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Member Since 07 Jul 2014
Offline Last Active May 01 2015 02:43 PM

#5215568 Need a name for this guy

Posted by KingOfTheNoobs 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 KingOfTheNoobs 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 KingOfTheNoobs 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 KingOfTheNoobs 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 KingOfTheNoobs 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.

#5213412 AI in story concept, and perhaps a bit of an update

Posted by KingOfTheNoobs on 27 February 2015 - 05:16 PM

I'm not sure if I am lost because you didn't really explain enough to us, or if I'm lost because I missed something... Is there a previous thread you made with important information we need to know to understand this? If so could you please link it here

#5212196 who really a creative director is?

Posted by KingOfTheNoobs on 21 February 2015 - 07:32 PM

Please don't have this thread turn into an argument over which role in game development is the most important...

#5210347 Citizenship levels

Posted by KingOfTheNoobs on 12 February 2015 - 03:14 PM

You should add in plebeian. It's fun to say and not overly demeaning. 

#5210112 To Sprint or Not to Sprint

Posted by KingOfTheNoobs on 11 February 2015 - 03:06 PM

It depends, what is sprint for?  It seems like it could be a nice way to balance not having to have the standard movement speed be ridiculously high, while still allowing a quick pace for evasion when needed.    Lots of other games have it, and don't seem to have any big complaints*, so I wonder how much of the Halo 'controversy' is just die-hard fans opposing change.  Though I didn't play any Halo 4 multiplayer, so maybe they just need to balance the sprint a bit more, maybe add a larger delay to shield recharge after sprinting, or even have shields drain while sprinting, etc.  I liked it fine for the singleplayer though.


*For example:  Destiny, which is basically Halo with sprint and ADS minus all the alien weapons.

Yes for single player it is pretty great, however what most players are worried about is its implementation into multiplayer and how it changes the core of the experience. The thing is with Halo's slow kill times, being able to just sprint around a corner and regenerate shields before a player can finish you is pretty game breaking. This is one of the main arguments for anti-sprint forum goers. The other main argument, and probably the more important one, is how it affects map design. 343i made maps much larger than the usual Halo maps just to accommodate for sprint. This resulted in lots of empty space on maps, map control being much harder if not impossible, and a noticeable lack of intentional design. Maps felt like they were put together by children with legos. Yes they were pretty, but there wasn't much method to 343i's madness if you know what I mean. While these were giant problems in Halo 4, I don't feel nearly as concerned for Halo 5. I played the beta and it was actually pretty great. The faster kill times made it much more difficult to just run away as players had a better chance at survival by staying and fighting. Base speed was increased and sprint speed was decreased resulting in a smaller delta between walking and running. Also the maps felt smaller (they may not have actually been a great deal smaller, but the gameplay made it feel that way which is how it should be), map control was as important as ever, and everything on the map felt like it had purpose. They really stepped up their game for H5: Guardians and it is noticeable. Although I am okay with the current changes, many others aren't and it's understandable. Both anti-sprinters and pro-sprinters have valid arguments and the game in its current state feels like the best compromise 343i can make. However I still posted this here to see what you all thought about it because I wanted to see if anyone had an point nobody has presented yet. I'm a little disappointed, but what do you expect? It's a forum of ravenous Halo fanatics vs a game development site of people who apparently haven't experienced all too much of the game (which is weird to me, but if you guys haven't given it a try then be sure to sometime soon). 

#5209481 To Sprint or Not to Sprint

Posted by KingOfTheNoobs on 08 February 2015 - 03:31 PM

The discussion can exist here in my opinion if it's generalised, e.g. What are your opinions of sprint mechanics that do and don't work in fps games and which do you as developers prefer?


Personally I prefer sprint mechanics where there is a fixed amount of sprinting that can be done before a rest is needed, and the amount of sprint that can be done can level up over time.


Having never played halo I can't really offer a halo specific opinion sorry...


Edit: generally though changing mechanics of a established series never goes down well with fans. The amount of noise generated is often inversely proportional to the size of the change...

