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Member Since 06 Aug 2013
Offline Last Active Oct 01 2014 04:04 AM

Topics I've Started

Experience with working in Japan

28 July 2014 - 06:40 AM


I will soon finish my studies and enter for real (meaning not as an intern) in the game industry. One of my long time dream is to go work in Japan for a few years. I read articles about how working in Japan was hard, or that "once a stranger, always a stranger" is particulary true, or that speaking japanese is a pre-requisite to find a job, etc... But I would like to have your experiences, advices, or anything you would like to share :D


[Looking for feedback] RPG combat system

24 July 2014 - 01:54 PM

Hello all,

I'm currently creating a game and I have trouble about the combat system. I made a google presentation, exposing what is my game, and some gameplay mechanics. You can find it here. Edit : (If you want to go directly to the second version, go there)

In this presentation you won't find other mechanics than the combat related one. The reason is that of this part I am the most unsure, and it is also one of the main feature of the game.

That's why I'll appreciate any feedback, thoughts, remark or advice with a glad ear.

I also would like to know what you think about this format of presentation, is it clear enough? Or is a plain text documentation better?

There should be enough informations on these slides to understand the mechanics, but if you have any question, or you want to know more, don’t hesitate to contact me (on this post, or by pm)

Thanks a lot,


Trend : the return of tactical RPG game

07 February 2014 - 06:03 AM

"Is it just me or I see more and more tactical RPG game?"

I have the impression of seeing more and more tactical rpg project especially on website like Gamedev.net or IndieDB. Some years ago I don't remember seeing as much tactical around. Is this genre coming back? Or has it never disappeared?

Want to share some thought about it?

Stamina system

18 October 2013 - 11:25 AM


For a Tactical - RPG game, I wanted to add a system using stamina. I would like to hear your opinion.
- Each character has a amount of stamina.
- At the beginning of his turn the character regain some of his stamina. The amount of stamina recovered depends on the previous situation the character is in. If he is surrounded by enemies, he will regain less Stamina, than a character who is safe.
- Each action cost a certain amount of stamina.
- The stamina is taken into account for most calculus. (for example : damage = Force * stamina)
- When a character take a hit and is about to die because of it, he has a chance to use a large amount of stamina to evade the attack or reduce the impact of the attack. If the evasion don't work, he die. If it work he is safe but exhausted.
- When a character is hit, he lose some hp and stamina.
- A character can burn more stamina to perform some action (a supplementary action, a special action)

- A character can burn its stamina max to be as effective as if he was at full stamina for one turn. Afterward, he will lose his stamina max, and lose a lot of stamina. (Something like, 1/10 stamina left, and stamina max = 5) It's only for the duration of the fight.

- Your maximum stamina depends on your health state. An injured character has only 60% of his stamina max.

And there is the analyse I made for this system.

The + of this system :

- No more over-powerful unit, if he is tired, he became as weak as anybody.

- You have to take care of your character, they are more fragile.

- More comeback possibilities. "Ok, I'm cornered, I will go all out and burn all of my characters stamina to perform a big offensive!"

The - of this system :

- Slower. They may be situation where you'd rather wait that all your characters have full stamina before moving.
- No more over-powerful unit. Even against weaker enemies, you can exhaust your more powerful character. And render him useless.

Thank you for reading.

How to stock large amount of data for a game

10 September 2013 - 01:27 PM


I tried to make the title as clear as possible but there is a little explanation. In some type of game such as RPG, there is a lot and a lot of information. It could be dialog, object description, or informations about a spell (name, cost, damage, effect, etc...)

My question is : How do these informations are stocked. They could be hardcoded, but I thought that parsing text files would be better. What is your opinion?