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Member Since 07 Jul 2014
Offline Last Active Oct 26 2014 07:01 AM

Posts I've Made

In Topic: Quests

21 September 2014 - 08:13 PM

If the quests are story-focused, make them as long as they need to be to tell the story. If they are side quest just there for fun, make them as long as you think the player will still be engaged in them. If side quest aren't engaging then they are more of a hassle than they're worth.

In Topic: Help Me Be Creative! (making an rpg game need ideas)

13 September 2014 - 01:04 PM

All you have given us is a little backstory. There isn't enough for anyone to really work with here. Who are the main characters? Which gods (Greek, Roman, Home-made, or what)? What effect does the breaking of the stone have on the world? Why does everyone know where this stone is? Just one or two questions you might want to answer before people continue.

In Topic: Two RPG Quests for Alpha Build

18 August 2014 - 06:56 PM

Will you have any basic interaction with the NPC? Do you have any dialogue for them? If so it could open up the possibility of any number of small quests. You could do sort of a Fable 3 type thing only on a smaller scale. Inside Hollywell there could be 3 or so NPC that you do some small favors for and in return you start to get more popular around town, gaining a large following. Once you've done all of the favors you could lead the people against the heavily taxing, tyrannical (I would assume) leader of the town. I don't really know. It's just something off the top of my head.

In Topic: TBSRPG

18 August 2014 - 06:49 PM

If you are looking for a programmer to code all of this then you should make a post inside the classifieds. No recruiting allowed in the main forums. Also a little context might have helped people understand the post without reading the comments.

In Topic: Ideas to make racing through a futuristic city interesting?

16 August 2014 - 04:37 PM

The way I see it since it is planes that are being raced, there are three major obstacle types that you can make. The first is altitude-related obstacles. Ones that force the player to drastically alter their altitude to avoid it. The second is directional obstacles. These will force the player to move left, right, slightly up, slightly down, or any combination of the four. The third is rotation-related obstacles. Rotation-related obstacles force the player to rotate their plane. I would focus less on the scenery of the level and more on the actual design of it to make it fun and interesting. I would start off working with these three principal obstacle types and designing the track, but along the way come up with some unique obstacles to implement to help make your game stand out from the rest of plane racing games. Not that plane racing games really has a huge market, but I digress. Also in regard to this quote from your question, 'What are interesting things to race through that actually make sense from a story point of view'. As predominant as story has become in games over the past few years, gameplay will always be more important. This is coming from someone who both writes and designs for games. Design the gameplay, then mold the story around it in a coherent way that it seems natural and planned from the start.