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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Today, 02:28 PM

#5230407 Free to wait games, how can the wait or pay mechanic be used.

Posted by Scouting Ninja on Today, 07:41 AM


Wow, that is one huge thread derail . ... By the OP?

I have to apologize, I am in the progress of changing to night shift; Please forgive the ramblings of my sleep deprived mind. I thought of deleting it or at least cleaning it up but it makes sense...In a way that dreams do, for five seconds after you wake up.

 

I think what I was trying to say is that by rewarding the players for playing, with currency to spend at the shop, it would be less than ideal feeding grounds for whales.

 

Nice pic Nypyren, where is it from?

 

 

 


Were I to design my own, I would take the following approach:
I can disenfranchise my players by getting them to a point and then forcing them to pay or drive them off via boredom.
Since the players will be spending less time per individual in the game, more players need to pay overall at least once. Luckily they have pressure to pay, so indeed more of them will, once or twice.
We can safely assume the following:
Player 1: Pays twice, quits in a while.
Player 2: Pays once, quits early.
Player 3: Never pays, quits early.

Or I can just focus on making the game fun and keeping the players around for a while, which also increases the chances of them paying.  Now we have this:
Player 1: Plays for a while, pays once, quits after a long time.
Player 2: Plays for a while, pays once, quits after a long time.
Player 3: Plays for a while, pays once, quits after a long time.  Maybe pays once again before quitting.

 

Making the games engaging is the ideal and the goal of every developer I hope. The problem is that immersing the player into a game takes time, so the the way I will be attempting to make the game engaging by allowing the player to create some thing of there own, bit by bit.

I could give the player a lot of fun things to do, then with each thing completed the player progresses but this is more of a Grind or pay game.

 

 

If we look at candy crush we can see that it's still a wait or pay game, even if the maximum time to wait is only thirty minutes. It has short entertaining game play then suddenly stops, just long enough to stop players from playing. This creates a clear exit for the player.

Candy crush then charges your life every half hour, to five lives that is two and a half hours for full lives and any half hour after that you don't get any lives unless you used them.

 

Clash of clans gives you limited workers, once the game reaches the day cycles you could use the time players workers will take, to monitor players routine. Once a worker has been given a task and the player attacked and resources used, there session ends. If you don't log in your resource will be stolen or reach a point where it's maxed.

 

The thing both these games do and all other wait of pay games do, is give the player a fun game then kick them out suddenly and remind them that if thy don't return later thy will progress even slower.

I am willing to bet that there doesn't even need to be time, I could at random stop the player and then ask them to either turn the game off and on or pay, to make money.

The sudden kick seems to be the largest down side, it needs to be smooth out.




#5230232 Free to wait games, how can the wait or pay mechanic be used.

Posted by Scouting Ninja on Yesterday, 05:33 AM


I wouldn't pay to didn't have to wait just because it won't change anything. I mean what's the point if I pay today (even if it's like $0.5 for 1h) then tomorrow I'll face the same problem again on another queue? I may be more willing to pay if I gain something NOW. Like an attack is coming and if I can finish that ultra-mega-weapon before it I'll earn a lot of ultra-mega-coins from attacker.

I originally picked one hour because it was the point that most players where willing not to pay but still wait, strangely a bad business decision now that I think about it.

 

I made a test run with games using normal wait time, to find that all of the premium currency provided was ignored. It was only when we played a RTS of my make (Soldier ,Tanks and Planes; as I call it or Rock,Paper,Scissors as most know it.) that anyone spend there premium currency.

When one of the players notices others massing one kind of unit thy would counter it by, buying the stronger one with the premium. In all the other games there was no reason to spend money.

So for people to spend money on a product there must be a demand, economics 101.mellow.png

 

Lucky I did my tests, now I only feel like a idiot instead of losing money like one.

 

 


The question should be "what is the most you would ever pay for a game on single purchase?" In that case I would say $10 or at most $20 if game is good and I see the value in purchase. I also probably wouldn't buy more often than once a month.

Or a better question yet, how much is the least you would pay?

I found that in my test run that no one wanted to work with or wait for change, so all dealings where made in easy $1 bills even if it meant having a excess of one unit.

I kept the money this time, can't have free game night every night.

 

 


Don't forget when it comes to these kinds of games you aren't focusing on the average user for income, you're focusing on the "whales" (We give our customers such ... pleasant names).

