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Member Since 11 Mar 2013
Offline Last Active Mar 17 2016 02:50 PM

#5106866 Improving vocabulary in game design

Posted by on 04 November 2013 - 01:27 AM

It isn't enough to read a list of terms, you need to be able to identify them as you are analyzing a game.

You are quite right about this. It can very easily happen that you fall into the pseudointellectual trap and look like a fool smile.png

I've never really thought about understanding game design solely through accepted terminology.

The benefit of having terms and definitions that are a bit clearer in definition is that you can communicate better and you will have less misunderstandings. The experience of a game is quite abstract and based on feel, but in order to improve games and give commentary you need to put words on those feelings. Also, I know for sure that there is a "working language" among game developers, educators and gamers. Simply because every domain that takes itself seriously has this. In the domain of games I think it's usually built around features of the games in combination to technical lingo, which sometimes could make it hard to transfer experience from one project to another. But this is just guessing...

#5106737 has anyone here released a game that got no attention and make you depressed...

Posted by on 03 November 2013 - 02:02 PM

According to some statistic I read about on Gamasutra there is about 180 games a day on average published in Apple's app store alone. Punching through that avalanche is quite hard.


No matter your downloads, I'm very impressed that you managed to pull through and publish your game. It's no small feat at all!  <3

#5106559 PUTT Updates and Finals Thread

Posted by on 02 November 2013 - 04:05 PM

Concerning Highway Pong - I did not use any libraries at all, just plain javascript and html/css. I tried using PreloadJS but failed in it's implementation... A google webfont was used to spice it up a little. If you are serious about making web games it's recommended to use one or several libraries. I wanted to do that at first but learning a library takes time, which I did not have in this case... Pong is such a simple game that no libraries should be needed. 

#5106496 Browser games magic

Posted by on 02 November 2013 - 12:21 PM

A big problem with HTML5 games is monetization. Flash games are somewhat sealed, while HTML5 games are very transparent. HTML5 is also not a finished standard and support by different browsers differs a lot. Tablets and phones have weak hardware support for the canvas(or so I've heard) which is kind of weakening the "cross-platforminess" of the technology. 


A big problem with the canvas is that you cant render svg or other forms of vector data directly on it. You will need a framework that can convert your produce for it. A full game production suit like Unity or Game Maker can help here. 


If you are serious about making games for browsers you would probably have to produce a ton of them and licence them, or you could build a backend-heavy thing which relies on player accounts and in-game purchases. 


Personally I like working with the canvas and web technology because I don't know anything else. It's also easy and fun to share stuff with friends and you never have to ask people to download strange things.


If you are a beginner in games production but experienced in web-technology then try building a simple game with some balls and blocks with plain javascript, then add modules which you see fit. I'm looking into CreateJS which works well with the requestAnimationFrame feature. KineticJS works with getTimeout wich is not as good.  

#5106489 Games to get ideas from?

Posted by on 02 November 2013 - 11:55 AM

Since it's for the web you should have community/social components. Just as basic as a chat would do. Back-end heavy games also opens up for monetization, if that interests you. Older games usually don't involve these kind of features so look at contemporary farming games or the browser-based MMOs for ideas. Clean them from their form-factor and make use of it. I've never heard of space pigs...

#5106197 Improving vocabulary in game design

Posted by on 01 November 2013 - 03:31 AM

Recently I studied some cognitive psychology and it gave me a lot of new interesting insights and terminology that I can use in game design. I had a similar revelation when studying graphical design many years ago. I don't plan a career in game production, but I would still like to increase my knowledge in game-design vocabulary & terminology.


Those of you who have a more formal education and/or working in the industry; do you have any suggestions of good books or other sources for terminology?


Reading some random tutorials works, but I would like something more concise authoritative(?), e.g. something that can be considered a standard.  

#5106000 How to pace level progression, when a game has no end?

Posted by on 31 October 2013 - 10:56 AM

Eye through some psychology books, especially those that are about memory and habit making. When does these cognitive breaking-points occur? I know that 30 days is about the time it takes to create a habit. 



Look at learning science. How many times and when should you repeat an action / task to learn it well? Repeating it every day for 15 minutes or should there be several days in between the sessions? There is this rhythm of "practice - rest - repetition -rest- practice -rest" etc. that follows a very specific pattern. 


The end goal is to make your players feel like they learn and that they grow the habit of playin your game. The learning part comes from the rhythm, while the habit comes from 30 days. The leveling systems breakingpoints should match these cognitive breakingpoints. 

#5105629 Looking for feedback on UI components (Video)

Posted by on 30 October 2013 - 05:35 AM

The grouping helped a lot! Here are some more tips:
  • The bars look a bit similar. Adding a pattern-texture to them (dotted, striped etc.) can make them easier to differentiate. The dots don't have to be individual items like they are in some games, it's enough that they are distinct. 
  • The green and red colors are easy to mix up by people who are color blind (I think ~5% of males are). Test this easily by setting your color picker into HSL and drag the (S-saturation) bar down to zero for both your green and your red colors. If they are too similar then you will have have to adjust them a little. 
  • Finally, to make it easy to distinguish class of vessel and team, you can add a sprite indicating which fraction they belong too. 

