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Navezof

Member Since 06 Aug 2013
Offline Last Active Today, 08:52 AM

#5228546 Can a lone indie dev do an open world like this?

Posted by Navezof on 12 May 2015 - 07:10 AM

What do I mean? A game that has no main story missions/quests and is progressed as the player does what
they want to do, everything unlockable such as abilities, weapons and customisation is locked behind an
experience system. Which is basically earned through doing the activities you want.

 

Quite innovative? ^^'

Minor troll apart, as the people said earlier, making a "huge" open 3d world tend to be impossible. It is not impossible, but it would require a equally huge amount of time, manpower and ressources.

If you really want to go that way, try to break down your idea on multiple mini-project or even prototype focused on one feature and see how long it takes, if your idea is really interesting, estimate the time to do it for real, etc...




#5226213 Game designer

Posted by Navezof on 29 April 2015 - 02:25 AM

The game designer I worked with in a small company (about 10 people) worked solely on game design. His main tasks was :

- Designing the mechanics (the character is able to throw daggers)
- Write the documentation affiliated
- Ajusting the balance of the mechanics (the daggers will do one-shot kill!)
- and always, always refining the mechanics (the daggers are too powerfull, they will now do less damages)

We worked on UDK, so he had to be able to know how to use the engine. Basic scripting, level design, but mostly tweaking the values.




#5223508 PerfectMMORPG

Posted by Navezof on 15 April 2015 - 01:47 PM

Ahah, It was a fun reading smile.png

 

Still, here are some advices.

 

- I'm not a english native speaker, so I'm not the most well placed to say that, but, mostly, you don't make any sense! And thus it's hard for me to tell you what I think about the mechanics you are trying to explain if I don't understand them. But let's try to be constructive.

- Do not use acronym, it breaks the reading flow and make the text even harder to read! (fle?mpr?hpr?)

- Format your text!

- One idea at the same time. In one sentence you speak about a damage mechanics, mobs, subscription system. It is too much.

- Too much numbers! Example are fine, they can illustrate some mechanics. But I don't need all the details and level. For exemple :

 

 

And also some funy quotes smile.png

 

I have list of first 10.000 triangular numbers.

- Good for you, I'm sure I can find a list of the first 10 000 decimals of Pi and post it here, and still no one would care (probably)

 

 

We need better and more complex systems like mine.

+1 arrogance (and it is not nice)

 

It will be balanced.

- You wish. (So as tons of game designer out there biggrin.png)

 

You will have npcs defending your lands. You will capture some points and gain things while you holding and defending this points.

- This is a nice idea, I guess that by "things" you meant gold, xp, items, etc,,,

 

Goal of the game is capturing bosses,

- Which are stronger NPC owned by adverse player I presume?

 

capturing key points

- make sense.

 
and being retarded.

- yeah, obviously....wait what? XD

 

 

I will pass on your leveling system.

And also on the part where you speak about movespeed. You are contradicting yourself so much...

 

 

You may not understand it.

So true.

 

 

 This topic written for professional coders. You may not understand it. Also if english is not your language, not understanding is natural. For this complex math and formulas we need technical english. None of us can speak technical english or mathmethical english. Maybe i just have to write formulas in math language.

- This is not the level of english which is hard to understand (well, a little) but more the way your present your idea. There is nothing excessively technical or mathematical.

 

 

Who cares.

- Eventual readers?

 

 

Did Riot told you what is attack speed  and what is its cap, what is armor and how it really works?

- Yes. Given the popularity of LOL, there is a lot of explanation on the web for each of these value, what they do, how the calculation works and why the color for attack speed is green instead of blue.

 

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..

- Unknow reasons? No. DPS character are faster, easier to kill. Tank characters are slower, harder to kill. This is to make the characters as balanced as possible.

 

So i am right. And i will be always right. 

Ahah.

 

 

For more useful answers, refer to Gian-Reto or Nyaanyaa who are absolutely right and gave really good (true) advices ;D




#5221074 Results from an improvised playtesting session

Posted by Navezof on 03 April 2015 - 02:50 AM

Having non-gamer play your game are always so worthwile. They can point out the things you would never think about because : "Well, isn't that obvious?"

Even if this may be a little off-subject, I'm posting a video about the design of the first level of super mario. Which is really well designed and also without a tutorial, relying only on the level design to teach player how to play.




#5220712 Question on Code Structure

Posted by Navezof on 01 April 2015 - 09:05 AM

I would put all the action of a person in the class Person.

