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Member Since 09 Jan 2013
Offline Last Active Jun 18 2013 02:38 AM

Posts I've Made

In Topic: Religons in games

15 January 2013 - 02:12 AM

Is this a good idea? would we be hunted down for using actual religions in a game?



Religion is a pretty tough topic in certain parts of the world (US, middle east), so it might draw a lot of attention of all kinds there.


Since religious (and others, really) fundamentalists usually act irrational, there's no good way to predict what might happen.


Anyway, I suggest you watch these 2 videos to get a feeling on what's a good approach to the topic from a game design perspective:



Kudos for the Extra Credits!

In Topic: Your reaction to Crysis 3?

15 January 2013 - 02:00 AM

I think it looks great, though I have a good feeling it's going to follow the linear model of it's predecessor. Crysis 2 was a little of a borefest near the end(for me at least) since at that time i mainly wanted to enjoy going after those jerk Cell soldiers.

In Topic: Dynamic Stories for an MMO RTS...

13 January 2013 - 10:58 AM

If this project is going to be aimed on a Multiplayer scale, I found that the best narrative is derived from the players experiences.  Look at Planetside 2 for example, They offer little to no back story directly but players somehow jump into kind of a roleplayer mindset and start making their own stories.  As a reference, a youtuber known as TotalBuscuit, made a "Propaganda" video of one of the game's factions, showing off riveting moments of armored conquest in the mass take over of a continent.  


But of course there needs to be some caution in that approach.  If there is no backstory at all, players will feel dejected from the experience and have little to nothing to go on for their own story driven experiences.  This kind of tactic is ballsy, but it has worked well, if not better, than most MMO games with an already pre-set story.



In Topic: Where to go to learn 3D modeling...complete beginner

13 January 2013 - 10:49 AM

One website I can recommend to you for Blender, is the BlenderCookie division of CGCookie. They have many modeling tutorials available for free and many more if you're willing to go into a subscription program. The tutorials available for subscribers are pretty top notch, but the free ones will give you a basic idea to the functions of Blender.

You can find them at http://cgcookie.com/blender/

In Topic: Character Creation

13 January 2013 - 10:39 AM

When it comes to Character Creation and Progression, I like to keep two things in mind: style and personality. The thing I find great in games, Multi-player in particular, is individualism. Making a character that represents you and your play style, makes the experience that much more meaningful.

So with Style, I'm obviously referring to the appearance of the character. I've found that the most depth in the customization options there are, the larger a player's creativity can shine on. All Points Bulletin, that 'GTA MMO' as most would call it, has possibly one of the best Character Creation systems I've ever seen in any game. The deformers and texture detail are mostly done in dual axis sliders and the number of textures for each part of the face make for a great starting point. There are also added details that can be placed through UV projection such as custom tattoos or scars that can be placed almost anywhere on the body. With the ability to create custom fashion as well(I.E. added textures and logos to clothing/ equipment) players can create their own style that is practically impossible to replicate with matching gear unless traded.

Now for Personality, I'm speaking on the play-style and skill sets of the character rather than a literal standpoint. When you can choose the way your character progresses, It adds immersion into the game world for the individual whether it would be a player who specializes in ranged weaponry or someone who will try to be a jack of all trades, it's all about freedom. Having basic frameworks is nice for those who just don't want to sit and work out the numbers or spend hours planning out, but also having the option of a bare bones "Custom" character class adds to creativity in a way. Make it simple for the general audience to be able to pick up and play nicely, but allow room for the more hardcore players to tinker and experiment to find their niche set up.

Missing an eye, scars, etc options then offer you bonuses to an intimidation factor with a wide range of NPCs, but may negatively harm your ability to interact with others.
This is a great point to also consider. I actually have a concept in mind of a race created from human volunteers, ends up facing higher prices at stores and general distaste from from Pro-human NPCs. Applying ratings to visible features that influence NPC reaction or behaviors would add to the depth of a game world. So if you have a ton of scars, war-torn complexion, and a blank eye, NPCs would be wary of you, show defensive posture and reveal tells of intimidation when you communicate with them. But if you decided to be a handsome, charming looking fellow, that would make NPC characters seem more comfortable and find you easier to trust. And for the sake of humor, maybe if you make yourself look totally ridiculous, NPCs will hardly take you seriously and possibly make snide remarks. If I had the time and knew of a Programmer who would put the extra time in, I'd probably want something like that in a game. Maybe we'll see something like that out there!