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J. Faraday

Member Since 24 Sep 2013
Offline Last Active Yesterday, 11:49 PM

Posts I've Made

In Topic: How much do I pay someone for coming up with some ideas for my game?

Yesterday, 09:01 PM

Wow. Thank you all so much for actually taking the time to give me some serious feedback. I needed to hear all of this. I have a lot of things to think about now and some choices to make in the near future.

 

I will post a reply when I take care of business.


In Topic: Should the player be just another entity in the etities list?

Yesterday, 05:07 PM

In my engine, I have given the player it's own entity in its own structure. However, with that said, I still draw its resources (textures, etc) from a resource list containing not only the resources from the player, but the other objects on the map as well.

 

I like the main player having it's own data structure / entity because most of the manipulation in my game is on the main player. Other entity lists such as models, when moving east, west, north, or south, in my engine, move around on the screen while the main character stands in the middle of the screen always, creating the effect that he is moving. Having myPlayer variable that points to the Main Player structure makes it easier to keep it exactly where I want it.

 

Also, myPlayer structure is always going to be visible. Almost all other entities on my resource lists are unloaded at some point and replaced by loading other entities. Keeping myPlayer on it's own structure, according to my resource list abilities anyway, just makes sure I don't accidentally unload the myPlayer. Considering that the main player shouldn't be unloaded (in my game anyway), it has no business hanging out with entities that are temporal.

 

I hope this helps at all.

 

Hope this helps.


In Topic: How much do I pay someone for coming up with some ideas for my game?

Yesterday, 04:55 PM

Thank you all.

 

As for this project, there was no such agreement. He only assumed the (implied) 50/50 applied when I showed him the engine. He said things like, "Our paypal account will grow", "We have to add...", "I don't think we should..." (there is no paypal account, his assumption is that we together will make a paypal and accrue money via it to split). I do want to talk to him about this. I suppose I'm looking for the right words so I am prepared, and a lot of you have given me great material. I am definitely going to take Hodgman's advice and write a list of each of our work put forth to show him that what he is asking is not realistic. Then I will add the fact that when he had his business, and had me work for him, even when he and I did equal work, he only paid me hourly (as a business should be run).

 

He literally said, "You should make a dungeonlike game... Kind of like Binding of Isaac," and, "You should implement items like in Candy Crush so players pay for them in need." Those are the two suggestions that he made, and I am not sticking to either of them completely. So basically, he didn't come up with ideas himself anyway, he copied off of other games.  However, I am producing a dungeonlike that's online, but besides having dungeons, it is nothing like Binding of Isaac. I have considered the "Candy Crush" payment system for implementation but I'm not even sure I want to add that.

 

I am starting to think more and more that I don't really have to worry about anything considering the menial magnitude and unoriginal nature of "his" ideas. Honestly the way it seems to me is that he finally sees the fruit of my hard work being something valuable and wants to get a piece of it. However, with all of this said, I think what is going to have to happen is that I will of course contact a lawyer as you all are suggesting, and maybe also offer him some money for consulting me on the ideas, should I use them, contingent that the game earns money.

 

The problem I think I'm troubled with the most is actually talking to him about this because I don't want to lose him as a friend. However, my concerns of a 50% ownership of the game's profits are justified so I think that if he does give me a hard time, then he may not be as good a friend as I think. I'm not trying to cheat anyone here, only doing what is fair. Thank you all for giving me some great information on what I should do. I am going to now deal with this. 

 

The last question I have is: If this were your best friend for 20 years, how exactly would you approach a conversation like this with him/her?


In Topic: Best Achievement System?

03 May 2014 - 01:21 PM

The achievement system is one of the most important aspect of a game. My favorite achievement system was from Star Wars Galaxies (Pre-Combat Upgrade). This MMO had a very neat way, in my personal opinion, to persuade users to explore the different planets and all of the little quirks that the game had to offer. 

 

For example, a player would be able to gain levels in the skills that they were advancing and show off their title, such as “Master Architect”, “Novice Artisan”, “Intermediate Brawler”, “Swordsman”, “Smuggler”, etc. Each of these different titles implicitly showed the achievements that a player had also mastered all of the skills 'below' that skill, in a tier based system, to get to where they were currently. Another thing this system was designed to do, was besides the titles of a player, a player could also get badges by achieving certain goals within the game. For example, each time a player ‘mastered’ a skill, such as within the list aforementioned, he or she would gain a permanent badge that any user could see simply by 'Inspecting' you. There were also badges for mastering multiple skills, etc. Players also gained badges for completing certain goals such as visiting the Krayt Graveyard on Lok, Obi Wan Kenobi's House on Tattooine, and many other waypoints. 

 

Unfortunately, the official version of Star Wars Galaxies is dead and gone. However, there is the SWGEmu Project. The SWGEmu Project is one dedicated to creating an emulation and restoring the original version of the game before they destroyed it with the Combat Upgrade, and then ultimately taking it down. It is getting very close to the original version, and I’d suggest giving it a try. Let me know what you think! 


In Topic: What do you look for in a good Antagonist (group)?

03 May 2014 - 12:53 PM

Definitely a great question. According to a few books on strategy and how leaders provoke their teams to commit to battle and taking sides against a common enemy, there are several criteria that would allow for a dedicated "antagonist group". When the basic needs of people are at risk, humans instinctively become defensive and wage war against that which is adding this threat to their way of life, whether in an organized physical manor, or mentally. This building rage will either subside or become stronger depending on the magnitude in which the threat continues or progresses. If this threat is strong enough, the desire to fight back will eventually win. If there are more than one person that this threat is effecting, common solidarity will draw them together and a group may then be formed to battle against this threat.

 

It is best to have a common idea or entity to call your "enemy". This way, the army, or group, will have a concrete set of values as to "why" they are against this idea / enemy. Often times, things that cannot be seen are often great methods to use to wage war, or convince a group of people to dedicate themselves to a set of values. You can see this taking place in the Middle East with Muslims and Christians. Religious zeal trumps commonly held values because of the deep belief system that comes along with these. If someone's religious freedom or god is attacked, a war may be waged, people will die for their cause, etc. 

 

I hope this was a decent example and not too abstract. 


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