The thing I am attempting is to get rid of whales and for now turn to dolphins, if it works I will turn to schools of sardines and dreams of a whole ocean of people paying how thy want and for what thy want.

 

 


PS : You may be interested in this topic @ http://www.gamedev.net/topic/663553-freemium-and-whaling/ as well

This is very useful, thanks.

 

 

From my tests I learned that the theory and practice of my ideas where at opposite ends, so I turned to the world and looked for similar business models to the game models we use.

 

There are the store purchases: These are the potato chips and some times chips dip that you buy, games and there DLC, you buy and expect a amount of quality worthy of the money.

Even if you know it's unhealthy and not very filling at times.happy.png

 

Then there is subscription: Going to the gym or maybe a pottery class, these are the subscription MMOs. Thy are entertaining and you expect some kind of award at the end, or you give up half way.

 

Games with microtransaction: These are like pools or funfairs where you have a tuck shop for treats and often have to pay per ride or entry, a lot of MMos use this instead of subscription. Wait or pay looks like it should be here but it isn't.

 

So what is Wait or pay then?

Gardening, some thing you do on weekends and only needs watering during the week, some thing that needs attention every now and again and some fertilizer to speed things up.

 

Unfortunately the fertilizer companies are greedy and so have almost stopped the growth of plants, allowing the plants to grow only slightly to remind you that thy could have grown on there own.

 

Looking at this I can see a that a better way to make money would be to allow players to buy different kinds of plants. A second thing to attempt is to allow players to sell the fruits of there labours so thy can expand there garden with it. I already have a few ideas and the other topic gave me more.

 

 

What are your ideas and opinions and what do you think of my metaphors?




#5229994 Free to wait games, how can the wait or pay mechanic be used.

Posted by Scouting Ninja on 20 May 2015 - 02:16 AM


I think one of the key points is convincing player about this wait, for example (though I almost never played) Clash of Clans convinces you by making this wait to build something while Candy Crush asks you to wait because you're out of lives which has no logical basis explaining why I have limited lives in a single player game , imo.
Good point Unduli, when game mechanic matches the theme of a game it's easier to understand and remember. It's probably the reason more than one Wait or pay mechanic exists.
Still if we look at Candy crush even if the mechanic isn't explained or works with the theme, it still has the ability to work. 
So it doesn't have to work with the theme, but it's better if it does?
 

I think it _could_ work, but it will almost always be mostly benefitting the developer, and not the game unfortunately.
I agree with this, it was made out of greed so it will always hold the potential of greed. Then there have been things made in the past for crooked reasons and used for the better.
 
Still it offers a chance to provide players with good content for cheap.
Think about it, we as developers charge a price for our games that we hope the players think it's worth. But in a MMO if you make a asset worth $150 and sell it for $2 hoping that players will buy more than 75 so you can make a profit to keep the game running.
Now with Wait or Pay mechanic players pay depending on how long thy have played or what thy feel it's worth to pay for.
So say 10 cents here and a dollar there, now 3 - 5 % of the players allow the game to stay alive. If the system is refined you could end up with most players paying 5 cents to keep the game running, much better than a 60 dollar subscription.
 

I believe this is what Peter Molyneux thought too, but it is really hard to sell that idea... Probably would have been easier if he didn't do a kickstarter project out of it though...
Lucky that it wasn't me. The plan still needs a bit more thinking, but there must be some way to do it.
 

But why do you hate the letter e?
(your usage of "thy" is very confusing. Obviously you mean "they" but "thy" is also an english word (though archaic) with a different meaning from "they", so I kind of stumble in my mind each time I come across it in your texts, since I have to re-map its meaning...)
Thanks for pointing it out, I am not English so I make mistakes like this. Most people don't tell me, how will I ever learn.rolleyes.gif
 

I've a hard time of believing, that wait or pay is a game feature. These kind of games have cleary other design goals. Usally a game is designed to be entertaining, like a book or movie, whereas these games are designed to earn money. This sounds equal at first, but all the game mechanism are tailored around making money and not about being entertaining. They are more like one-armed-bandits, designed to trigger certain brain areas with the sole purpose to make it an addiction.
 