If you put all the interaction function in another class it kinds of break a little the concept of object. You will end with a sort of huge library class with a lot of function not related to the library but other class. And imagine if you want to modify a function, you will have to fetch into your huge library class the one function which affect the one class you want to modify. I think it would be simpler to have all the function related to a class in this class :)

Here, the function haveConversation would be in Person, and would take another Person (the target the actor want to interact with) as a parameter. And forcing him into the action haveConversation.




#5181494 What is your favorite anime character?

Posted by Navezof on 19 September 2014 - 03:38 AM

Because the second post is a mecha musume, I feel obligated to post some pictures too :)
 

Akemi-Homura-anime-32713358-600-447.jpg
Akemi Homura from Puella Magi Madoka Magica

A magical girl determinator with control over time and an nearly infinite amount of heavy weaponry in her pocket dimension? Yeah, do want. She is not my favorite character but in a game she can be fun to play. 


Yongashirashikei.jpg
Adam Blade from Needless

This character is from Needless. Apart from being a sheer badass, having a metalic skeletton and being completely ax-crazy he is also able to replicate powers thrown at him. This can be a nice gameplay mechanic. And needless to say the anime he is from is damn funny and completely crazy (and the manga even more) But not really safe for work though.

Ps : I think that the post name is not really indicative, as you do not seems to be asking for a favorite anime character, but a character who could fit well in a RPG game. But, whatever.




#5179598 The basics of explaining concepts and ideas

Posted by Navezof on 11 September 2014 - 08:43 AM

Keep It Simple and Stupid. Always go to the point and try to keep your explanation as short and simple as possible.

Use schematics, drawing and bullet point if you can. "One drawing is better than a thousand words" as they say.




#5176439 Welcome your new Visual Arts forum moderator

Posted by Navezof on 27 August 2014 - 10:10 AM

I guess I will be go first : Welcome! \o/




#5175475 Why Orchestral music is best for video games?

Posted by Navezof on 22 August 2014 - 07:59 AM

Computers and electronic sounds CAN NOT FEEL

Nope, YOU cannot feel what the computer and electronic sounds has to say. Is there really a difference between the musician behind his cello and the musician behind his screen? They both have the same goal smile.png

 

 

 

Why Orchestral music is best for video games?

Yes, it's not.

 

As Keith G said it's all about context. Some games will sound better with electronic sound, and other not.




#5172476 Need advice on game design

Posted by Navezof on 09 August 2014 - 11:14 AM

So slow!!

I guess the main features is the ability to blend in the background? Which is actually a pretty good idea in my opinion. And a lot of fun features can be added to the gameplay

- The game is too slow!

- A quicker change of the background color.
- The possibility for the player to manually change the background color (a switch somewhere on the level, an item, a flashlight, a flashbang grenade, etc...)
- The possibility for the player to change its color (a color pool, an item, etc..)
- More colors.
- More items (weapons, item to change the background color, the player color)
- The platform appear and dissapears depending on the background color. For exemple, white platform that were not activated when the background was white, become activated when the background is black. And It could also be walls or teleporter.
- Item to confuse your enemies, for exemple a teleporter hidden in a color. (White teleporter can only be seen by white player) This would allow fun situation where a black player run after a white player who disapear in a white wall and reappear in another location.

- For this game to be fun, I would make something really, really quick. With quick respawn and the score based on how many points you win in a certain time. (by killing other player, staying alive, taking bonus, etc...) 

This is a really good idea, keep it up!




#5170328 First/Third person shooter in European medieval fantasy setting

Posted by Navezof on 30 July 2014 - 07:59 AM


I think running around with a single-shot musket could get very boring very quickly and end up with me charging with my bayonet. Don't you think?


I second that.

The closest would be maybe dishonored. Even though we are a few centuries later, Corvo stil have a one shot weapon.And it felt really good. More like a shotgun than a pistol, but it was the kind of gun I'd use very rarely. And it was ok because they were a whole lot of option beside using our gun. But if I had to do the whole game with the gun only, I think it would quickly become tiring. The reload time would become frustrating because it would break the flow of the game.

But I just re-read your post, and you propose to have modern firearm (or at least decent) in term of efficacity, and a medieval looks?

This is not a bad idea, because if you go with the old arquebuse, I guess you would miss something like 90% if your shot if you are not at very close range, and that would'nt be very fun to play (my numbers are not accurate, but you get the idea :) )

In the other hand, if you introduce modern firearm, the whole world would have to adapt, and many medieval things would become obsolete (armor? close combat weapon longer than a knife? bow?)

