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Ludus

Member Since 16 Feb 2013
Offline Last Active Jul 16 2014 01:42 AM

Posts I've Made

In Topic: is this much importatnt to have a strong fixed gdd?

11 July 2014 - 11:15 PM

The primary use of a game design document is to clearly communicate the overall plan for the game to everyone in the development team, as well as to the publishers. It's suppose to cover things such as main gameplay mechanics, story, visual art style, user interfaces, target platforms, etc. Since this is a document used for general communication, it shouldn't include all of the nitty-gritty details (e.g., how much health a certain enemy has, or how much an item costs to buy). Those details would be in a separate document - likely a collection of loose papers, sketch pads, note books, etc. Before you even start creating a GDD you should have already created a prototype of the game, and you should already have a bunch of ideas written down on paper. The GDD is created only when these ideas have gone through some initial testing and the overall plan for the game is becoming more solidified.


In Topic: What game music do you want to see live in concert?

18 June 2014 - 11:48 PM

The recently released Donkey Kong Country: Tropical Freeze has a fantastic soundtrack which I would love to hear played by a live orchestra. Some of my favourite tracks from this game are Scorch N' Torch, Snowmads' Island Theme, and Funky Waters.


In Topic: best way to make game difficulty in video game

24 May 2014 - 04:49 PM

Objective based FPS games such as GoldenEye 007, Perfect Dark, and TimeSplitters handled different levels of difficulty in similar ways. In harder difficulties, there were often more objectives that had to be completed. Sometimes this completely changed the way one would progress through a level - TimeSplitters in particular often placed the level exit closer to the starting point on easier difficulties so there were portions of the level you would only see on the harder difficulties. Also in all of these games, guards were given slightly more health, their reaction speed increased, their accuracy increased, and they did more damage. Pickups also were different - on easy difficulties, ammo is not a problem and guards drop plenty of it, but in harder difficulties ammo becomes a scarce resource that you must carefully manage. Harder difficulties also had fewer body armour placements.


In Topic: SDL IMG_LOAD not working with DLLs

21 May 2014 - 11:51 PM


I researched and found I needed more dlls, so I placed all the Image dlls in the debug folder, but no luck.

 

Have you tried placing the .dll files in the same folder as your header and source files? Placing them in the debug folder will only matter if you run your game from application file in that folder.


In Topic: Total noob question about starting out creating 2D graphics.

11 May 2014 - 05:02 PM

I would also recommend looking into GraphicsGale. It's specifically tailored for making sprite art of this sort and it comes equipped with features for creating sprite animations.


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