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Rits

Member Since 30 Jan 2013
Offline Last Active Nov 12 2013 10:16 PM

#5048502 Which brushes does he use ?

Posted by Rits on 31 March 2013 - 02:16 AM

this is my work: 

 

I use Sai instead of Corel

Turn the opacity down to 80~90%, a 10~15% of color blending, that brush would handle most of it.

Along with a 90~95% soft end eraser would do.

lso paint in 200~300% size canvas of what is meant to be seen. 




#5045399 Would you play game like this? [RPG]

Posted by Rits on 21 March 2013 - 04:49 PM

I'd not worry about a game without story / lore.

Players can make sense of the environment. just by seeing the graphics and designs would build a story setting in mind, its an automated process, a natural habit.

I wouldn't speak for all. And always an option for you, is to release a game without story first, then if it really sells, release an expansion that implements quests.

Although, a single player world like that makes you lonely, when you dont even have NPC to interact with.

 

The concern remaining is the fact that there are too many out there. Examples include The Blockheads (iOS) and Terraria.

All you need is just ONE selling point that makes yours different from the rest, and its an experience the majority could not find elsewhere, then you'd hit the jackpot,

 

What other similar games on mobile have not succeeded to do, is refined control. The android ver of minecraft failed completely. Blockheads tried to improve that, but i haven't tested it nor heard feedbacks. So my personal opinion is if you can design the game control / GUI that is comfortable and efficient on android, you'd win my heart.




#5039343 Need Ideas for a skill trees

Posted by Rits on 04 March 2013 - 10:23 PM

Here's my imput: How "balance" you intend your skill trees to be?

As in this way: MMORPGs serving competitive multiplayer purpose emphasize more on class balance (hence skill tree balance) than traditional offline RPG.

But even so, top tier MMORPGs so far have not one succeeded in providing a balanced skill tree that really gives players the option to pick the style they desire; there's always "flavor of the month class", and players are forced to stick to which ever has the best performance. Failures include WoW , D3, Aion, Rift, Warhammer Online, C9 online, and many more. Guild wars 2 is a different case cuz they offer minimal differences between classes (so basically there isn't much difference between different builds or classes).

 

tldr: its very hard to make a skill tree that allows players to choose due to balance issue.

 

Game companies fail to balance because they keep taking majority players' opinion on "why i think my class is underpowered", the truth is minority competitive / elite players would know better on how to "be fair" >>to everyone<<, and they don't usually voice out in surveys, they just do their thing to be the tops and if things get completely hopeless they'd quietly move on. 

 

That is to say, complexity and variety mean little if after all, specific build(s) is/are unreasonably OP.




#5035312 Selling games on Steam

Posted by Rits on 22 February 2013 - 01:17 AM

facebook takes 30% too from in-app purchase. so it makes sense Steam would bargain for the same, unless you can offer a tastier deal. 




#5034799 How I Design Games

Posted by Rits on 20 February 2013 - 06:20 PM

I agree with the "pen and notebook". I guess it doesn't work for everyone, but at least for the way my brain maps ideas visually, pen and paper are very efficient. I have hard time putting the ideas into docs later. 




#5030969 Multi Player Action Game. Good Idea or Bad Idea?

Posted by Rits on 11 February 2013 - 02:44 AM

 

 

 

 

What kind of new experience would players not gotten from other war fps like Globla Agenda, Firefall, Planetside 2, Battlefield 3, etc.?

Well they're FPS games with vehicles.

 

This game design is all about customising vehicles with weapon systems and then wreacking havoc over the enemy team. I guess it could be compared to Robot wars more then anything!

Robot wars like uhhhh front mission evolved or mechwarrior online?

Front Mission Evolved and from what I've seen of MechWarrior Online are nothing at all like Robot Wars...

oh "robot wars" is a title? my bad i thought you meant it as a genre of games.

 

and the market you're targeting would be?

Oh I see! Yeah it's an on British TV Programme smile.png

 

and I've been thinking about that a lot, so far I'm gonna have to say "anyone interesting in customisation and online play". I need to give the design some more thought I mean at the moment it's just a little brief of an idea, I do need to do a lot of fleshing out for it!

 

Perhaps you can think about the meanings behind the experience of customization. Most games nowadays offer customization, of a character, of an army, of a weapon, of a house, of a farm, of a land, etc. I'm sure you understand the joy of customizing. there's always excitement from imagining what ahead of you to be unlocked and equipped. And there's always limitation - you can't have everything, you need to pick whats the best. But even players -think- in practical terms, eg. "i like customization system cuz i can put thoughts into maximizing performance", on the side players -feel- in personality development. This is my take, and its not the only way to interpret about meanings:

 

people share notions of personality in a variety of visual things. in real life, your phone, watch, camera, car, choice of coffee. in virtual, it may extend to your farm, how you place your different kinds of crop fields, how you decorate your house, etc. which then, how you pick your robot parts, can also talk about personality. maybe its the type of attack, i.e Range VS melee or Bullet VS laser, may relate to the thought RPG class / jobs (Archer VS Warrior), and of course those static character tags with some personality notions. sometimes style overrides rationality, like people would rather pick a gear that represents themselves even the other option has better stats. 

 

Thus, What your game can offer that other games dont, is a new element of customization - robot components. other games offer character appearance, clothes, hats, gear sets, cars, farms, but not a lot offer robot components. visually and functionally both contributes to this personal representation. This is what i think how people may hook up to this unique game.




#5030646 Multi Player Action Game. Good Idea or Bad Idea?

