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Member Since 23 Apr 2000
Offline Last Active Yesterday, 02:04 PM

#5315164 In-Game Easy Feedbacks

Posted by on 14 October 2016 - 07:18 AM

Sounds as well as visual color changes are commonly used to indicate things like: health is dangerously low, energy is full, an enemy has just entered your detection range or has detected you, you have successfully stealthed and stopped being detected by anyone, a hidden treasure is nearby, you are under a status ailment such as poison, you have successfully taken an action with good timing, possibly adding to a combo chain...

#5314037 About the relation between the author and his creation

Posted by on 05 October 2016 - 02:06 PM

I don't think there's anything unhealthy about writing something that's highly personal.  Where would motivation come from if not personal opinions, experiences, concerns, and wishes?  Figuring out your opinion about some issue and stating that opinion through your writing or other art is a large part of creativity.

#5313659 Talent Systems Discussion

Posted by on 02 October 2016 - 09:10 PM

There are slot systems where players are intended to eventually collect most or all skills in the game but can only equip 10 or fewer at a time.  There are also non-tree systems where players purchase different ranks of skills by spending skill points earned by leveling up.  In some cases the lowest rank of every class skill is free, allowing players to try the weak version before deciding to buy more levels of it.  This kind of system is good for a game with lots of levels.

#5313298 CAVEMAN: pet interactions

Posted by on 29 September 2016 - 03:28 PM


I suppose you could have the pet have an xp meter, and each time it filled up (due to the player traveling normally with the pet) the pet would generate an encounter where the player could interact with the pet, and have a chance of leveling up the pet or player in some way?


the game tracks relations between band members and NPCs in a manner similar to The SIMs.  i was thinking of making it do the same for pets.


in the way of spontaneous NPC triggered interactions for pets, about the only one i was considering was a "pet me!" action when the player was idle. or maybe coming up to you with their ball or a stick in their mouth - an obvious request for you to play with them. or maybe begging for food when you're cooking or eating.


Relationships, hmm... I was trying to suggest something that would avoid players trying to grind at dog-petting, and that kind of situation.  I find that dynamic kind of immersion-breaking.  Also, why not have a spontaneous NPC triggered minigame opportunity?

#5313128 CAVEMAN: pet interactions

Posted by on 28 September 2016 - 05:32 PM

I suppose you could have the pet have an xp meter, and each time it filled up (due to the player traveling normally with the pet) the pet would generate an encounter where the player could interact with the pet, and have a chance of leveling up the pet or player in some way?

#5312974 CAVEMAN: pet interactions

Posted by on 28 September 2016 - 01:56 AM

I think pet interactions tend to be boring unless the pet can initiate surprising (or at least funny) interactions.  Like in the Sims series, fetch and whatever were quite boring.  But when two animals randomly got in a fight or one randomly decided to attack the trash can, that kind of thing was exciting!

#5312923 Which hairstyle looks best?

Posted by on 27 September 2016 - 04:20 PM



TBH each one of these are expressing a very different and unique personality. Tell us more about the character, their background, story and setting and then I can better decide which one fits better.


A squire without a knight. On a quest for the king, even though the king never asked him. 20 years old. Clumsy, courageous, idiotic, and good-hearted. Able to wield a sword, and a magic wand or a bow and arrow. Average wealth.


Oh.  Yeah that seems like 4 to me.

#5312746 Which hairstyle looks best?

Posted by on 26 September 2016 - 06:08 PM

Making the scarf lower in front so it doesn't look like he has no chin, and making the thighs thicker would improve the whole batch.  :wink:   I like 6, 8, 11, and 12 better than the others as far as just the hair, though.

#5310642 should i have both epic AND mundane quests?

Posted by on 13 September 2016 - 04:11 PM

If possible you should have the non-epic quests earlier in the game and the epic quests later in the game.  I think it's good to have both though.

#5310150 (Concept) Alchemyst - Forum Crafting Game

Posted by on 09 September 2016 - 01:28 PM

You should really look at Gaia Online if you aren't familiar with it, it shows how forums definitely can be graphical games.  There are also several Virtual Pet Sites which are games built around a forum and they either have an avatar system or a pet system where players choose a pet to use as an avatar.  Most of these sites start out small and then add a feature or two each years, and with some you can see where this went smoothly because they planned ahead, and with others they had to use some design hacks because they didn't plan ahead.