Other then making money, it is pointless to add the neccessarity to wait to this extend. If a player wants to stop playing, just save the game and continue later on. So, if you want to create a one-armed bandit, it is advisable to learn more about psychology than about game design.
True these games are mostly about robing players money, but isn't our fault as developers?
We blame the greedy developers for these games and yet those of us who could make better games from this mechanic shun it, fearing that people will think we are greedy.
I believe that the developers that can use Wait or pay for the better are the ones on sites like this.
 

Regarding way or pay mechanic, I think there are many games that implement it badly (be it intentionally or not) as the common model I see is game is fast at first with "sessions" lasting over 30m - 1h, but as soon as you achieve higher "tiers" you can fill your orders within 5-10 minutes and have to wait for few hours or days as there is nothing you can really do without paying. I believe Clash of Clans falls to this category as well.
 
On the "good" side I find "Hay Day" - there are activities that take relatively short time that are also valid regardless of how much you unlocked or how large your farm is. The paid options are there if you want to occasionally boost some order or buy missing materials for upgrades.
 
TL;DR - I don't mind paying for game I enjoy just as I don't mind paying for beer in pub. However I mind tricking me into "free" game that forces me to pay after I already spent much time.
I think I understand what you are saying, correct me if I am wrong.
So the game needs the long term Wait or pay game, then some thing worth doing when you log in. Clash of clan has it's battles but thy are used to harvest resources, fighting when upgrading or if the stockpiles are full is pointless. So when you log in and set builders to work there is nothing to do, if you are bored you pay to speed things up.
This is probably done so that you pay.
 
Yes so if you want players to enjoy there playing session you need to provide them with something to do, and for the developer this means more opportunities to get the point of the game across to the player.
 

I more or less agree with the assessment James makes on Doing Free to Play Wrong, but the caveat is: What he proposes to create is extremely difficult! It's more an art than a science and he sort of off the cuff makes it appear like a thing you "just do."
I love Extra Credits, there style and purpose.
It has to be difficult because nothing worth doing is ever easy, just take making games as a example. However it's time to start, because we are going to fail but if we keep failing we will keep learning.
 

When you become heavily invested in one of these games, you are a victim of operant conditioning.
 
These games are very cleverly designed to condition you in such a way that you feel you need to keep coming back. It's it bad per se, just regularly abused.
 
Edit: partially ninjad by DanglinBob
Conditioning is a important part of games, the primary way games teach skills needed in life or in the game itself, is by conditioning. Skill trees, leveling up and achievements are all based on how our brain understands rewards and the skills needed to get those rewards.
For every good thing there is a bad side and people who exploit it, what I plan on doing is finding a way that both the developer and players can be happy with.
 
Who knows maybe one day Wait or pay will be just as popular as xp bars and leveling up, but at this moment it has a bad reputation and I am looking for ways to fix it.
 

It's the "or pay" part that riles me up. It provides the game developer with actual incentive to make the waiting unpleasant for the player.
I was thinking about this. No matter how much we believe that we can say no to money, there is some amount that will break us.
There is a possible solution, the players. 
The mobile Dungeon Keeper lost a lot of reputation for misusing Wait or pay. Only because it pushed players to far, offering ridiculous waiting time for things that players didn't think it was worth. 
 
If there was some kind of standard maximum waiting time and maximum price for time, players would in force these lines.
It's the reason AAA games have similar rates, because dramatically increasing the price for profit angers the buyers. Now with so many companies using DLC to earn extra, players are rising against it. There will always be ways around it, at least it will stop the worst of these exploits.
 
My research showed that nine hours is the best max time for game balance or six but nine worked better, one day is the most players will do with less than ten percent willing to pay in test conditions. 
 
The problem so far is estimating the worth of the players time.
How much would you pay if it meant you didn't have to wait a hour or day, if you had to pay?
What is the most you would ever pay for a game?



#5229770 Unreal Engine 4 beginner advice

Posted by Scouting Ninja on 19 May 2015 - 01:00 AM

On the unreal website is documentation and videos to get started. The unreal also has a few tutorials build into it.

https://www.unrealengine.com/what-is-unreal-engine-4 Just goto the Learn tab.

 

There are also unreal users here when you need help.

 

The best way to start with the unreal is just to start. Make a small game like a top down shooter or one of the retro games.

Make a list of the game from A-Z and learn each step as you go. Menu -> Making the character move -> Jumping -> Anything you need.

