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Member Since 16 Dec 2012
Offline Last Active Jul 27 2016 04:37 PM

Posts I've Made

In Topic: How Do You Go About Your Game Design?

22 July 2016 - 02:02 PM


Here are some questions to help get the ball rolling:

How about telling us how you answer those? (To get the ball rolling faster.)



Much better idea  :)


Disclaimer: I'm a 21 year old Computer Science major with a minor in physics at a university in southern California. The extent of my game development experience is limited to 2 games that I designed and made in C# - a text adventure and a block breaker style game. This was about 9 months ago before i had to focus on C++ application - i did not stop designing however.


My process is day in and day out - whether i'm at work, school or at home my mind is always running on what I can do and how can I do it better this time. I have a notebook i use exclusively for all of my game concepts - story ideas - game mechanics. I'm not much of a drawer so I leave that until its time to hit the computer. I will typically watch movies or listen to a type of music that aligns with the general mood and idea that i'm after. For example, i'm working on a concept for a sci-fi rpg - i'll listen to the martian soundtrack, or eve-online -etc. When i think about game design i always have one thought in mind: go big or go home (i know, i need to work out of this). It leads to a lot of crazy ideas that are always out of reach for me in all reality. I'm not very good myself at going about improving a game mechanic from the design standpoint - I don't feel very innovative. I'm hoping some of your answers will be able to help me with that. But typically i go about it via a tree, i have the mechanic in the middle and I try to break down every aspect of that mechanic, then put subsequent ideas about improving the aspects of the mechanic versus the mechanic itself. I like to go to the core of whats going on and look there. I've definitely worked on something for 12 hours and scrapped it all because i didn't like the direction it was taking. I think this is a big aspect of my design process that holds me back a bit, but also allows me to improve upon the design. Although, if you're always scraping and improving and never finishing a final product, whats the point, right?  :cool:

In Topic: Money and your Character, how would you make earning money fun?

20 November 2013 - 09:32 AM

I've observed a fairly large amount of methods to inject money into your player. You will never really get around "the grind" unless you add passive elements to your system.

-Bounties(similar to monster coin idea)
-generic loot
-special monsters who drop very special and expensive loot
-monsters dropping actually money
-through npcs(via gifts/random quests/jobs)
-Trading (buy low in one town, sell higher in the next)

-Owning specific items and "renting" them out.
-Bank accumulating interest
-Giving loans to npcs
-Owning stores that accumulate the money npcs spend at them
-Owning a crystal mine or any other form of raw materials producer to make money.

There are a lot of different options, and it really all depends on how in depth you want a character to be within your game world.

In Topic: My head hurts........Need ideas

05 November 2013 - 10:45 AM

It sounds like you need to start developing the flow of your "Interactive Drama". Starting a flow chart for your storyline would probably be the best option to keep you organized and on track.


You can develop your story by adding different actions in certain situations that would take the drama in a whole new direction, possibly giving everyone a completely different experience that theoretically no other person could end up with unless they chose every single option the previous interactee had. The idea of this is an amazing concept, however it takes a lot of time and dedication to come up with, and then produce every single possible option to 100s of different situations.

In Topic: Looking for feedback on UI components (Video)

31 October 2013 - 10:09 AM


Do you mean like, vertical yellow bars across the gauge to segment it?



Yes, though I did not have yellow in mind tongue.png. Here's an example:





It could look odd if some weapons' cooldown were accounted for and others weren't?

Also, I'm anticipating that most weapons will take 2+ seconds to reload. The values I'm using right now are simply random because I didn't get around to creating the external XML balancing document yet for these.

My thought was that there'd be at least two categories of weapons, one that fires rapidly(think pew pew lasers) and one that takes a significant time to charge/reload(seems like your rockets belong to this category). The rapid fire category wouldn't be that interesting to display the charge bar for.


Alternatively you could use circular gauges for each weapon, you could colorize these by weapon type as well without getting a rainbow bar effect.



Honestly, I'd scrap the recharge bar unless you've actively selected the ship. It seems to add a ton of clutter to the screen that is unnecessary. I'd display the health bar and maybe add a separate UI element on the bottom or the top of the screen to view the details(like your charge bar) for the actively selected ship.

In Topic: non combat ships

28 October 2013 - 11:45 AM

If you want people to use the civilian ships you need to make it the foundation of your in-game economy. Players are not going to use something that isn't deemed necessarily useful to a large extent. For example in Sins of a Solar Empire the trade depots are used widely, because they are your second form of credit generation after planetary taxes.


You want to make these civilian ships ESSENTIAL to running your space empire. You need to make their addition to your economy significant enough to a point where it isn't worth it to change a space liner into a nuclear barge. War costs money, you will have to give up your economic growth to have a massive military fleet. To go further you want to make them worthwhile to attack and protect as well, forcing conflict and players to have warships during times of peace. You want to balance the game in that direction.