity and the benefactors are now getting the big reveal after his death. Something like that. I could see a dream sequence, but maybe something significant and revealing




#5027306 Music Costs

Posted by dakota.potts on 30 January 2013 - 03:04 PM

I usually suggest new musicians to charge something for their first works because doing it for free encourages designers to look for people who will do it for free (not that this is what you're doing since we're having this conversation)

That said, where I'm at right now, I'd sell a piece of music for $30 or $50 just to recoup something.


#5027291 Music Costs

Posted by dakota.potts on 30 January 2013 - 02:12 PM

It really, really depends. I'm thinking he was quoting $150 per minute of audio. I can't see that rate being acceptable for anything other than a AAA budget considering games often have over an hour of audio.

Considering you can get a lot of music free (to the chagrin of people who like getting paid tongue.png), you can use that as a baseline and work upwards from there. I imagine you're somewhere between hobbyist and dedicated indie studio realm. You should be able to find a price you're willing to pay for somebody who can do what you want professionally with good communication.

As to what that price is, I haven't managed to be successfully paid for a video game job, so that's not for me to say.


#5027099 How to choose music and audio software

Posted by dakota.potts on 30 January 2013 - 01:34 AM

For basic sound recording, my advice is typically that you can't go wrong with Reaper when you're first starting. By the time you find it lacking, you should have the experience and skill to move up to whatever more advanced platform has the features you want and to decide what that platform is.

Sequencing, though, is a game I'm not familiar with.


#5025333 Searching for a credible maze monster's behaviour

Posted by dakota.potts on 24 January 2013 - 10:10 PM

Sounds to me like you are describing something similar to Amnesia. Have you ever played it?

I'm wondering if you couldn't do something with multiple monsters that could weaken you mentally or something. The larger monster will pursue you very inefficiently (this will end up being a factor of implementation, not ideas, in my opinion), but the other monsters will make you disoriented and slow you down, the effect becoming more pronounced each time you encounter and are unable to avoid them.


#5022446 What Immerses you into an FPS game?

Posted by dakota.potts on 16 January 2013 - 11:39 PM

Good, intuitive controls.

Seeing some feedback of the character (in BF3, vaulting over things. In mirror's Edge, waving your arms and the screen blurring/controller shaking as you fall further)

Decision making, either on rails (where you have to shoot your commander in Battlefield 3) or one where it affects the outcome of the game.

Having characters that you feel attached to always helps. This is a hard art to master, in my opinion, as it sometimes even varies game to game within a series.

Multiple options and plans of attack. Not like Call of Duty where you basically are guided through a decorated maze (even Battlefield does this, as much as I love it). Borderlands is awesome in this regard because it gives me an objective to accomplish and obstacles. I can snipe from the cliffs, ramp in with a car, run in and run out, or go in guns blazing. Dishonored did something similar, and while I enjoyed it, it felt more like "look at how many options you have" than actually having an open world and options.

Weapon customization is a nice one. I think it would be awesome if there was a system for modifying guns as far as attachments, bullet size, and even fine tuned things like gas ejection systems so you could fine tune your gun's performance to your specific likings. Of course, if I converted a 5.56 to a 5.45, ammo would be harder to cone by in most cases, and the parts to even do such a thing would be pretty hard to come by. All sights would have to work with whatever rails were on the gun (or else you would have to find a rail system to add to it if the platform supports it), suppressors would have to have the right threading, etc.

Also, melee shouldn't feel like I'm swinging my arm with a magic stick of death. There should be weight and resistance, and instead of swinging your weapon and holstering it every time you click, a more in depth melee mechanic (even a system of hand to hand and weapon fighting) would be a nice thing to see if implemented well.


#5021678 Religons in games

Posted by dakota.potts on 14 January 2013 - 11:07 PM

I agree with creating your own religions. Think of how Pagan religions were largely eradicated by the Catholic religions. This kind of struggle of the earth-worshipping vs. monotheistic religion already has a great set up as the earth lovers and druids battling the seemingly more imperialistic monotheistic religion. Then, of course, you could find a 3rd of a completely contrasting style.


#5018914 RTS games, looking for some 'racy' ideas... :D

Posted by dakota.potts on 07 January 2013 - 11:37 PM

Alien creatures/ evolved humanoids with different senses.

For example, one may be good at smell and you may be able to see particles coming from an area where there are enemies that have a certain smell.

Another one may be able to see infrared or ultraviolet light. A certain frequency may hint at a certain resource, they may be able to to see enemies in darkness, or the glow of the weapons may allow them to quickly identify targets in an ambush. They might even have electromagnetic sensors (like sharks) that would alert them to enemy presence and technology.


#5016594 Tiled based game/rpg with more than 1 player on a tile?

Posted by dakota.potts on 02 January 2013 - 01:25 AM

Ultimately the details will be decided by your test run (IMO).

Good for you trying something new. I have never seen it, to answer your first question, nor do I see any major problem with it. However, I do not think you should just stick it in there.

