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shay.yizhak

Member Since 03 Feb 2013
Offline Last Active Dec 09 2014 09:50 AM

#5183078 Need help with boss ideas

Posted by shay.yizhak on 26 September 2014 - 02:11 AM

Cool!

 

All of those ideas are great premises for boss fights. I took the ideas you gave me, and put some thought into it - and I think I got a few more bosses!

Thanks a lot, guys.

 

But I need more, so if anyone has more ideas - feel free. And be as imaginative as you want to be. For the moment - there are no limits.

 

Thanks,

-Shay




#5182922 Need help with boss ideas

Posted by shay.yizhak on 25 September 2014 - 10:02 AM

Hi there,

 

I'm working on a 2.5D platformer, where you play as a fighter trying to bring down huge monsters. Basically, each level is a single boss fight that lasts through the entire level. If you've ever heard of "Shadow of the colossus" - you know what I'm talking about.

 

BUT

 

Unlike "Shadow of the colossus" the main attraction of the game is the fact that each boss will be different. In "Shadow of the colossus" the goals were pretty much the same - climb the boss, find his weak spot - and stab it until he drops. I'm trying to create a game where each boss is different and unique, and the process of fighting him is different.

 

And I need help with boss ideas.

 

I have 2 examples of bosses I thought of, but I hope you guys can give me some better ideas:

1. Boss 1 will be a huge tall creature. The entire level will be the player's effort to actually climb the boss and reach his head (his weak-spot). All the while, the boss will try to shake him off, while destroying some of the platforms the players is using to jump.

2. Boss 2 will be a huge create - but a round one, and his head will be in the center. While the player tried to climb the boss and reach the center, the boss will rotate from time to time (90, 180, 270 or even 360 degrees). When he does - the player will need to survive the rotation, and climb a completely different path to the top (which may change again any time).

 

So, think outside the box,and if you have any ideas - I'm waiting eagerly to hear them.

 

Thanks,

-Shay




#5041814 is the hero the villain?

Posted by shay.yizhak on 11 March 2013 - 06:24 AM

I liked the story, but I have a few notes:

 

* Sounds like an RPG (this wasn't mentioned in the text).

* The Archer's story feels lacking, compared to the others. I'd rethink it.

* The final epic battle ends with all 4 classes - why? It'd be nice for you, as a developer to see all classes fighting together, but the player, who has chosen 1 class to play with - doesn't know anything about the other 3 characters. He hasn't seen their story, hasn't played them, and has no connection to them. Unless I misunderstood the gameplay...

* After that final epic battle - the player goes to the king and rescues him, thus saving the kingdom. Sounds kinda anti-climactic. Why doesn't get to kill the villain? Also - if all magical items cause their users to go crazy - wouldn't people know that, and know to avoid magic items?

* Why did the king attack the ship? There should be a reason for it. And don't say "cause he's evil". Evil doers have reason. Logical reasons. A drug dealer will kill a cop to avoid going to prison. That's a perfectly good reason. So - why attack a simple fishing boat?

* Like shifty said - it's an idea. The premise of a game. Now - what are you going to do with it? How will you make it unique, special, interesting or fun?

 

Basically - it's a good start, but you still have a long way to go. Keep it up!




#5041487 Sci-Fi vs Whimsical Story for 3D Space Game

Posted by shay.yizhak on 10 March 2013 - 06:46 AM

Personally, I think your game has to be AMAZING for me to pay 5$ for half an hour of content. Even for an indie (which are usually shorter games) - that's way too short, and way too pricey. For 45 minutes of content I'd be willing to pay 1$, especially for a game with little to no replay value.

 

Any game shorter than 6 hours should mention that as a warning up front. Each and every review of "Dear Esther" mentions it (the game is about 2 hours long). Once your game gets reviewed - it'll be mentioned, and it'll be factored into its general score, probably bringing it down, and thus - bringing down sales.

 

The fact that it takes too long to create viable content - well, that's not my problem, as a consumer. I EXPECT you to invest time and money in it. You want my hard-earned money? Give me something that's worth it.