 

it's true that the Unreal 4 engine is meant for more experienced game developers, with most of the tutorials being crash courses into working with unreal, yet if you keep your game to a realistic scale there is no reason you couldn't make a game if you are a complete beginner.




#5229744 Free to wait games, how can the wait or pay mechanic be used.

Posted by Scouting Ninja on 18 May 2015 - 08:00 PM

Recently I had a lot of work to do, so playing games like Dragon age inquisition that demanded a lot of investment was off the table. I turned to mobile games in my time of need and found the usual amount of shovelware, to my surprise there was a lot of Free to wait games and even a few good ones.

 

"Time is money." Benjamin Franklin.

 

Is the wait or pay mechanic a bad or good thing?

Well we can say that it depends on the developer.

If the developers uses it in a destructive or greedy way the mechanic can ruin lives by addiction and bankruptcy. Then if the developer is careful, thy can make a game that allows payers to pay any range thy feel the game is worth.

 

Yet it doesn't completely ring true.

We can say that guns are only as dangerous as the person who uses it, but then why do improperly handled guns kill if the person holding it had no intent on killing. The simple answer is that guns where made to kill and as such, always have the potential to kill no matter how thy are used.

If we consider the same for the Wait or pay mechanic, then it will always have the potential of consuming the money of the player, even more so if the player or developers isn't properly aware of how it works.

 

Really want to hear your opinions on this.

 

Are there current games that use the wait or pay mechanic to the games benefit?

It's sad to say that most games that use the wait to pay mechanic does so to the developers benefit not the games benefit. Not that there aren't any games that benefit from the mechanic. 

Clash of clans is one of the most popular mobile games and owes a lot of it's success, as both a app and a game to the wait or pay mechanic. If you replaced the waiting time with that of the waiting time in Age of empires, clash of clans would be a poor game that couldn't entertain it's players for as long as it does.

A lot of the players power balance and resource management decision are made in Clash of clans based on how long it would take, even when there is no real time limit to the game.(Except dying of old age maybe.dry.png )

 

How does it work?

First part is value.

The player measures the value of their time against, the value of there money, against the game resources and the entertainment thy get from the game. 

 

The second part is obligation.

In all of these games there is some kind of hook a base/character/deck or some thing that you invest in each time you play. The more you spend on it the more your responsibility to what you made grows and the more you value it. So now it takes days for anything to happen but if you stop all of the time, money and effort you used is wasted. The obligation only rises if you convinced your friends to join or made a clan.

 

So now the values reach the point where Obligation > Time > Money and it is this what gives wait or pay games there bad reputation.

 

How can we as developers use Wait or pay for our games?

There have been a lot of games that use the first part of the mechanic for there game. As measuring the value of some thing is a key part of resource management it's no surprise that RTS games use this mechanic almost automatically.

 

The second part is a bit more tricky, as people don't want unnecessary responsibility.

There are games that could benefit from obligation, like god games.

 

Just think about it, if you where the god of a small village and raised the people on it from the moment of birth, feeding them, sheltering them even teaching them. If every thing you did for them took real time or money, could you sacrifice them for power?

 

 

 

There is a lot to the Wait or pay mechanic, so please share any ideas or opinions you have.




#5228877 Fennekin

Posted by Scouting Ninja on 13 May 2015 - 06:28 PM

The mesh is really good. Very natural anatomy and proportions, even the back legs that stump a lot of artist is well made.

 

The color texture spoils the mesh and fights against the mesh, you should allow the color to flow with the mesh and highlight the details you worked so hard on making.

I advise you look into texturing and shaders, because your model looks a lot better with the default ZBrush shader.

 

3D artist good with organic models like this is rare, most stick with hard edge modeling, you really have the skills for it.

 

 

http://www.3dtotal.com/ is a good place for 3D artists to get some inspiration.

 

Have you attempted to make a game model from this one yet?




#5227572 Game artist(s) who is / are able to make graphics like NARUTO SHIPPUDEN!

Posted by Scouting Ninja on 06 May 2015 - 01:45 PM

I will say that for each character a day or two, this includes time fixing mistakes noticed after the model is done. This is meshes and textures only, the character wouldn't move at this point. Now I can't really say for the animation and that was some impressive fast paced animation, a rough guess would say about six to twelve hours per animation.

 

The levels is more about the amount of props in one than as a whole, but say five days for the assets used in the background of a single level.

 

Note this is only the visual elements, coding level design and other things excluded.




