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Hawkguy

Member Since 07 Jul 2014
Offline Last Active Sep 21 2016 03:13 AM

#5307512 Does anyone have any advice for my unique situation?

Posted by on 23 August 2016 - 07:29 PM

If you made a really, really thorough GDD a dev team might be able to make your game I suppose. It would need to include everything they could possibly want to know though, and that just isn't possible. Plus actually convincing a team to pick up and make your games in itself is a nearly impossible task. After all they all probably have 5 or more game ideas of their own that they'd rather make.




#5307333 How Would I Go About Creating My Dream Game?

Posted by on 23 August 2016 - 02:16 AM

If there's one thing I've learned from game development it's never get too attached to a story, mechanic, or idea in general. For your game to reach its full potential you will have to iterate and improve and odds are the end product will barely resemble what you started with. However I assure you that it is all for the better. You mentioned that you are just beginning to get into game development and are learning programming. That's a good start. Learning the technical skills required is a step many people try to get around and it never goes well. As a matter of fact I tried picking up the technical skills and knowledge of how to design a game while simultaneously designing a game and ended up accomplishing neither. That experience taught me several valuable lessons though. For one never get ahead of yourself. Take things one step at a time. Anyways good luck with your game and your budding career in game development! I look forward to seeing you around in the forums.




#5307331 Mmorpg Idea.

Posted by on 23 August 2016 - 02:09 AM

In my opinion people are too quick to decide they want to make an MMO. They don't fully understand the limitations those games have to deal with. Really think about the game you want to make and take into consideration both your available resources and those limitations then decide whether the game really needs to be an MMO or maybe would be better off as a  co-op title.




#5252449 Creative Fantasy RTS races

Posted by on 15 September 2015 - 09:19 PM

How about a clockwork or stream powered AI robot race?

 

Or an energy based race who's buildings and people's are pure energy and behave in strange ways when attacked?

 

How about a shape-shifting race whos units can change into various animal forms?

 

How about an avian race where all units are capable of flight but weak on the ground?

 

How about a race of spirits and ghost forms? perhaps they directly bolster their units by killing the enemy? 

 

Or, a race of elementals e.g. rock, water, electricity, fire... They could create units and buildings by actually altering the landscape. 

 

I could go on, but this should hopefully start some interesting conversation smile.png

This topics a little older now, so I doubt there's going to be a whole lot more conversation but all of your ideas are good. Perhaps there could also be two races, one which gets buffed at night and nerfed during day and the other vice versa to give a day/night cycle an impact on gameplay. Another cool idea would be a race of elemental giants (similar to what you said about elementals). They would all be colossal enemies, but few in numbers. They're element would be determined by the terrain (tundra = ice giant, mountains = rock giant, etc). I'd imagine them being similar in appearance  and behavior to Trolls in Fable. 




#5252074 Private Beta: How?

Posted by on 13 September 2015 - 02:44 PM

I think many of your issues could be solved by just having an open beta. Make the thing available to everybody for a period of time so you don't have to worry about logins or who to extend invites to. Plus the more people who use it, the more bugs you're going to find and therefor fix. Just advertise the open beta for your software anywhere on the internet you think people would be interested in it.




#5251802 Potentual new concept

Posted by on 11 September 2015 - 06:50 PM

It would help if your spelling was on point. Especially since the incorrect spelling found it's way into your program there. Now while I'm certain I wouldn't have a clue what you're trying to convey either way, it would make me take this a little more seriously. When I see a topic in the game design forum, if the very first word in the title has been so horribly botched as yours is I usually wouldn't even bother to take a look. However you did say you had a new concept, which I always find a hoot as people post all the time thinking they have a radical new idea they just birthed from their loins and it is the highlight of my day to go comment on said post how unoriginal it really is citing all the times I've seen it before and/or what a terrible idea it would prove to be upon implementation into a game. Let's just say I was given no shortage of ranting material with yours.




#5251485 The technical side of game design

Posted by on 10 September 2015 - 02:48 AM

 

Tom Sloper, on 06 Sept 2015 - 4:32 PM, said:

Sure - practical firsthand playing of a number of games on that platform, and a realistic acceptance of the probabilities of limitations to what's already been done on that platform.

I don't think this is practical for everyone.

 

Those for whom that level of analysis are not practical are probably not qualified to be game designers.

 

Can we all take a moment to appreciate the untamed savagery that is Tom Sloper?




#5247854 Creative Fantasy RTS races

Posted by on 20 August 2015 - 07:00 AM

You could have a race very in touch with nature, similar to elves, but tall and eerily lanky in addition to being green. You could make it so that instead of food this race could survive on a process similar to photosynthesis, which is why the skin would be green cause chlorophyll and stuff, and they need to be in very sunny warm areas near nature things like rivers and forests. You could have it so that this race is always competing with the others for prime land so they're main struggle isn't resources as much as fending off invaders. I don't really know I'm just spit-balling.


#5233101 An Open World Idea

Posted by on 06 June 2015 - 03:08 AM

The sass in this thread is unreal. Well deserved, yes, but unreal nonetheless.




#5225762 Looking For Writing Partner!

Posted by on 26 April 2015 - 10:43 PM

Ah, here we have the wild newbie in it's natural habitat. It appears to be performing the traditional "I'm worried somebody's going to take my idea so I won't give any details on my project" mating call. How much time will pass before it realizes a worthy mate will not be interested?