But, the idea itself is interesting, it would be nice to have guns but not a steam-punk universe, for a change. It could be more like warhammer 40k. They have spaceship, gatling power sword, and other futuristic things but the feeling is more medieval than futuristic. So, for the good of the game and the rule of cool, I think you can dismiss some physics laws :D 


#5170059 Getting started from almost complete scratch.

Posted by Navezof on 29 July 2014 - 08:50 AM


Also, there are some great tips on level design and stuff on youtube (just don't waste too much time here...) from Extra Credits (Extra Credits: Game Design)

Yes.


and an ode to Mega Man X level design from Sequelitis (adult language) you can get some insight into how to think like a game designer.


And yes. This video is the one who help me turning on my game design spirit. Meaning no adding features on a game because this feature is cool. But because it has a purpose, it fulfill a precise role in the game.

Also, this book is in my opinion a must read : http://www.amazon.fr/The-Art-Game-Design-lenses/dp/0123694965

Creating board games with paper is also a good exercice. Don't underestimate the power of the pen :) 


#5169830 Chances of getting Blackmoor Bay crowdfunded

Posted by Navezof on 28 July 2014 - 12:50 PM

I don't think an early campaign (meaning talking about the game before the beta)  fit well your type of game (adventure, story-driven)

What you want to show is not really the game. Everybody know what an adventure game is. You also can't show the story, as the player would probably prefer discovering it himself.

What you want to show is most likely the atmosphere of your game.

And screenshot often fail at rendering an entire atmosphere. I would focus on very short video (30 sec max) with few words like a movie teaser. Imagine a camera moving slowing over a lake, then the screen go blakc, and a sentence appears, then the camera move slowly over a forest, and then again, another sentence. Add to this a good music, nice audio effects, and you didn't have to show any gameplay, any completed level, just the stage you made for the teaser :D

To better illustrate there is an exemple of sentence which may fit in a teaser, from Flower of Evil : "When, after a decree of the supreme powers, The Poet is brought forth in this wearisome world, His mother terrified and full of blasphemies  Raises her clenched fist to God, who pities her".

The goal is to make the potential player wondering : "What is this?"

Even better, post each week a short video with a sentence each time apparently unrelated to the previous. But, when you assemble all the sentence from each video, all make sense.

Having some sort of enigma, and making the potential player already thinking about your game, before the game is released can be a nice way to get some attention. And when your game will be ready, by playing your game, player will be : "Ah, I understand now!" Or something like that.


But this "solution" can be more risky than other more classical.




#5169715 [Looking for feedback] RPG combat system

Posted by Navezof on 28 July 2014 - 05:48 AM


I meant that I understood the rock-paper-scissor mechanism (the rochambeau-ness), I just don't know why you called it what you called it.  I think calling them Aggressive, Defensive, and Power stances is more meaningful and obvious.  Why you wanna make me work to learn vague terms?

At first I wanted to go with medieval fencing terms or something alike, with high and low guard (medium guard doesn't seems to exist ^^') I think I should find something else better fitting. But for now it is not really my priority :)


French that thing up, man!  Puissance Stance!  Give it some flavor!  Fallout 1-2 were fun because they used the trappings of 1950's American modernism.  Go wild with this thing... it's about magic girls!


True. Having a setting based on a real place/time can often bring a more coherent and interesting experience. But if it's not carefully made, it can be just ridiculous. For exemple, too much stereotype or over-used place. Eiffel tower, how many time have you been destroyed by aliens/mad scientist/cataclysm? :)


#5169203 Single Combat with the Sword: A Prototype (feedback requested)

Posted by Navezof on 25 July 2014 - 06:05 PM

First of all I'm not fond of sword fighting games, but I will try to be as objective as possible.

Feedback 

- The sword was responsive most of the time
- Nice feeling when you manage to dodge an enemy swing with a swift move, and stick your sword in his head. Touché!
- The AI is easy, and sometimes repetitive. (she dodge more often on her right than her left)

- parrying is not precise enough
- sometimes a little rough

Recommendation

- Maybe having a stamina bar to prevent spamming or moving around too much?
- Giving to the player visual advices? (where is the attack coming from, an opening)
- I don't really know fencing, but shouldn't the movement be heavier?

Overall

 It still need some polish but the feelings are here, so good job and I'm waiting for the next updates ;D






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