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Leikaru

Member Since 08 Jan 2013
Offline Last Active Mar 31 2013 08:35 AM

#5026472 Process of a video game

Posted by Leikaru on 28 January 2013 - 01:25 PM

It really depends on your document. Once you have finished the GDD, then, depending on your game, you decide what to do first. For example, if you are making a First Person Shooter, you may go for models first, so then the artist has something to do. One thing's for certain, 3D modeler's pretty much always have to work before artists, but not necessarily, and same for programmer's, they will almost always end up in front of a Level Designer, because otherwise, the designer's may not have much to do. wacko.png   




#5022468 Kingdom Empires - A Game Idea

Posted by Leikaru on 17 January 2013 - 03:42 AM

I am still curious as to what the game play is intended to be? You have some number of 'peasants' and you allocate them to gather specific resources; after some amount of time has passed, they gather them and you can allocate some number of 'peasants' to build a thing. Does the gameplay boil down to moving some sliders around and responding to dialog boxes? Interestingly enough, Crusader Kings 2 is very dialog-box driven; there is combat but it's extremely simplistic...more about the consequences of committing resources (soldiers, money, and time) to locations than the combat itself. Something you might consider checking out, insofar as the dialog stuff. (In fact, there are tactical reasons in the game to try and throw people into your dungeon via dialog boxes.)

You mention guards; have you considered "levels" for peasants? Maybe the player could elect to spend resources building various training facilities (many games do this, from Starcraft to Civ) that transform a peasant into a specialized unit, or enhance/add to their ability sets.



Also, please don't minus my post. Sure, you might think I was being rude, but still, I was making a point, and if you negate this post as well, then I really will be quite annoyed and will lock this thread, and see after a while if the person has become more mature and decided that simply replying isn't a bad thing.

To be honest and fair with you, I minus'd that post because it contributed nothing to the conversation; it seemed geared towards picking a fight. When you post an idea on this board, it's an open request for feed back, which is not restricted to praise. People at times will not like your idea or will see potential flaws in it. When they point them out, the idea is to respond constructively. Treat criticism here academically: take it as an attack on the idea and not upon yourself.

It's all rather clearly spelled out in the Game Design FAQ for this board.
Too be honest, currently them kind of features are not questionable currently, because I have some features that could be asked about a lot.

Yes, Peasants have levels as well.

Posting the fact the you negated my post doesn't really improve the conversation either. Looks like your trying to pick a fight. I have read the FAQ, amazingly, I can read, but some people obviously doubt that.


#5022467 Kingdom Empires - A Game Idea

Posted by Leikaru on 17 January 2013 - 03:37 AM


Too be honest, you called a part of my game ridiculous. You don't like the game, don't come an post on it. You like the game, but have a few suggestions, post on it. End it there. Not the thread, just this boring argument. Don't boss my game. That's my job.

I understand negative reactions towards your idea are not easy to take.
Please take a second to read my post again though - I didn't just say that I didn't like the idea, I told you why I didn't like it. A good way of taking criticism (at least for me has been) to take that 'why doesn't this person like it?' part and see if you can't use it to improve your idea further.
serratemplar's post says it pretty well, really.

Alternatively, if you don't really think my opinion will be shared by many, or if I don't sound like your target audience then there's no reason to really take it into consideration,

I'm really not trying to boss your game, I was trying to be helpful.

Not really that helpful is it? Doesn't improve the game situation at all. I was going to release a test version which introduces you to the basic, core features of the game, but really? Should I? People who just want to shout about how bad this game is aren't exactly helpful. They just think they are. That post was rather useless. Yes, this post was too, but still, it's a bit silly to post negative things without backing yourself up with detailed facts about the game. Lots of people that posts those kind of comments are the people that want to see their name in the credits screen once the game is complete. Those people make me laugh hard.


#5022264 Kingdom Empires - A Game Idea

Posted by Leikaru on 16 January 2013 - 12:49 PM

I have some questions for the OP.

By "300-500 resources", do you mean hundreds of types of resources? How do you define these types? Metals like iron and copper? Lumber like oak and elm? EVE Online actually has a great many resources (likely numbering in the hundreds) for the manufacturing side of its game; that's something you might check out to see how one team put this idea into practice. (I admit that I did not enjoy that aspect of the game, though I tried it for a handful of months, gathering and selling refined resources to make money...not very fun for me personally, but I wanted to try it.)

What will be done with the resources? What is their to build? What will be fun about gathering the resources? What about spending them? How much time do you envision it taking to gather enough resources to manufacture, say, a sword? A horse cart? A manor house? How much time will it take to make those things? Once they are made, what can do they do for you?