Posted by Rits on 10 February 2013 - 02:59 AM

What kind of new experience would players not gotten from other war fps like Globla Agenda, Firefall, Planetside 2, Battlefield 3, etc.?

Well they're FPS games with vehicles.

 

This game design is all about customising vehicles with weapon systems and then wreacking havoc over the enemy team. I guess it could be compared to Robot wars more then anything!

Robot wars like uhhhh front mission evolved or mechwarrior online?




#5030528 How you design your games? And where to start?

Posted by Rits on 09 February 2013 - 05:27 PM

I actually have a different habit, I dont design the mechanics, i design the experience. 

 

I do the breaking down and listing afterwards, but I first talk to myself, "whats empty in real life?", "what is missing in our daily lives, even with all the technology and entertainments".

 

"Reality is broken", many social philosophers would agree. Edward Castronova, professor of Indiana University who studies online games, explains that rather calling games "an escape", how about calling it "therapeutic". My understanding is that playing good games reaches into people, find their emptiness and fill it up with joy. So when I design a game, I start with thinking about people, no matter elite gamer, casual gamer, or non-gamer, or game-hater. I imagine the peak of the progressive experience of a game, and from that point I reverse engineer what elements should be there in order to achieve the peak, as well as the progression stages, and challenges.

 

If i start with listing out all the components, my second step would naturally be designing a world and experience that can fit all those features in. Then your "best part" of the game would be the moment where all the components are there, and thinking that players should "gain happiness" to see the presence of all the elements. that's imagining them saying out "oh i'm having so much fun from this game because it has all the awesome features!", where as "back in those days", when we were young, we just say "oh i had fun! jumping and stepping turtles and kicking their shells!"

 

i'm not sure if its right for designers to assume players to enjoy playing because of the master-mind craftsmanship, and breaking down components, listing features, these steps will build that scientific, careful calculation tendencies into your bones. unless you're more a commercial project like what i'm going for, then perhaps you want more of a scientific approach. And if you do think in element-listing, be prepared to eliminate some of the favorite ones you want to add in. At some point you will cut them out one by one, and its one of the hardest time in making a game.




#5029877 Challenge the Establishment: Uncommon features to make a game marketable

Posted by Rits on 07 February 2013 - 04:43 PM

Have you watched indie game the movie? its inspiring, and in short it believes that "make a game true to yourself" even if its your own world that no one likely to share, make it, and people will like or hate it, but that's the only way you can make a game that reaches to the deeper soul of people.

 

Also personally I think that players know less than a brilliant game dev about what they want or like.

Players can list all the reasons, the reasons are true but doesn't mean it's all the truth.

Sides if you rely solely on feeding what players want, isn't that exactly what block busters are made of?

 

I'm a game dev, but I'm not the kind that would make Fez or Meat boy. I think more industrially and marketing, in other words i make a game not for myself but purely for customers. However, I differenciate myself from the block busters despite my mind full of money and numbers. What i'm saying is, between block buster and indie game dev there is a gradient of variants.




#5027122 Racing AI + game ideas...

Posted by Rits on 30 January 2013 - 03:20 AM

Have you nailed some basic form of the economy system? Since its RPG , the economy system is a massive workload, and many of your initially suggested elements will be eliminated mercilessly because of it. So you've got a bunch of elements, like food, gold, crafting, farming, breeding; but the real work for you would be "how and when does the player deserve to gain access to each element?". Assuming part of the game is resource management, you then need to think about a bunch of maths that is also certainly wouldn't be exploited by players in any way. Options of development is what make pet-raising gamers go nuts. For competitive gamers, they demand class balance, making sure that their choice in play-style has give-and-take, advantage and disadvantage. The further question is whether you allow them to overcome the disadvantage on the spot, by luck? or by skill?

 

Sounds like your creative mind is going berserk right now, making you uncertain about all the possibilities. perhaps you want to make the above questions your skeleton, maybe you'll get more sense of direction. hope this is helpful.




#5027117 What makes a good beat'em up game?

Posted by Rits on 30 January 2013 - 03:01 AM

I think you should first categorize the market, cuz at least the two major genres, casual and hardcore gamers, do not enjoy beat'em up games the same way, hence they'd judge good or bad differently. The responses above are majorly from the stance of a creative game dev providing a casual game to "real" gamers. If you ask Zynga or Kabam i'd imagine they give a vastly different aspect. I'm no specialist in this approach, but one of the reoccurring key to success is nailing the peak time of utility. Fun builds up doing repetitive experience, but after certain time unit, perhaps 30 secs, perhaps 3 mins, the curve enters marginal return phrase. If the game at that sharp moment calls an end to a gameplay or rewards a bonus / special event, then you raise the fun to the next level. its not the most "fun" project for the developer, and i know not all the truth but just partial truth about mass-public-mainstream-casual/social gaming.  




#5027112 At what point should I turn to kickstarter

Posted by Rits on 30 January 2013 - 02:49 AM

Not sure if you've already considered, kickstarter is not the only fund-pledging community out there, even kickstarter is probably the most profound. I've looked into kickstarter and got my project approved already, but from the long term observation, kickstarter local members are not much interested in computer games. The successful projects you could find are majorly rounded from communities outside of kickstarter, but since the money rolled in big and quick, the kickstarter local are convinced that it might be a worthy investment. 

 

I've seen quality indie games in kickstarter that by far didn't get the backers they deserve. no matter you put your project in a commercially strategic fashion or revolutionary passionate one, majority locals wouldn't be impressed, cuz gaming is not quite their thing.




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