 

JK but seriously. Don't be so secretive. Nobody's going to steal your ideas online, as odds are they're not half as novel as you think. Either way if you're looking to find someone to help you out don't expect people to jump in head first without knowing what they're getting themselves into. I suggest giving us a little more information on the writing concerned aspects of your game concept.




#5215568 Need a name for this guy

Posted by on 09 March 2015 - 09:41 PM

Kenneth Anthony Boom. Also known as K.A. Boom. See what I did there? Isn't that funny? *Crickets chirping* Oh screw you guys I'm hilarious.




#5214545 A Coffee and Tea mechanic

Posted by on 04 March 2015 - 03:23 PM

While this could be an interesting mechanic (if well balanced), I'm a little more concerned with the ethical connotations of it (which is a rare thing for me). It is essentially an addiction comparable to drugs and tobacco which, depending on the target audience of the game, might come off as a little bit encouraging of such things. Especially if it isn't well balanced and the addiction is portrayed as being mostly a positive in game habit. Just throwing it out there. I don't usually concern myself with the ethics of video games, but this kind of mechanic just seems doomed for negative attention from the press if your game takes off.




#5214544 Dialogue woes

Posted by on 04 March 2015 - 03:14 PM

I'm seconding KingOfTheNoobs mostly. Especially the sentence “I’d be surprised if they did though. Why on earth would there be a need for the one or two ‘modifications’? That’s just irrelevant to their entire ethos as it is. They're far too lazy to be original.” seems me much to stilted, especially in a stress situation. However, I'm not a native English speaker, so I'm not the norm ;)

 

BTW: Please never use the phrase "Over and Out". In voice radio "over" means that the talker has finished talking and expects a reply, so handing over to the other person, while "out" means that the talker has finished talking and does not expect a reply, so ending the talk. Using both "over and out" together is just wrong. Once introduced by TV (IIRC), I have no clue why such a solecism still endures.

Haha, thanks for the clarification. I went back and fixed it so that you can look at the re-written dialogue without cringing! 




#5214371 Dialogue woes

Posted by on 03 March 2015 - 11:29 PM

One thing I noticed is that your dialogue is full of unnecessary fluff. THIS IS NOT A BOOK. Using fanciful and loaded language will only make the dialogue feel more drawn out and forced. Short and to the point should be your approach. Get the point across as effectively as you can in as few words as you can. Also I had some issues with the way the characters themselves spoke. The two characters felt like one character having a long conversation with himself. Now I can only assume the person communicating over the radio ® is some kind of tech/science genius and would be expected to speak in a more "sophisticated" manner and would often use technical terms that the common man doesn't know. On the other hand the player seems more like a military operative type of person in a highly dangerous situation. One wouldn't expect them to be throwing around the same kind of language that the tech person would, especially since they are in a hostile area and wouldn't want to be overheard, thusly he would be speaking in short bursts using simple and concise language. To make sure that the player and R are on the same page (cause odds are players will get lost in the sea of mumbo jumbo) you might want to have R say it in their normal sciency way then have player say something indicating he doesn't understand such as "Huh?" "Care to elaborate?" or "And that means what exactly?" leading to R saying it again in laymans terms for both the in game character and the real life player to understand. 

To demonstrate what I'm talking about I will re-write your entire first chat according to it.

R: Have you reached the penetralium?

P: No. Security locked me out. I need a way to bypass it...

R: If their setup is anything like the cloning facility then there may be access terminals close by. Unless of course this facility opted against standardization.

P: I wouldn't put any money on that if I were you.

R: Let's hope you're right. Continue searching for a way around security and please... *pauses for a moment*... try to exercise a modicum of caution. I don't have to tell you how important this mission is.

P: Will do, over.

 

I left in some fluff because it felt like part of the characters, but I just couldn't bring myself to say "Death is not an option." Not only is it very much an option, but it is just too cliche. Even for me. I personally would consider bringing in another writer onto your project to help out with dialogue and to polish off any other rough spots there may be. Post an ad in the classifieds as soon as you feel it is necessary.




#5214041 board/card game which deals with nostalgia

Posted by on 02 March 2015 - 04:11 PM

I got you, bro. It could be a board game where you roll a die (just one) and whatever number you land on you move that many spaces. However each space is color coded, with each color relating to a deck of cards made specifically for the game. There are four colors: red, green, blue, and white. If the player lands on red then they must draw a card from the red deck which contains descriptions of movies or tv shows from back in the day and the player has to try to guess what it is correctly. If the player lands on green then they must draw a card from the green deck which contains descriptions of people (celebrities mostly) from back in the day and the player has to try to guess who it is correctly. If the player lands on blue then they must draw a card from the blue deck which contains lyrics or the beat from popular music back in the day and the player has to try to guess the name of the song correctly. If the player lands on white then they draw no card and get to stay there without a trivia question. If somebody gets the answer wrong then they don't move. Board could be electronic so that the colors are randomly generated every time you turn it on. The board would be 40-50 spaces (my vote goes for 45, but that's just me). There would be 2-4 players, thusly 4 game pieces for them to control. Your target audience being adults is what makes this game possible as they are the only ones who would know the answers to most of the questions. The game could be called Nostalgia Trip.

There you have it. A perfectly good design for a trivia board game that should fulfill all of the requirements. Hopefully this will help get some ideas going in your head, so you can make a game of your own. If not fell free to just use this.






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