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ActiveUnique

Member Since 22 May 2013
Offline Last Active Yesterday, 06:03 PM

Posts I've Made

In Topic: How do you come up with ideas?

18 September 2014 - 06:44 AM

step 1: I play random scenarios in my head (imagine).  Fast. Not always reliable.

step 2: Represent the game*. Pretty much any visible medium on hand can be a go-to. You can create hard evidence something works. It is slow.

step 3: Experiment**. Determine what really works by asking questions, testing on the physical game, and/or imagine some more. What is boring? What parts are engaging? Always ask 'why'?

The type of experimenting that I mean is tweaking behavior to outrageous extents, altering anything important to see results, go as far as necessary to see what breaks an idea, making it unappealing, and then trying to bring it back to discover any nuances.

 

Recur until game. 

 

*step2 requires a healthy dose of step1, unless you have a physical object that is for all intents and purposes your subject, which may imply the scientific method is involved during step3.

 

**The actual experiment would involve more creativity, requiring steps 1 and 2. 

 

The Scientific Method applies during step3 when your idea coincides with real physics or anything else that's real. In which case you will spend more time on step2 than if someone were to say, try to figure out what a world made of strawberry jam would be like.


In Topic: How a successful indie feels alienated in commercial game development...

15 September 2014 - 02:13 PM

As soon as I consider what one stranger's impression will be of my work and by extension me, I'm nothing.

 

On another note. I remember slaving for hours trying to dig Legos and similar block toys out of bags. I didn't think it was all that.


In Topic: What makes this rock bounce up?

29 August 2014 - 07:36 AM


I would love to see if anyone on this website understands.

 

See the rocks coming out? They're appearing just above the exit. The force pushing the rocks that appear is the same one pushing rocks that are dropped near it. If the rocks existed low enough they were actually coming out the collision detection would need extra programming, so it was a matter of time constraint while designing how it worked.


In Topic: Clones and copycats.. Flappy Bird, 2048, Timerman etc.

28 August 2014 - 04:57 PM


And if you can be cloned from scratch in 5 days, arguably it's not something worth protecting anyway...

 

Taking credit for someone else's work takes 1 step, but it isn't illegal.

 

Plagiarism takes only 3 steps.

 

Forgery takes some complicated skills for physical artwork duplication. Which leads to fraud.

 

If anyone didn't actually clone from scratch, they plagiarized, forged, traced, or submitted a copy, which is illegal... assuming you aren't distributing it all digitally. In that case you must be some kind of a stingy fat cat who sits in an ivory tower, selling water without a bottle.

 

Did I miss anything more obvious? edit: oh yeah, no risk no rewards


In Topic: MMO Gap issue

28 August 2014 - 04:22 PM

Level and equipment limits are the norm.

 

Quickest example, racing games. This is the racing MMO business model I've seen duplicated.

 

you'll have level 1 cars for 3 months, level 2 cars for 3 months, level 3 cars for 4 months, etc. This way the players purchase the new cars every time, and the power creep is controlled. The final might be level 12 cars, with a temporary upgrade which lasts 30 days.

ported to another country, you won't start with the level 12 cars, you start the business model over again with level 1 cars

 

Games that take months to reach a level cap have bot players, very few humans have staying power, maybe 1/1000 players who are active for over a year will still enjoy the game for just the game, the rest want peers. If everyone is a different level they don't know their peers.

 

You could also look at WoW, just because they have a level cap for subscribers who'll eventually all level out.  I don't have knowledge about WoW beyond that.

This is pretty much the norm, forced team play.


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