 

As for plot - you can create a great story in an hour or two. The standard for movies (which is a medium for telling stories) - is 1:45 hours (though today it seems longer).




#5034513 Starting a web presence...

Posted by shay.yizhak on 20 February 2013 - 06:07 AM

I'd also recommend WIX. It's the easiest way I know to create website in literally minutes, and the free version only means you'll have a slightly longer URL.

 

Wordpress, Blogger, Tumblr and Posterous are all good options if all you want is a blog.

 

Use the free version of the platform you choose, until you reach the point you decide to get serious. Then you'll upgrade.




#5032198 Where to begin? (C#)

Posted by shay.yizhak on 14 February 2013 - 04:43 AM

I suggest learning it until you reach a point where you can convert singly linked data structures into doubly linked data structures. While data structures may have little to do with game development (might be wrong about this), it has everything to do with OOD. Once you're at that point, C# should be smooth sailing to learn given that it is also a high level OOD language.

 

Just to be clear: data structures have EVERYTHING to do with game development. It's is needed (and used) everywhere in your design and code.

 

Also, I disagree with the advice. It seems kinda silly to learn java, just to be able to make the transition to C#. Start with C# - it's easier and more popular. And the amount of resources available for it are amazing.




#5032158 Where to begin? (C#)

Posted by shay.yizhak on 14 February 2013 - 02:31 AM

I'd recommend you buy a book from Amazon. Even a kindle version would do. They usually teach you eveything you need to know to get started.

 

You never heard this from me, but if you don't want to pay for a book, find a good one on amazon, and then download it through bittorrent or emule.




#5030977 I made a text adventure game but I want a GUI for it.

Posted by shay.yizhak on 11 February 2013 - 03:31 AM

I'd go with winforms. It's a bit old, but so easy to control...

Just start up the visual studio, start a winform project, and mostly just drag and drop controls. You'll have an application running in no-time.

 

If you have any questions about winforms - feel free to ask. I'm sure there'll be a lot of people here willing to help.




#5029513 Game Name - need help

Posted by shay.yizhak on 06 February 2013 - 02:09 PM

What about:

Genesis: Rise of Man?




#5028350 Need help with a story

Posted by shay.yizhak on 03 February 2013 - 09:00 AM

What you have here, is called a premise. It's not a plot, or a story yet, just the beginning of one.

The way I get it - you just want to have a background story, so you can have a reason to start shooting baddies.

 

Well, that's nice and all, but your story will need some kind of progression between levels.

 

How about his:

 

You play a small-time crook who decides to rob a mob-boss to get ahead in life. You get your best friend to help you with the job, since he's already employed as a driver for that mob-boss. At the end of the heist, he betrays you and shoots you, to gain favor with the boss. You drop into a coma.

 

Years pass. You wake up from your coma, bent on revenge. Your loving girlfriend, who has taken care of you all this time had also took the time to gather all the information you need in order to get to the boss.

 

In turns out, that during your coma, your best "friend" is not the boss'es right hand man. But in order to get to any of them, you'll have to find them, and the road to them goes through their henchmen, and loyalies.

 

So you start your journey. You get a gun (or whatever) and goes after the low-level crooks in the mob. As you finish off each of them, they reveal a detail that gets you to your next target, or closer to your real target - the boss, or your friend.

 

From this point, there's a lot you can do. For example, you could reveal during the final showdown with your "friend" that there was no way out of this, and he shot you and put you in a coma cos that was the only way to save your life (otherwise, you'll both be dead). You can have the girlfriend kidnapped by the mob, when they start getting angry and fearful. There are many options. Let your imagination fly.

 

Start writing down the story. It may take a while, but it's the basis for your entire game.

 

Oh, and one last thing: the fact that a story is a cliche doesn't make it bad. Many great games/movies have been based on cliched stories. It's not the premise that counts, but the execution, so don't be discourages if you don't have the MOST original idea.




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