Following your ranged weapon example: Imagine (going with RPG stereotypes) that I have a Goblin, an ogre, and a giant in the same tile. I am shooting at them with a bow and arrow. Because of the giant's size, I am more likely to hit it, and the ogre is the next likely, with the Goblin being hardest because it is the smallest. In this way, it could become a strategy of the game to use larger characters to tank for the smaller ones. Maybe there is a drawback to this: For every larger character they share a space with, movement speed (in number of tiles per turn) is reduced by 1. So, the goblin will be set back 2 move speed, the ogre one, and the giant will be free to move unimpeded. Or maybe they line up in the order they get there. IF the giant moves north to a tile, it will face North. Then if the Goblin shows up by moving North, it will be behind the giant. Since the giant is taller, ranged weapons may not hit it. In this same manner, if the Goblin showed up followed by the ogre and then the giant, any one of these may be targeted. Also, if the giant is north of the goblin on the same tile, the goblin may be attacked from the East, West, or South.

Or it could be something completely different. A rogue class that gains attack bonuses with short weapons when sharing the same tile set with an enemy, but loses access to longswords and the like due to the close range. Or an archer who can only use his boot weapon in the same tile. A mage who must share a tile set with an ally to cast a protective shield.

This kind of small change has never been played with and may result in a hugely unique strategy set. Have fun with this!


#5003394 Side Scrolling Puzzle RPG; Looking For Feedback

Posted by dakota.potts on 23 November 2012 - 12:02 AM

Here's my problem with moving one block at a time and having a reach of 1: An enemy can always hit me and some can hit me where I can't hit them. I have this problem in some of the Castlevania games where they can outreach you or attack incredibly fast so you have to do something like jump past their reach zone into yours and attack from the air.

I don't mind enemies firing projectiles at me as long as it's not machine gun fire, homing, or insta kill. Any of these things are OK as well as they are equally balanced. For example, an enemy throwing a spear every second could be annoying with such a short reach, as well as a flying character shooting fireballs unless I had a ranged weapon to attack them with.

Questions number 2 and 4 are up to the designer and part of what makes a game unique, in my opinion.


#5003392 What would you want from a zombie apocalypse simulator.

Posted by dakota.potts on 22 November 2012 - 11:52 PM

I touched in another thread about factionalization, improvisation, more realistic weapon scenarios, and things of that nature. Focus on implementing a realistic health, combat, thirst/hunger, and human interaction (ie. the consequences of killing somebody) and make the gameplay solid. Also, as a zombie nerd and manager of a family run zombie company, I feel safe in saying that us zombie fans want to be able to hole up and make a fortification. We want to be able to make harrowing supply runs, drag our wounded back, post lookouts (with long range weapons of some sort), and when our system inevitably fails, we want the satisfaction of a last stand against the zombies where we use everything we've got with massive losses on both sides. For me, part of the thrill is stocking up the weapons, explosives, manpower (etc. etc.) to let it all rip at once before I go down.

That, and any kind of experimentation is a plus. You're a hobbyist, right? Fresh out of the market with no job to lose or no fans to disappoint. If you're in it for the passion like most of us, there won't be any loss from a bad experiment, and you can have a lot of fun with it.


#5003373 Programming Audio Tools. Features I Should Look Out For?

Posted by dakota.potts on 22 November 2012 - 10:23 PM

I don't know how extensive your sequencer is, but I have always felt a lack of easy to use abilities to program a score directly in to any given instrument. Sometimes i want to write something in, not play it through a MIDI controller. This should also include capabilities to change where the beat falls (for instance, the bass dragging the beat) as well as easy to use dynamics controls and "human" playback. Something like Finale with a few of these features that I could then plug into the directly integrated samplers.


#5001428 Work in progress projects in demo reel?

Posted by dakota.potts on 15 November 2012 - 09:05 PM

In my opinion, it depends on what your part is. For example, if the game's halfway there but you have a song or a character model or game engine to go with the game, those pieces would still be good to include. Nothing you should have to explain or rationalize unless there's a good reason for it.


#5000778 You Should Steal From Other Game Designers

Posted by dakota.potts on 13 November 2012 - 09:55 PM

I'm a musician, so let's relate this to music. There are 12 notes in Western music (we're talking 12 tone equal temperament, not any of the 19 tone or other styles). Rhythms can be divisions of 1, 2, 4, 8, 16, 32, and sometimes (but not very realistically) 64, as well as divided into triplets, pentuplets, septuplets, and so forth.

There are 4 basic types of chords: Major, minor, diminished, augmented, as well as extensions (9ths, 13ths), suspensions, etc.

there are common chord progression: I - IV - V (G C D in the key of G Major) is used in many songs, especially rock or acoustic singer songwriter stuff. For instance, Taylor Swift and John Butler may use the same chord progression (not that I know their progressions off hand, but it's a safe bet). I don't think it would be very wise to compare the two:


Furthermore, they both have a lead singer and guitarist (who write their own songs), a bassist, and a drummer. Both follow conventions of verse chorus progression, and use common time signatures such as 4/4.

Now let's take a look at a song that was completely "stolen":



Same song, but different interpretations on instrument, tempo, accompaniment, accents, and many more.

In music, it is said that there are no original ideas. As long as you're not soullessly ripping something off, I don't see the argument. Copying a success for profit without passion will get you nowhere. But why would we shun the progress and knowledge of those before us?




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