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SinisterPride

Member Since 19 Jan 2013
Offline Last Active Feb 03 2014 05:19 PM

Topics I've Started

Project: Alter Ego [{( _-~= Update =~-_ )}]

04 March 2013 - 01:30 PM

Hello once again my fellow gamers, designers and now developers biggrin.png 

 

Alot has happened since I last posted ph34r.png:

 

- I started my company and it is well under way.

 

- Project Alter Ego is fully designed.

 

- Work on three other projects/designs/concepts are well under way.

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I'll be building everything from scratch. You guys can look me up eventually...

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See you guys on the other side cool.png

 

 

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SinisterPride a.k.a. Alfred Liriano 

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Official GameDev.net App

15 February 2013 - 08:02 AM

It recently came to my attention that accessing the site from my phone was a pain in the ass.

I'm on the go quite a bit and could definitely make use of streamlined access to the site seeing as the mobile version is quite faulty (mainly login issues).

Would anyone be interested in developing one?I can design it myself entirely, would need a programmer though.

I can work closely and efficiently. Already have a general idea/layout of what to do/work on.

Project: Beat em up/hack and slash

03 February 2013 - 05:44 AM

I've recently started a project with two of my close friends. I'll be acting as the lead programmer. It is Frankies' (don't know what his forum name will be yet) brainchild so he will be the lead designer. Dvergr will be our lead Artist.

 

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Project: Beat em up/hack and slash (working title)

 

Overview
 
The concept is simple enough but I was inspired to work on it nonetheless. Frankies' idea to combine the genres he envisioned is not entirely unique seeing as I've played something similar to it before (Castlevania: Symphony of the Night) but it was genius none the less.The mission statement is to create a 2D side scrolling beat em upstyle game with varying features from the hack/slash, adventure, rpg andfighting genres.
 
Programs
 
Engine: Game Maker 8.1
Graphics: Paint, Photoshop, Illustrator and (Jesses' Stuff)
Concept/SyncingEvernote, Paper, Pencil/Pen and "Word (wordpad) - format (.rtf/.doc)"
 
Credit
 
Brain Child/Lead Designer: Frankie aka DarkAbbys
Programmer/Junior Designer: Alfred L aka SinisterPride
Graphic Artist/Artist/Designer: Jesse aka Dvergr

 

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Features:

  • 2D Arcade Fighter Controls

- Combos
 

- Skills/spells activate by input (hadouken).
 

- Light and heavy/low and high punchs and kicks.

 

  • Character Development: Skill and Spell Tree(s)/Stat Development

 

- Melee Skills
 

- Weapon/Weapon type Skills.
 

- Spells (hadouken and such).
 

- Stats (str and int for now).
 

  • Items/Gear/Equipment

 

Enemies drop loot and equipment.

 

- Equipment shows on character (armor and weapons [like in "Castlevania: Symphony of the Night" with Alucard]).
 

- Weapon types associate with weapon skills.


- Rare equipment which will be "high grind"/low drop rate.

 

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As of now we're still in the design process but I will be starting some scripting with basic sprites tonight if all goes well at work (in other words if I'm not tired from my day job(s) lol).

 

 

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    Sin 

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Project: Alter Ego - Class/Skill system

28 January 2013 - 02:17 PM

This is my third post/share on Project: Alter Ego. Thank you all for the feedback so far. You've given me plenty to think about and have forced me to recognize parts which seem clear to me but lack in their explaination to others.
 
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In this post I will speak of my thoughts on Class/Skill development which I call "The Discipline System". I will reiterate some of my design ideas/goals, explain in more detail how the class/skill system works as well as give some hints on how skill development and progress work (this will be mostly be explained in my next post "The Mastery System").
 
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I want to lift the barrier most games place when it comes to their classes/skills.
 
Most of the time your character type/role is assigned at the beginning of a game and confined to that path for the remainder of the game. My solution to this is an open skill gaining method/system which I've named the Discipline system.
 
Every disciple is capable of utilizing all the disciplines (Melee, Subtlety and Weaving) by default. This means you can wield a melee weapon, use thrown weapons and build up energy in a "chi-like" fashion from the beginning. Initially each discipline isn't very effective and offer nothing more than the ability to use each one. Essentially you gain exp from utilizing a given discipline. After delving in a specific discipline enough skills will become discoverable/available.
 
For example, after using a melee weapon long enough you'd be able to and eventually will discover a motion which would allow you to double hit or cross slash. This motion will be considered a skill and will grant bonus damage as well as lower the delay between attacks causing them to be delivered fluidly/quickly.
 