#5309740 What to expect from level designers?

Posted by on 06 September 2016 - 06:06 PM

If a level designer has a full set of art assets to work with, many of them are capable of putting together a full level (as far as visuals go).  On the other hand level designers may want to create puzzles or NPC behavior that requires new code or art or sound effects, in which case they should have a resource request form they can fill out.  Some level designers are writers who will want to write dialogue and quest texts and possibly even lore books, and some are not and will need a writer to do any quests and dialogue for the level.

#5308744 Should i use "caveman-speak" for dialogs?

Posted by on 30 August 2016 - 04:17 PM

I'd say definitely no.  Simple language would probably be good, but caveman speak is not.

#5308299 Tactics RPGs with an actual "game" (world exploration, etc)?

Posted by on 27 August 2016 - 08:35 PM

There were several interesting tactical RPGs for the PS1 which are still worth studying if you want to design one.


Monster Seed was the closest to what you describe, a JRPG which just happened to have tactical combat.  I don't remember whether it was full tactical combat or tactical-lite like the Monster Rancher series.


Azure Dreams takes a dating sim approach - the main town is all the world you get, but you can walk around in it freely, talk to all the NPCs, upgrade the buildings, race ostrich monsters, etc.  The tactical part is rogue-like, a tower of monsters that you try repeatedly to climb up, and most levels are randomly generated.  Tactical combat uses AI and steps rather than turns.


Eternal Eyes is basically an early version of the Disgaea series.


Also, not a PS1 game, there are the sibling MMOs Dofus and Wakfu.  Dofus doesn't have a lot of quests and is a "french grinder" type MMO similar to Ryzom.  I recommend the Osamodas class, which is the pet user, if you want to see tactical combat where your player is not the only unit you control (your pets are mostly AI controlled but you choose when and where to summon them and can buff them in various ways).  I haven't played Wakfu but I've been told the combat is very similar to Dofus.

#5307720 Trying to make a complex, albeit fun cooking videogame

Posted by on 24 August 2016 - 05:03 PM

I play cooking games but I wouldn't be interested in a realistic one.  The Cake Mania series is probably my favorite, though I also like the Papa Louie series and for multiplayer, Overcooked is hilarious.


The reward for real cooking is getting to taste what you made, while the concerns are the money, prep time, and clean-up time you put into making the food, along with the fact that different people have different senses of taste and a recipe someone else liked may not taste good to me at all.  Pretty much none of this can or should be emulated in a video game about cooking, so it's necessary to find a different way to make the game feel rewarding and challenging.


Edit: One semi-realistic thing that might be kind of interesting is if the game spawns random ingredients and you have to randomly combine them to try to discover recipes.  You would only get points each time you discover a new recipe or make a significant variation on an existing one (e.g. you already know apple pie but you make cherry pie).  But it would be important NOT to have realistic aging/spoilage of amassed ingredients.


Few more thoughts:  In a game you can't have the taste of food as a reward.  You can have the look of food, particularly in games which allow you to create ornamental cakes, and similar to fashion games which allow you to design your own articles of clothing or color combinations.  You can invent a stat benefit or collect-the-set mechanic for the player's character like in an RPG.  You can have the profit of selling the food to customers like in a tycoon game, probably coupled with climbing the tech tree of kitchen appliances by spending that profit on new hardware, both types of rewarding the player with a feeling of progress.  Or you can go for an educational game and the player's reward would be learning actual cooking techniques and recipes they can try in their own kitchen.  Which of these are you interested in?  You can combine several but probably not all of them.

#5304770 What Would You Do If...

Posted by on 08 August 2016 - 05:22 PM

I strongly agree with Polama's post.  The only thing I would add is, it's flatly incorrect to say people here aren't listening to you.  You've gotten a LOT of response here, but the problem seems clear to me - after a full page of back-and-forth we aren't even sure whether you have a ruleset, a game engine, a desire for a job based on your historical accomplishments, or what.  It doesn't seem like you have a game design, but rather like you want your material to be used in someone's design, which would require some specific type of game design, but I'm not sure what.