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Member Since 22 May 2013
Offline Last Active Dec 31 2014 10:22 PM

#5199854 Why are abandoned, deserted areas so common in video games?

Posted by on 24 December 2014 - 09:25 AM

art is a reflection of the soul

#5181248 How do you come up with ideas?

Posted by on 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.

#5176905 What makes this rock bounce up?

Posted by on 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.

#5176504 Make games with skill, not luck!

Posted by on 27 August 2014 - 02:09 PM

Randomness is the thing people want. A card game deals with combinations, similar to chess.  Without randomness it is a game of bluffs with pre-calculated strategies.


Randomness is the solution for adding fun in most cases when games would be extremely redundant and academic without being random.

#5171850 Europe 1300 - released & "postmortem"

Posted by on 06 August 2014 - 05:32 AM

That's awesome, the fact you finished something that took so long. Counteract that negative karma of people who give up.

#5151052 Hub worlds and their use

Posted by on 02 May 2014 - 08:28 PM

Speaking of pacing. If you have a story driven game, you want to control the pacing to make peaks and troughs of action to imitate a movie or book experience. One where the player knows now is a good time to take a break. When they come back to the game there would be no instantaneous rain of gunfire, or flying spiked balls that set them back 20 minutes.


On the other hand strenuous action games are known as the addictive types, so a hub world is reducing the stress, if only for 10 seconds.

#5150663 Hub worlds and their use

Posted by on 30 April 2014 - 06:32 PM

In order to make an interface between worlds that feels more in character, we can use hub worlds.


While a level advancement system can look like anything without breaking character, they'd still require a sense of travel. In other worlds, we have fast travel, so if we didn't want to take the walk there's a nearly out of character interface for reaching old locations without spending 5 minutes riding a horse.


A simplified level advancement system would be displaying the world in something as simple as "Level 9" during transition. But as you could certainly understand, jumping into a desert land after riding the ocean roller coaster with nothing but a number to signify this shift is non sequitur, and less likely to be taken serious.


Thus the hub world that binds all others can be introduced, and rather than simply numbers you have locations that signify you've gone places. In some cases the hub world is a fancy stage select screen, in others it changes to reflect your progress and may contain something  you'd expect to find in the regular levels - conflict, hidden secrets, towns; all of this improves immersion, and the game would be much different without it.

#5145319 Pay To Cheat AKA Amazing Unicorns

Posted by on 08 April 2014 - 07:14 AM

What if you included exploits or cheats into the game that required premium content to access?  For instance, say you could cheat up a critical hit that does infinite damage, but in order for it to work, you have to be wearing a $5 suit of vanity armor, carrying a rare $5 sword with a $3 enchantment on it and use a $2 consumable at town to "charge" the effect for a single use.


You get $15 bucks from everyone who even wants to try to cheat, with a $2 "refill" charge for each subsequent time they use it.  Leak the "exploit" to GameFAQs after a patch, then pretend you don't know about it.

Ok, I'll build on this idea. It's potentially too elaborate, so it'd take some time for players to understand/believe it works. If the source was too anonymous it'd be unrealistic, like someone really wanted to stay secret. Smarter players would catch on if this happens once or twice, and they are usually dragging other players behind them, so it seems a bit short lived.


So I thought of two different exploitative systems where this may/may not exist.

1. Introducing new content all the time. It may have a game-breaking bug 50% of the time, and be overpowered 100% of the time. Sometimes it'll be a really obvious bug like the weapon doesn't appear when it's held (but you really never bothered to include the artwork). Other times the weapon might deal an additional digit of damage.


Obviously due to the overpowered nature of this the first-ins and new players grab it. Wait until complaints flood in about the bugs and you have a repeating system based on your suggestion, although much less elaborate.


2. Introduce the "genius," a long-standing member of the community. He's just another one of the guys. If you spend time creating a background and chatting with players you could fabricate a player, inject him into highscores (he could be 2nd or 5th place), pretend he has a private guild, have him show up on the forum, etc.