A skill can vary from weapon to weapon in its execution. I originally planned to make weapon specific skills when the "universal skill" concept came to mind. Basically a skills mechanic will be transferable to other weapons by adapting its execution. For instance, a double hit with a sword may manifest in the form of a x-shaped cross slash. However, a club or a staffs' anatomy either won't allow or would cause this motion to be ineffective if not obsolete. Due to this I thought of ways to translate central skills instead of creating, naming and/or labeling each one for each weapon type. An example of a translation such as this would be double hit showing as a cross slash with a sword yet playing out as two hits with opposite ends of a staff.
 
The method for gaining skills will transfer over to all disciplines. How a skill is performed and what qualifies as a skill varies between each discipline.
 
Within subtlety a skill such as "quick draw" would involve readying a thrown weapon or bow and arrow, not aiming, then firing at a target directly in your line of sight. If the shot is landed it is considered a successful skill use.
 
As a weaver the process is a little harder to port over. There are two steps in any successful weave, gathering and unleashing. Each type of gather and unleash is considered a skill. A third step is possible but isn't the usual which is explained else where. (refer to the FFC system for an explanation)
 
While we're on the topic of weaving and spells/skills I'd like to address a few questions proposed by Sir WavyVirus:
 

Where/when can the player cast? Does the player need to be in combat in order to cast and gain experience?

 
Anywhere. No, not entirely the case. I'll explain when I answer your next few questions.
 

If so, are there a limited number of enemies around? Would it still be possible for a player to find a safe area and repeatedly weave a spell to gain experience? Are you ok with this? (I suppose it may be more realistic - mages probably spend long, lonely hours practicing - but is it behavior you want to encourage?). You may have covered this, but is there some scarce mana-like resource which would force the player to choose carefully which spells they cast and when?

 
Skills and spells can be executed for training purposes in all disciplines.
 
Training targets can be used but ultimately you don't have to land any of them to gain "Training Exp". Training exp will max out at 10% of the required exp to level a given skill/spell.
 
Exp while in combat will be split into two categories: Passive combat and Active combat. Passive combat is applied when your target is a living target (moving/trying to run away) but does not pose any threat/won't attack you. During passive combat you can gain exp up to 23% (13% more from the point which training exp concludes) of total required to level without having to land a spell or skill. Landing a spell/skill during passive will allow you to reach up to 50% (27% from the 23% allowed during missing) exp towards your amount required to level said skill/spell. The next 50% must be used in active combat. 25% (from the 50% reaching 75%) is awarded for missed spells and the last 25% (to cap at 100% and level up a spell/skill) must all be successfully/effectively landed during active combat.
 

I contend that spells would need to take a very long time to cast / offer very little EXP reward before players would be completely discouraged from grinding them, and instead use them where appropriate.

 

I disagree, I think you were closer/on to my proposed way of dealing with this when you said:
 

You may have covered this, but is there some scarce mana-like resource which would force the player to choose carefully which spells they cast and when?

 
Thank you for reading this post. Any feedback/input/opinions will be appreciated
 
Sin §• ɸ§

Design:Development Ratio - What's your orientation?

28 January 2013 - 09:52 AM

To continue the discussion in my first thread (hopefully more productively this time) I'd like to get your opinions/methods for starting and following through with a project seeing as they're are plenty of ways which lead to the same outcome. Some methods have advantages over others but when given the right circumstances, all realistic and proper routes lead to the same goal. Creating a game and finishing/entirely developing it.

 

My question is: How much do YOU design/plan when you set out to develop something?

 

There comes a point where we reach the extent of what the human mind can process accurately with only theory and design. However, not everyone has the same marker/limitation for that extent. My acute spatial and detail centered memory (I've been tested, Its borderline savantism) has allowed me to reach a level of design in my mind that not all can process or comprehend unless explained in detail through diagram/prototypes and demos. 

 

I am a one man team. Being so I don't have a deadline/time constraint. Not having a deadline nor feeling the need to rush into a pure development sense has allowed me to reach that inevitable point in almost each concept, mechanic and general design where theorizing just won't cut it. If I were to become a part of a team where I am now expecting people to put in their own time, then yes I would consider time restraints and how to most effectively manage their time. 

 

When I reach that point where theorizing just wont cut it, I consider my design 75% complete. The other 25% is only attainable through means of testing and developing. I consider my design(s) (not the entire project or mechanic/feature even) to be near its end basically when I'm prepared to test and develop. At this point, I would only consider a mechanic/feature to be 15-20% complete at MOST. The design process isn't complete in my mind until the project or mechanic/feature is itself atleast 50% complete and has a working model that proves its theory and functionality/feasibility.

 


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