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Member Since 21 Jan 2013
Offline Last Active Oct 03 2016 01:05 PM

#5268539 Starting with gameplay: finding a story to match

Posted by on 30 December 2015 - 07:16 PM

Tough questions. I mean, I have ideas.but they all seem vague.

The player could have been exploring the area (like a valley or something). And discovered it, got lost in it?

Its an abandoned alien ship?

I read a novel by Octavia Butker called "Dawn". The aliens in the novel used their hands to open walls (so,etching about their DNA I think). But I thought their had to be a trade off for that like a loss of mass. That's how I justify the player moving different pieces of wall.

Am I over thinking the story?nit still doesn't feel complete.

#5267836 How to finish a game

Posted by on 24 December 2015 - 04:00 PM

This happens to me a lot. Go make matters worse I've announced these things in Facebook and made a big deal out of it. Twice , in the past two years, o have created a Facebook page for a game and then a company that I wanted to make/start. I shared it with friends and family. However, those projects were never finished. I'm starting to feel like the girl who cried game.

One of my problems is that I want to make an RPG. I've excepted the fact that this will not happen for a while.

The second problem was that I did marketing way to early (but that's not where I'm going here).

Right now, I'm working on a simple game mechanic and level. This is helping me to see areas that I need to work in. For example, I can't even write a short story for the level. So how can I even think of writing an RPG. Also, the small scope of this project will insure that I get something done.

You also might want to take a break from your larger ideas. Break them down into smaller projects. This way, you can test out your ideas individually and still feel as though you are accomplishing something.

#5267830 Starting with gameplay: finding a story to match

Posted by on 24 December 2015 - 02:56 PM

Hi everyone.

I've recently had an idea for a maze game where the player can push specially marked pieces of wall to get through the maze. The first maze has been designed so that then player starts from the center and works his way out. I've thought of the maze being in a spaceship and the player must find his way out. However, I'm not sure how I can come up with a shortstory to accompany the level. Any ideas? How do you write a story around a game mechani?

#5265507 Questions regarding how did you manage school

Posted by on 08 December 2015 - 05:00 PM

This is an interesting question. Mainly because I am in the process of preparing for final exams right now. For me it depends on the subject. Here is what I'm doing for each of my classes.

History: it is mostly fact based. So I will copy all of the notes that I will need. Then go back through them and cross out what I know. Then recopy what I don't. I repeat until there is nothing I'm not familiar with. This is time consuming but well worth it.
English: same thing basically
Math. My professor has given us a problem pool to do before the exam. Gig through that within 24 hours of taking the test usually work
Art: it's oroject based so I just have to manage time to make sure I can produce something im happy with.

#5261468 How do you plan your project?

Posted by on 10 November 2015 - 10:55 PM

Thanks for postimg this topic Amr0! I'm in school right now so I haven't been able to seriously work on anything but it got me thinking of different things I'll do next time to improve workflow. Some of which came from study habits and the ways I approach school projects.

1) ideas: I've learned that doing a brain dump actually helps me think better/faster. I'll usually do this in Microsoft OneNote.
A. Make a feature list Inso,enkind of heading font.
B. Fill in between with a bunch of ideas as to honor can be implemented in code.
2) In a separate OneNote document I'll do another brain dump of the art assets I'll need.
3) Inwould eventually like to take this information and make into ancomplete GDD and TDD but that hardly ever happens.
4) Break down the work into tasks. I've learned that these need to be stupidly small. I tend to over estimate time for small tasks and under estimate time for large ones. Plus, seeing a huge list of tasks is motivating for me and so is putting a strike through on a task.
5) Schedule each day i work on the project. Every night I look at what I've done and what I can do next. I try to balance art and programming so be sure I don't burn out on either side or lose motivation for the project altogether.

#5224508 Starting out in 3d

Posted by on 20 April 2015 - 10:06 AM

I am also a beginner and I'm using this playlist to teach me how to do things.


In chapter 2 the instructor explains about a "concept workflow' that doesn't use any reference. He then moves on to topology and explains how to use reference images in a much later chapter. The instructor claims that he does it this way because his students would tend to use the reference sketch as a crutch. So, some might call it a good thing that you'd rather not use a reference sketch.

But I also think Misantes has a good point that references are helpful even if you aren't using them to import and model on top of.

#5224078 Save/Load High Scores

Posted by on 17 April 2015 - 04:06 PM

Thnx. :) Now it works! So I'm guessing the dat file was expecting a single int so when I changed the code to an int array, they weren't compatible anymore?

#5221240 Expanding on Basic Ideas

Posted by on 03 April 2015 - 11:38 PM

Hi everyone!

So, this week, I've created a simple game in unity where the player is presented with a 5X5 grid of 8 possible colors that are randomly picked. The player must then select the grid square that matches the color that the program randomly selects.

One of the games that inspired me was diamond dash since the player has exact,y one minut to get the highest score possible.

I also thought it would be nice to have a theme (unity preset colors were a bit of an eye sore)
, so I chose a farm theme and plan to replace the colors with images.

This all sounds great, but I'm wondering if this is just too simple. It's a mobile game and I
M thinking about making it competitive on facebook but is that enough? How can I expand on this basic mechanic?

#5168822 Xcode Can't find freeglut

Posted by on 24 July 2014 - 01:59 AM

nvm got an answer on OpenGL forum :)

#5163711 Text adventure user input

Posted by on 29 June 2014 - 03:26 PM

I am trying to allow the player to travel to different rooms. Each room (t1, t2, and t3) has a vector of exits. When I run the program, the player is able to travel to a room. However, it automatically places the user back in the starter room. Is there a better way that i should be checking this?
Character test = new Character ("Test", "Sample character", t1, null);
Scanner input = new Scanner(System.in);
//Options for t1
if (test.getCommand().equals(t1.getExits().get(0).getDirName())) {
t2.visited = true;
if (test.getCommand().equals(t1.getExits().get(1).getDirection())) {
t3.visited = true;
while (test.getLocation() != t1){
//Options for t2
if (test.getCommand().equals(t2.getExits().get(0).getDirection())) {
//Options for t3
if(test.getCommand().equals(t3.getExits().get(0).getDirName())) {
if ((t2.visited == true) && (t3.visited)) {

#5154977 Contacting press

Posted by on 20 May 2014 - 11:35 PM

When looking at game magazines, under the "contact us" page, I mostly find the email for the editor in chief. This doesn't seem like the right person to give neews about a game. Shouldn't it be someone under this person? If so, where can I find the right people?

I've also seen online web forms instead of giving email addresses. This doesn't seem like the right place either.

Places I've tried:
Family Friendly Gaming
Cartridge Magazine
Game Informer
IGN Entertainment