Now no matter how elaborate the exploit is, this player can find it and brag. He'll appear to be a normal player who wants community fame at the expense of player imposed balance and the developer (yourself).


... now, you have a repeating cycle where the players get a jackpot bug, they pay you to obtain it for a week.


This is actually very different from the topic though. I was suggesting you'd tell the players directly, "pay for the right to cheat." They get the modified game experience they want without any shady dealing.

#5144633 Pay To Cheat AKA Amazing Unicorns

Posted by on 05 April 2014 - 05:05 PM

what's the exact question?

So far, you're the only one who asked a question. I'm waiting to see if anyone is able to add or take away from the concept of pay to cheat games, that's what every topic in the game design forum requires.




ask a real question
And you give something with real discussion value.


If you're trying to express disdain about the concept, you're being very light footed around it. Paying to cheat is a terrible idea. It is also a transparent business model of how online games should be run.


Or, maybe you really didn't understand?

#5144626 Pay To Cheat AKA Amazing Unicorns

Posted by on 05 April 2014 - 04:25 PM


ask a real question

#5144531 Pay To Cheat AKA Amazing Unicorns

Posted by on 05 April 2014 - 04:27 AM

Players want to be creative. What we need are more virtual sandbox games where they can express themselves.
What I'm thinking of is a game where you'd ride animals around and reshape the landscape by shooting colors. Each color of pixel represents a material of sorts. So when you drop a blue bomb onto a yellow beach it'll splash water everywhere and you could draw a nice place to vacation.
The idea of reshaping worlds has been played with in 3d games like Spore. I've seen games that play with pixels, and/or voxels (they're pretty much the same thing to me). There's a lot of demand for for fully destructible environments, puzzle solving, and even causing trouble.
So a game where you ride around on unicorns reshaping the world fits the bill.
Before the OP edited this, the post was:

Online games with other players. Occasionally players want a quick rush, score big, and laugh at other players who spend a long time improving their skill.

I'm sure we all recognize the pay to win system and the benefits for selling those games. Some pay to win systems are based on escalation so that it gradually grows as the community grows. It opposes what I really believe, which is that games should be fun, without extras.

I ripped parts of this from the unwritten guide for scumbag devs. Now I'll pass it on to everyone else.

If you haven't heard, games are just giving away their gold now. Just pay them and they'll give you more gold than any gold farmer will make.

I just looked up some random evidence supporting the concept players don't actually want to play the games they love. The number wouldn't lie.

So why not pay to cheat?

There are games that let you pay for instant gratification. It costs $10 to twink your character in Spiral Knights. You'll achieve game-breaking power levels that otherwise would have taken 2 months of grind, you could even finish the game. I calculated the ultimate weapon in the game was worth $100 which would give any player a near immaculate pvp score. Even then you don't have access to the end-game content, which is a pay to play basis, but not a subscription.

Let's take it to the final level and admit it. Pay, and we'll let players break the game. We'll even supply custom coding for a low rate (let's call it at $200 for invisibility or a posh hat), a server that is anti-hacker that still allows custom gear, a vanilla server, and a free to play server.

If you or a player catches someone hacking in an anti-hacking server, have them pay a penalty to avoid banishment to hell. Praise the whistle blowers, burn the witches.

Have fun milking them for every penny.

#5142864 Need feedback for a game design document.

Posted by on 28 March 2014 - 09:34 AM

 I understand you only described one feature, and this is a good example of the level of detail required to pitch an idea to someone else. I can't tell if there's anything wrong with what's written because you only described a single feature. In a way I kind of expected you were describing the entire game in one document, but this is a nice surprise.


Visuals, some people like me would prefer most of the description to be in pseudocode and pictures. So if you have a bit of a flare for drawing don't hold back.