How do you envision the gathering of resources taking place? Active gathering, like Minecraft or Terraria? Passive gathering, like SWG or EVE Online?
Yeah, there are different metals, not just "Metal", and "Wood", there is Oak, Birch, Maple, Juniper, Pine, all used for different things. I'll check the thing out, forgotten what it was. Anyway, I'll answer the other questions the best I can.

Resources are used to craft buildings, equipment. All offer different things, eg. Crafting 2000 swords for all of your guards will increase their attack strength. There is much to build, small houses, large houses, flats, Work-stations, Guard-Houses, Factories. Different things take a different amount of time, also, it depends on the amount of builders allocated to the build.

The resource gathering is quite simple. You simply recruit people who want work, and they can gather all the resource for you. Simple as that. Then, once they have full bags, you just get the resources. Simple.

Also, please don't minus my post. Sure, you might think I was being rude, but still, I was making a point, and if you negate this post as well, then I really will be quite annoyed and will lock this thread, and see after a while if the person has become more mature and decided that simply replying isn't a bad thing.


#5021466 Kingdom Empires - A Game Idea

Posted by Leikaru on 14 January 2013 - 11:26 AM

You see, these kind of posts get on my nerves, At one point, they are on your side, the next minute, they call a part of your game "ridiculous".

 

 

I can understand that.  Word choices such as "ridiculous" is not very effective.  Despite that, Milcho made a good point in it.  He had trouble keeping track of 30 resources.  It doesn't mean everyone will, but as the resource management of large numbers seems to be the common theme of issues people bring up with your design, it certainly is something to keep in mind.  Ignore the ridiculous portions of the comments, but keep in mind the reality of what they are expressing.  Most of us see clear issues with mass resource management.  

 

Milcho's specific example was Civ V, and brought up that the resource management in that was tough.  It would be wise to review how theirs worked, and make sure you have an approach that might simplify it a bit.

 

This isn't meant to be rude, but don't post things if you don't want them critiqued.  People on your 'side' or not is not the point here.  By side, it sounds like your implying that we like it, despite issues we see with it.  Not all posts will be easy to take, but you should be posting here to find out if people have issues.  You don't need to listen to them, but in many cases it is wise to.

 

All that being said, from someone posting with limited explanation, you should ask for clarification about what made it difficult.

 

so @Milcho, what was difficult about Civ V's resource management?  And do you have any ideas as to what could make it easier.  specifics would be useful here.

 

Thanks.

 

I'm not trying to start an argument, but I can take criticism, thank you very much, and I don't presume you like the idea of the game at all. Who would? I'm just making a point, if you don't like the idea of a game, then why post on it? It's not your game, so the maker won't make it a game for you. If they don't like the idea of several hundred resources, so be it, there won't be near that many on the first test, so you can get used to the critical resources, and then move on to the more advanced ones. Yes, you may see issues with it, it just takes a little part of the brain. It doesn't ask you to remember what they are at all, after all, you aren't mining it, the miners are. And you aren't chopping it, the Wood-cutters are. It's not too bad.




#5019974 I have a game idea... what do I do first?

Posted by Leikaru on 10 January 2013 - 01:42 PM

In a word, design.  In two words, design document.  The very first step in any successful game project is the design document.  It lays the ground work that gives you a road map of sorts on what to do next.  It's good that you have started this document but you need to keep going at it.  The choices of programming languages, engines, technologies and libraries are normally all based on the requirements of the individual game (unless your a large studio in which case you develop your own technologies, engines and libraries to power the games you make).

 

C++ is a bit over complicated for new programmers and seems to be getting increasingly less common.  This is (in my opinion) because computers are powerful now a days and intermediary languages such as Java and C# simply don't pose the performance issues that they used to.  The development process is at least 10x quicker when using Java or C# with premade libraries an engines, the language and virtual machines that power these technologies actually help to overcome any minor mistakes you as a coder may make and in the case of C# it's actually tweaked to windows better than you are likely to do in C++ on your own.

 

I have rambled enough on Game Dev today so I'm going to keep this one simple, focus more on your design for now.  Get your document to the point where people don't have any questions about your project after reading it and you'll be ready to go.  Once that portion is completed then you will have a good idea of what you need to get the programming and asset development process' going and it will be much easier to make an educated decision on what language to pursue and where to start.

 

Thanks! That's definitely the best reply so far. Nothing wrong about the other ones though. I'll follow your advice.




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