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Member Since 06 Aug 2013
Offline Last Active Today, 11:58 AM

#5306686 Apocalypse/ Collapse of Civilization

Posted by on 19 August 2016 - 04:11 AM

But I wanted to hear if anyone know of such a game that already exists


There are games in which the apocalypse is happening, but it is a part of the story rather than the focus (typicaly you have to stop the apocalypse happening, à la final fantasy 7, if I recall correctly), or the prototype series which happen during a small scale virus apocalypse in Manhattan. But no complexe ai interaction in those.


Else, there is Alone in the dark 5, which happen during some kind of apocalypse. There was also a particular way of handling inventory in Alone in the Dark 5, you didn't have any menu, but rather when "opening the inventory", the character open his jacket and look inside his pockets. Is this the kind of mechanism you are looking for?

I would like to design an AI system that you can interact with basically by chatting with it, would just a complex collection of if statements be the best way to go about doing this or are there other better alternatives?


As Avalander said, the behaviour tree is an alternative (the article is very good also)

I am actually working on an AI which use the information it gathered during its life (know this place, that person, know that the player is dangerous), its mind state (happy, optimist, suspicious) and event that happened (the player threatened its family, its dog died).


But this require a really huge amount of text.

#5306507 Brainstorm:Multiplayer RPG setting

Posted by on 18 August 2016 - 04:06 AM

It is a rather classic setting, nothing really new there. A dark lord and an evil Empire/Kingdom, corrupted church, player is a rebel.

It is not a bad thing, especially if the rest of the game is well built, but I personaly like it when the world in which I'm playing has something different from all the other medieval-themed game.

How is used the magic for example? What is the network of "refuse" you are talking about?

#5306307 A sandbox RPG for tweens Part 1: basic gameplay and world outlines

Posted by on 17 August 2016 - 02:52 AM

Mind telling me the specific reason?


In term of budget estimation you are way too optimist, as says Tangletail. 


  • Budget: for a game with the graphical fidelity of FFXI on a high-definition emulator, a total size (from all the game worlds added up) about 43 square miles big (30 of said 43 square miles is procedurally generated), partial voice acting (mostly for main characters and special scenes), and a customization and character progression system leagues deeper than any TES title, is this a realistic estimate for how much the game will cost to develop?

For your expectaction count at least a medium sized team (so 20-30 people) multiply it by an average salary of 2500 euros (average salary of a programmer) to have a (really) rough estimation of the cost, by month, of your game. And this is only the salary of the people, without taking into account the tools and the marketing. So yes, $100,000 may be a little light.


  • Day/Night cycle: I believe a common complaint for this idea is that some will feel as if this is like playing two games at once. Even though I plan to elaborate on this later, do any of you think this way currently?

This is a good idea, in my opinion. If you manage to make the feel of day and night really different and not just a loss of luminosity, it is an interesting feature.


  • Dialogue system: simply put, Is in interesting or refreshing?

Interesting? Not much, how can you talk about thing not related to environment? Refreshing, not really. The dialog mechanic is not as important as the actual dialog quality (except if you have a good AI which can talk inteligently (use different dialog lines depending on what happened, his status, player's reputation, etc...)

  • game world: created due to budget constraints, the game world is not what makes this game a sandbox RPG (that would be the mechanical system, to be discussed in a future post). that being said, does anyone like this hub-network idea?

If you have a well crafted hub, and the other area are some kind of dungeon, it can excuse the lower quality of the procedural area. 

  • was something to vague or just left out? point it out.

I would like to hear more about the combat system.

#5266774 trying to think up a new way to level up

Posted by on 17 December 2015 - 08:40 AM

Other experience system :

- The Sphere grid from final fantasy X : the player have a grid with multiple path which can be unlocked and each node give a boost in stat or a new skill.
- The fruit/eat from odin sphere : the only way to get xp in odin sphere is to eat things.

Else :

- unlock boost in stat by achieving things (beat X creatures, run for X seconds, end X level, etc...)
- use items (other than food)

They are the few I can think of right now, but if that can set you on a path. So good luck, and also  welcome :D

#5266634 Is this game idea possible?

Posted by on 16 December 2015 - 05:04 AM

As soon as you start adding superlatives in your features description, you should start thinking about downgrading your features or readiying your paycheck. As the others said, superlatives cost a lot of money.

If you want to have a good idea of the feasibility of a project. Take a very small part of your project and start programing it, you will have a better idea of what does it cost :)

#5235650 Game Engine For Strategy Type Game?

Posted by on 19 June 2015 - 03:56 AM

I do not know engine specificaly built for a strategy type game.

But if you are looking for javascript there is Unity. You probably already heard of it, as it is one of the big game engine out there. Its use is fairly easy and comes with all basic things (collision, physics, graphics, tools for animation, sprite, etc...)

#5233500 How do i approach game design and development as an artist?

Posted by on 08 June 2015 - 03:35 AM

There's LOTS of people looking for a good artist.


Yes, so much :D

As Ovicior said, you can use the classified section of GameDev, else you can try other websites (indieDb, ludust, etc...) There is probably a lot more but these are the main one I'm using after Gamedev.net and twitter


If you want to join a project you could always try directly contacting indie teams.

In any case if you have a good portofolio and some (a lot) spare time I'm sure you will find a team to work with :)

#5232719 How do Open World games work?

Posted by on 04 June 2015 - 03:13 AM


It depends on the engine you are using. but you can divide your map in multiple parts and load only the parts the player is in.

And you render up to a certain distance of the character. (And there is also some optimization technics, such as occlusion (you render only what the player can effectively see, if there is something blocking the view you don't render it)

#5231466 Using Celebrities In My Game

Posted by on 28 May 2015 - 07:26 AM

Else, can you not make a parody? For example using caricature or the name slightly altered? Like for example : Braddo Pete, or Angelina Pretty (because, you know, bad pun, Joli means pretty in french, derp)

#5230543 Game Programming from 0 or using already made game engine?

Posted by on 23 May 2015 - 02:09 AM

Same answer as the above. But I will also add that if you are a student it is a really good experience to create your own engine, how to programm physics, graphics, animation etc... If you have time to do so, then I encourage you to try and make your own game from scratch.

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

Posted by 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 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 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. 




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 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 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.