The details are mostly written, so you'll only gain an understanding from someone who's already in a world of cars.  I know what a transmission is, manual, automatic, and semi-automatic, and I've seen it in enough games that you could have probably said, this is a picture of how it looks. You must choose these transmissions. Programmed with these restrictions.


If this were completely alien, entirely new to me, I'd be excited about it and confused. Seriously though I can't properly imagine not knowing how a car works, even an imaginary one.


Some of the Pros and Cons were redundant because of this very thing.


The title of the document is too vague, seen at top-left in the browser, it would be a good idea to name the document by the feature, if you only describe that one feature.

Transmission Systems, is a lot more clearer to you and anyone looking for a specific feature than just (Game Design Document). If you view from the google folders it's the first thing you'd see.


I don't know how your folders are organized, but this would be my only gripe.


Document complexity

You have a document that you can show to someone else to get the idea across, it's granular enough, but if they don't understand the terms you use they might not understand how it fits. "Lighter (Less taxes on some models)" this kind of sounds like I'll be getting taxed.

And I notice you went overboard, describing exact strategy with a player's guide motif. It doesn't need changing, but it may have been unnecessary.


First impression here on the forum

Considering the way you presented it here, on the forum, this is pretty much a beginner project and a very generic drag-racing simulation, so you'll be attempting to emulate a set of standard details found in driving. You shouldn't want help unless you encounter major difficulty and require a morale boost.


In this forum, mostly, I see and hear people want to work on their own games. Do you have a team of people already helping you with this? If not, consider you don't need a very complicated design document for a do-it-yourself project. You'll want a broad description, and in the features, you can make lists. Mostly a list is useful only for yourself so you can prime your brain right before you start writing pseud-code.

#5141991 Continuous Play Experience

Posted by on 25 March 2014 - 08:18 AM

What I've concluded from actually reading this is,


don't program for mobile devices. There will be no difference between them and full sized computers, and you'll have just as capable peripherals and keyboard capability, eventually. There's no reason to make a game touch-screen only unless you want to jump on the current trend bandwagon.


Awesome, I don't need to change a thing. Regardless of how insulting Durakken is while defending his dogma, there's still some helpful logic to be found everywhere.

#5141754 Continuous Play Experience

Posted by on 24 March 2014 - 12:06 PM

That combined with an idea I had a while ago it struck me, you know the future of games, thus game design, is the mobile market.


This makes me feel uncomfortable.


By starting your question with such a dogmatic statement you'll only get serious responses from people who accept it. Or a denial, like this. I do recognize the mobile market has many followers as well as a future, but I don't recognize its as a leading authority in the realm of gaming technology. Followed by an answer.


You definitely recognized some valid ideas, but they're already in play. Bigger companies have been gradually integrating mobile experiences in their consoles for a while. Only well known example is Nintendo of Japan would frequently make connectors for the gameboy#name# so it had some influence on their current generation console. (and later when it gets ported to USA the feature doesn't make the cut)


Of course when I read this I thought you meant phones would become as versatile as a PC, eh... not in my world. When the new phone is as powerful as today's PC there will be a better PC or laptop, and the trend never stops unless the current input devices become antiquated.

#5138695 Controlling difficulty in a randomly generated game.

Posted by on 13 March 2014 - 09:01 AM

I wonder if you're aware that every game of INE is different? The aliens' mutations are random, so there is no generally dominant strategy except to use the Nuke when absolutely necessary. For example, some aliens are equipped with shield piercing blasts. In this case, it's pretty pointless to invest in player shields.

I read most of the dialogue. There was something I wasn't sure about, and that's if there was any alien intelligence gathering. When I started I ended up wondering after some time when the evolving comes into play.


I was wondering if you used the Nuke player special, or the retreat ability?

Also, what was your final score?

I retreated several times, I didn't get around to trying the nuke. When I finally collected some alien pods I probably made the mistake of focusing on the pod collector. That was all a first time impression.


Sorry I don't tend to pay attention to the score.