Here is an example: 

Separating life and energy meters


#5105457 Feedback needed

Posted by on 29 October 2013 - 01:28 PM

What you describe is a game mechanic for a city builder in a contemporary urban dress-up. I would keep the city builder mechanic, keep it simple but well balanced and then dress the whole thing up in a different theme that has not been used so much. Themes can be: 

  • Pastry people in bakeryland
  • Alien planet with strange plants. 
  • Cube planet with 6 squares with a city/landscape on each side. (Simple: square 2D cities viewed from top, click buttons to flip cube. Complicated: 3D cube with shapes indicating buildings. Cubes are in fashion now with all the pixel art games around. 
  • Buildings as organs inside a animal of some form, business is to keep animal alive by keeping budget. 
  • Hippies who are building a settlement in the desert, trying to live self-sustaining life. instead of buildings you have people you select to be leaders. UN could be an outside city or something that helps out.  

#5105109 non combat ships

Posted by on 28 October 2013 - 01:10 PM

  • Don't forget tugboats and other forms of smaller vessels. These can add a little bonus to your ports in terms of efficiency. 
  • Icebreakers are crucial if you want to travel in icy areas. In fact, there is a lack of heavy ice-breakers around the north-pole that risks to put research to halt (I think the boat Odin was pulled back into military service or something).
  • Research ships could be important.
  • Large fishing boats produces yummy fish.
  • Ship reparation capacity - both for private and for military service. Also, civilian boats should be possible to upgrade with military tech (machine guns, better radars and com-links)

#5104983 Graphics / Art style

Posted by on 28 October 2013 - 03:13 AM

I'm no artist, but here is my attempt to describe it:

  • Realistic (not cartoony, cell-shaded)
  • 3D (not 2D)
  • Science fiction (robot)
  • Industrial (no plants and wildlife)
  • Dark (plenty of shadows)
  • Present (not futuristic)
  • Limited presence of fantastical elements (fantastical elements are things like magic and such)
  • Technology (not space-magic etc.)

#5104980 Preventing Cheat in team play

Posted by on 28 October 2013 - 03:06 AM

Perhaps you could make it more expensive to farm prizes. Lets say each player has a global red score, as well as a global blue score.

  • When a player gains red score you will also loose the same amount of blue score (minimum is 0). 
  • When a player kills a player in the same team he looses a score of the same color. 
  • When a player kills a enemy he will gain a basic score in addition to bonus, based on the enemy players level. 

These rules might prevent players from toggling back and forth between blue and red. It will be more profitable to stay invested in one color all the time. 


The other problem was the farming games where the player creates games and plays to harvest score. To make it more expensive to farm like this you could add a multiplier that stacks up if the player is moving/jumping or doing some other action while getting shot, while getting almost nothing if the player is standing still. 


A third method is to add a multiplier that reduces score depending on how many times you have killed a certain player. So first time you get 100% of score, next time 100%*0.8 = 80%   and so forth. If you have killed a player 20 times you will get close to nothing in bonus. 


These rules are quite complicated, but at their core they are based on bonuses and multipliers. The more active the players are and the more dedicated they are to a certain color/fraction the more bonus they will get. 

#5104342 PUTT Updates and Finals Thread

Posted by on 25 October 2013 - 07:44 AM




A small clip showing my buggy gameplay.


Basic controls are finished, a primitive (we're talking pre-dating cavemen "primitive") ai for the paddle... some obviously flawed collision detection and equally flawed physics. 


Go me!



I can't download the clip, post screenshots instead :)




Finally I figured out where the hidden button to attach a screenshot is.tongue.png

OriginallyI had planned the background to be used only for the menus, but I like how it looks ingame and am not sure about making another?

Nice winter theme! The blue number in the upper right corner is a bit hard to read. Perhaps photoshopping in some more snow there could help?



Thanks for the tips! I know exactly what i want the powerups to be, i just don't know how i want to add them to the gameplay. Like for example, at a random interval a little box spawns on the gamefield, the player that hits it with the ball activates the powerup. But this just feels bland and boring to me. I want something a little more exciting! ^^ But we'll see, i'm not the brightest when it comes to ideas...

I ended up applying two powerups by players purchasing them with score-points. I also have a lot of moving rectangles that can apply them. A third option is to apply them at different timed events: lets say you have a timer and when its 10 seconds left you add more speed or make the ball smaller or something. 

#5103634 Parkour-intensive Multiplayer FPS- Need feedback

Posted by on 23 October 2013 - 04:09 AM

I would start with a ready-made game building tool and prototype the idea (GameMaker Studio or similar). Then you will see what kind of skills will be needed to upgrade it to FPS. 


A 2D sidescroller with dinosaurs below and jumping guys above could be fun to play smile.png

#5102154 Any ideas for the "perfect game design tool"?

Posted by on 17 October 2013 - 09:23 AM

If it is a story tool then export and import functions. The functions should be able to export custom text patterns so that they later on can fit nicely into whatever other editor you might be using for your game.