There has been quite a lot of noise over sprint as it changed the way the game was played entirely

#5209359 Conventional Storytelling in Video Games

Posted by KingOfTheNoobs on 07 February 2015 - 10:42 PM

At first glance it would make sense to try to avoid the things other mediums use to tell stories as much as possible. Since books tell stories through text, I would want to avoid text. I guess that could be possible. Since movies tell stories through dialogue and imagery, I would want to avoid those as well. Now that is impossible. The fact of the matter is you are not going to be able to avoid using other mediums way of telling stories in telling a games story. A game is best thought of as a step up from a movie, the next evolution in a sense. The same thing could be said about movies from books. What you need to do is take the old and infuse it with the new. Keep much of the way movies tell stories, but add on all of the different ways games can tell stories and really emphasize on those. The most obvious difference between a game and a movie is interactivity. You can interact with the world around you in games, as opposed to movies where you just sit down and watch. What we need to do is find a way to convey a message through the interactivity of it all, that simply couldn't be conveyed by watching it happen without your involvement. Easier said than done. Another way games differ from movies is that movies are linear. Only one thing can and will happen in movies when inside games players are presented with the element of choice. The more choice involved in the games story and the less scripted events there are, the closer you will be to having your own special brand of storytelling only possible in video games. The last major difference between games and movies is progression. While movies have their own kind of progression, progressing along from one scene to the next, progression in games is much more meaningful. More than simply progressing from one stage to the next, I'm talking player progression. Things such as leveling up, unlocking a new ability, or acquiring better gear is the video game equivalent of character development in a movie. It tells the story of who YOU are inside the game world and it is almost entirely up to the player. The more freedom players get over the progression and "definition" of their character will allow them to sort of tell a personal story about themselves which will be unique for every person.

     I'm not sure if this whole rant has made any sense whatsoever (I'm fairly certain it hasn't, things always sound better in my head) so I will do a quick recap/summary of it all. These are the three things I believe developers need to emphasize and work on to truly tell a story only possible through a video game: 

1. Conveying story through player interactions with the environment, not just dialogue with an NPC

2. Less scripted events and more player choice in the direction the story is going

3. Character progression should reflect who the player is based on their actions in as many ways as possible with the end result being an amalgamation of all the different experiences you have had throughout the game, essentially telling the story of YOU 


Just my thoughts and opinions on the matter in a very hard to read discombobulated post. 

#5209355 Conventional Storytelling in Video Games

Posted by KingOfTheNoobs on 07 February 2015 - 10:01 PM

Due to a lack of activity in the Writing forum here, I decided to make a topic myself. Not exactly a common occurrence. So today I come to you all with possibly the largest and most important question in all of video games...


If video games are their own independent medium, and in many ways an art form, why do they subscribe to the conventional storytelling of other mediums such as movies and books?


The answer to the question is quite simple, but introduces a slew of new questions that are far from it. The answer of course being that the video game industry is still very young and we just don't know any better way of doing things. This leaves us wondering, how does one break the mold and tell a story in a truly unique way that could only be done through a video game? This is territory that is often discussed, but rarely ventured into. How would you guys go about breaking the conventional mold? I'm not talking small changes, I'm talking a complete overhaul of how we think about storytelling. Definitely something interesting to consider, as it would change the game industry forever.

#5209354 Game ethics

Posted by KingOfTheNoobs on 07 February 2015 - 09:37 PM

I feel discussing this very topic to be pointless. We could go on all day arguing about hypothetical situation after hypothetical situation involving the ethics of games and still achieve nothing. In the end all we can do, and no doubt will do, is agree to disagree. Just as we do with every other controversial subject in life. In the end we all have to respect each others opinions and merely let it be. Maybe just maybe we could have had a rousing discussion about ethics in a civilized manner and come to some interesting conclusions about the subject, perhaps even changing each others perspective on the topic, but once a conversation devolves into the unbridled shitfest we all find ourselves standing in there is no hope.

#5207804 Writing for a roguelike

Posted by KingOfTheNoobs on 30 January 2015 - 10:59 PM

It doesn't need to be an in your face conventional story. The story can be told through little clues written on walls, journals of people lying around that all contain a small piece of crucial information, whispers coming from seemingly nowhere, things of that nature. To increase replayability you could make it so that only a small portion of the clues can be found in a single playthrough. Also you could have some scripted events that are going to happen no matter what. Honestly story-telling in video games has only had the surface scratched so far and you can still get highly experimental with it.

#5207063 Please help me write game announcer phrases

Posted by KingOfTheNoobs on 27 January 2015 - 10:04 PM

"Oooohhhh, bad luck..."


"I really need a day job."