#5227546 Average games length databse?

Posted by Scouting Ninja on 06 May 2015 - 11:43 AM


3 posts are all are offtopic and useless..., guys... guys... :-). Answer the question if you reply, otherwise start your own topics regarding these issues (in interested)

Those down votes should serve to remind you that Gamedev.net isn't Google or Bingtongue.png , also the yellow smiley is more noticable and will make it clear that there is no harm meant with the words. Remember a topic on Gamedev.net is open to discussion and debate just like a topic in real life, most people expect that you did the basic research before posting.smile.png

 

 

 


I really just want to know some way or sites that will show me average gameplay time... like that howlongtobeat.com

http://www.gamelengths.com/ Allows user input and is a very rough estimate, as players shave there time to look good. Considering that you know about howlongtobeat.com, you should know this one; thy are both the first search results.

 

 

 


so please to stay on topics do you have some tip for some similiar site or a way to find out?

The best way to find a average time for games is to search for that game e.g. "How long to finish Far cry 4".

 You can also ask friends and family for there time, but thy will answer in the form of weeks and days; so you will have to know there play session length to turn that into usable data.

Then use these to form your own database, hope you didn't expect to learn something with out working for it.wink.png

 

My opinion:

The problem with you question is that the time for a player to finish a game differs wildly, it depends on the player finishing the game and most don't, take your own games as a example. The player's skill, occupation, hardware, personal goal, game collection and there life in general changes how long it takes them to finish a game.

For a proper database you would have to get rid of the variables, so you would have to isolate player and ask them to play the game from start to finish. The cost of such a study would drastically outweigh the benefit.

 

The simple fact is knowing how long it takes players on average to finish a game doesn't matter.




#5227173 Average games length databse?

Posted by Scouting Ninja on 04 May 2015 - 11:26 AM


Are the similiar sites or ways to know the average length of some game?

More important than knowing how long your game will be is knowing the length of a single play session.

A game like clash of clans can last years, but actual time spend playing is in short five to ten minutes sessions. Games like Battlefield, are designed to putt a lot of action in a thirty minute game both entertain and tire the player. Doing so hoping that thy will play a mission or two at most a day, so that the game can last till the next big release.

 

Session length is also important for your target audience, as kids will find more time to play than a person who works.

 

Session length is best tested for each game, but exit points allow you to stop players when you need.

Left 4 Dead 2 is a great example, you can play for short burst to a safe house when you are looking for just a easy shooting game.Playing a full level takes about 1:30 and is great for a weak day game, and playing the whole game is great fun for a weekend game. Left 4 Dead also uses very limited amount of resources to provide a lot of game time.




#5226946 What am I missing?

Posted by Scouting Ninja on 03 May 2015 - 07:49 AM

All you are missing is the point of the game.happy.png

That is to say the reason you're making the game and not writing a book or making a video.

 

The thing that sets games apart from all media is interaction, not just for the player with the game but for the game with the player.

What is it you wan't for the player, do you challenge there skills, do you give them a chance to live in a new world, do you allow them to live the life of a another or to you allow them to face the flaws of humanity in the form of monsters?

 

There have been some great games with no story, graphics, audio, no character design and yes even no physics.

Think about what you wan't and focus the narrative and mechanics on doing it.




#5226890 Performance of drawing vegetation; overdraw, alpha testing... Alpha cutout mo...

Posted by Scouting Ninja on 02 May 2015 - 06:08 PM

Making good grass for a game is the collaborated work of a 3D artist, graphics programmer and level designer. I can only show you what I do as a 3D artist and will not be able to explain the work of the others.

 

First single plain grass is best used for small grass patches, to cover a large volume like this you would need a lot of single plains. Instead you should make a large grass mesh to better control the volume.

 

To explain I made a quick grass and mesh to show what I mean, it really is a ugly texture and mesh but it will help you to understand.

TxJk5ko.jpg

From the first image you will see that the grass covers the whole level, when I approach the corner in the second you notice that there is a barren spot that was unseen.

 

This is a overlap optical illusion that not only happens in games but also in the real world. So what happens is that in the distance objects like grass tend to cover caps between each other, when you get closer you can clearly see the gaps. To use this to our advantage, we can reduce the amount of grass in the distance and it will still look like a lavish grass land.

There is a side effect to the illusion and that is when we are near the grass we can really see how much there is, this makes the amount of grass look thin around the player. Games allow us to fix this by dramatically increasing the grass count near the players. The last image shows the details of the meshes used.

 

By using meshes that cover large volumes and take advantage of the overlap illusion, you can use less polygons to fill your seen with grass.

 

Here is the blend, I apologize for the poor quality but it will serve as a guideline: https://dl.dropboxusercontent.com/u/82607619/Grass.zip

 

Now like I said I don't know much about the parts played by the others, how ever I recommend you learn about batching as it is a very important part of rendering large amounts of grass. Also look into a proper grass shader, plants tend to have small hairs that alter the way light interacts with them.




#5224776 Purgatory's Shadow: (Looking for writers and designers)

Posted by Scouting Ninja on 21 April 2015 - 04:39 PM

You sound new to game development, in witch case you will need programmers, asset artists(2D/3D depending on your idea), sound artist, level designer and some one who knows a bit of marketing.

Luckily some people are familiar with more than one aspect of game development, so you could make a good game with only two or three other developers.

 


I’m open for criticism

We will see.

 

You're looking for writers AND designers, then what is it that you do for the game?

This idea shows potential but it is still unfledged, so you can't say that you are the developer as this still needs development. I could get a similar plot from filtering down almost any JRPG and this is just a base for a plot, so this doesn't make you a writer.

 


Often feels obligated to stick up for the little guy and often gets punished for it.

This is a good point, if played well. "No good deed goes unpunished" this is a sad truth of live.

A simple example is when I child confesses to doing something bad like smoking, the parents want to teach the child that smoking is wrong and so punishes the child.

The lesson the child learns instead is never to confess to doing something wrong, this leads to a lot of development issues where the child doesn't take responsibility for there actions. Also the origin of the blame game.

in the same way if you fail to show this point properly your game can seem childish, embarrassing or just plain stupid.

 


Since Neito was a kid he has acted like an older brother to him. They are childhood friends.

For the love of games don't say it show it.

I hate games where you are told who the protagonist's friends are, when people are really friends it is easy to tell.

The show it don't say it, rule is a good idea for all parts of a game.

 


Natari: The love interest. Aged around 16-18. The daughter to the owner of the farm that Neito works on. Also childhood friends, she was found in the woods by Neito and Kona when she was 9 and they have been friends ever since.

Poor Natari, no identity of her own. Her existence depends on Neito having a interest in her and being the daughter of the "owner".

Found in the woods at nine, is she the daughter of the owner?

Your asking a support character to be a main character, this will cause a lot of plot holes.

 

Give her some personality of her own, make her a real bitch.

I can see it now: Natatri, pampered by the live style of being the daughter of the riches, crooked and child labouring farmer in the land; is a extremely beautiful girl. On her ninth birthday Natari threw a tantrum and hid in the forest, because she didn't get the pony she wanted; with her father also being cheap on top of every thing else. The farmer then demanded his labourers to find her, it was the unlucky Neito and Kona who found her. Neito crushed on her immediately, poor Kona helplessly tries to save his friend from Natari who abuses Neito's love for her and gets dragged along with the two. 

The rapture starts and the reapers capture the farmer and takes him to hell for all he did wrong.

Natari fears that her pleasant life style will reach a end. Decisive she bullies Neito into helping her save her dad. Kona seeing it as a chance for adventure and fearing what she would do to Neito, joins them.

 

Now you have three character all ready for development. Neito has a opportunity to grow into a man, no longer just a tool. Kona will face conflict as he makes the choice between friendship and adventure. Natari facing true hardships learns to be a better person, the journey to heaven reflects her own soul.

 


Unlike lots of other apocalyptic games, this isn’t going to be full of wastelands and fire.

This is a great choice. If the events around the story is compelling it keeps people hooked, also a game happening during a apocalypse sounds really fun.




#5224340 Learning to create Art - by Riuthamus

Posted by Scouting Ninja on 19 April 2015 - 01:24 PM

You definitely have the tutorial part down, the video was quick, informative and professional. Very interesting to watch.

The content was also great, after watching I spend almost a hour just drawing shadow men and inventing back stories for them. With the things shown in these videos a person could now easily create art for a game like "A shadow's tale", OK maybe not but at least something similar.

 

In all 4.75 out of 5. Slight penalty for the wait, but I understand how busy a artist life can suddenly be so only a 0.25.




#5224121 Animation Keyframes, Sampling, and Interpolation Questions

Posted by Scouting Ninja on 17 April 2015 - 08:52 PM

What is happening, is the heel and hip pulls toward each other. There could be a lot of reasons for this.

 

The first and most often is because it is being influenced by it's parent, you can test this by un-parenting the foot bone. If the bone remains in place after parented then the movement is inherited and not the fault of any mechanics.

The simple solution is to just add a extra key frame at the highest difference, this is a quick ugly solution that will increase resources.

 

The simplest and most efficient way of solving the problem, allow the bone above the foot to shrink a bit. This not only fixes the problem but also simulates the way flesh and skin shrinks when moving, this also fits the stretch and pull principle of animation and is often used by professional animation artist.

 

If it is the parenting problem then it could also solve it self when you you are done with the rig.

 

If this doesn't solve your problem then it could be a vector translation problem or overzealous animation interpolation.

More information would be needed for solving these, if you provide us with the engine you are using and the exporter it would be easier to solve and understand.




#5223511 PerfectMMORPG

Posted by Scouting Ninja on 15 April 2015 - 01:56 PM


All other people; you are envious lazy trolls. You just said i am troll and i am posting a giant wall of text. So? Will you tell me why my game is not best game? Why you didnt like my game idea? Just stop trolling and be serious.
Because we tried it.
It's the whole reason a person who post his MMO idea gets roasted, I believe every person on this site with a score of six-hundred has at least attempted, to make the "Best MMO" or "Best RPG" game ever. It's the reason other incurage you to go a head with it, it's because thy know the only way you will understand is if you did it your self.
 
From personal experience I can tell you that players DON"T want to make there own character from scratch.
My first game allowed players to make there character by changing sliders, very similar to the way MakeHuman works or the one in Mount&Blade. People hated how long it took before thy where done, when I gave them preset characters thy hated the limited choices, with editors thy complained that it was too hard.
 
Now I am not implying that character creation doesn't work. In the end I found that giving players stereotypical characters to edit worked great, thy also prefer color schemes over coloring each piece on it's own. This I learn from trial and error, the developers are here to share this experience with each other.
There is a lot more to character creation but that doesn't seem to be the point of this topic.
 
 
So you want to know why I didn't like your game idea, then here it is:

 


In LOL all old champions are horribly nerfed. They kept making horrible ADC or AD champions bcause players was wanting AD only DPS characters. They was hating and banning tanks. Riot games never said "tanks must be OP bcause they are slow and hard to play"; they just keept releasing OP AD champions like Darius Draven Kalista Jinx Vi Kha Zix Rengar; all champions are AD and now even after item nerfs tanks and AP characters still suck. And your stun not important bcause enemy DPS can kill your team mates in 5 seconds. You just trying to stun them and follow them but bcause of an unkown reason DPS characters are able to move really fast unlike tanks..
So it is clear that you are upset because of imbalance between characters, this gives a advantage to a single class over all. Then why are you causing the same imbalance !?
 
So each level I gain 10 point for stats.
Stats are: dmg2 hit1 fle1 hp10 hpr1 mp10 mpr1 arm2  I think this is what I start with.
So a tank in my opinion has a high hp to soak damage, I also believe that 1 stat in hp gives me 10.
So a focused tank at level 10: has 100 gain points.
To add only hp would mean : I get + 70 hp for 84 gain points and cant spend the rest on hp( 1+3+6+10+15+21+28 = 84 I have 16 left.) I also ad 3 dmg for 10 gain so now I have 6 gain left.
My thank = dmg 5 hit 1 fle 1 hp 80 hpr 1 mp 10 mpr1 arm2
Now a balanced character gets:
Balanced: dmg 6 hit 4 fle 4 hp 50 hpr 4 mp 40 mpr 4 arm 6
Because I could add 3 to each skill for 10 gain and 4 to dmg and hp for 20 gain each.
Clearly the balanced character is better! and will remain better no matter how many levels are used.
Also no way a level 50 is *5 stronger than a 10 not with Triangular numbers, only if stats where linear would it be true.
 
All this means is that the better hero is the balanced hero, all you did was change what hero type has the advantage.
 

I made this game and i can play it as a board game right now. Do you want to play?

Yes pleas, that would be easier to understand.






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