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Member Since 23 Apr 2000
Offline Last Active Today, 03:16 AM

#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.

#5304438 Alternative To Equipment In Rpg

Posted by on 06 August 2016 - 06:23 PM

Tattoos might also make good equipment on a guy who doesn't wear much.

#5304361 Alternative To Equipment In Rpg

Posted by on 06 August 2016 - 11:22 AM

In a martial arts game I would expect to see characters finding scrolls of jutsu and ther types of internal improvement, like maybe you find a scroll with a calligraphic wise motto written on it and gain 10 chakra capacity or maybe if you complete a dungeon the big reward would be becoming the inheritor of some forgotten tradition, which would give you a permanent buff (like if you lose more that 20% of your HP at once, you glow purple and your MP fills to max, or like you are now immune to fire and can walk on lava if you want to do Zelda type advancement)

#5302287 How Do You Go About Your Game Design?

Posted by on 24 July 2016 - 04:48 AM

I have material that I created in the past about various tropes, characters, gameplay elements, etc. that caught my interest in the past.  To start a new game design project I need a focus - some inspiration or a request from a collaborator.  When I have that focus it's kind of like building a mobile - the focus is the center-point, and I have to find balanced things to hang on it to make the whole thing spin interestingly and have harmonious colors.  So I brainstorm to see if that focus gives me any new ideas, and I also brows through my old material to see what seems compatible or like the two ideas might strike interesting sparks off each other.  I try to imagine playing the game (or reading the story, if I'm designing a story rather than a game).


I think design is a basically iterative process, so something like The Snowflake Method is a good starting point if anyone isn't familiar with iterative design yet.

#5301354 Game Levels - Easy, Normal, Hard... Or Alternative?

Posted by on 19 July 2016 - 06:39 AM

I'm rather confused by this post.  In an RTS, more features never make a map or mission more difficult, unless it's the first time the player has seen a specific feature.  Instead difficulty is about how fast and accurately/efficiently the player has to play to make their resources in/damage out exceed their resources out/damage in per amount of time.  Difficulty is thus adjusted across a game by making the player's units or buildings 1. cheaper to produce 2. more efficient at gathering or at least not losing resources 3. tougher or 4. faster at dealing damage.

#5300792 Slavery, Include Or Not?

Posted by on 14 July 2016 - 03:44 PM

If you wanted to cover slavery in a serious historical way, your best bet would be having a viewpoint character who was a slave.  But that doesn't fit with your game concept.

#5300684 Slavery, Include Or Not?

Posted by on 14 July 2016 - 06:06 AM

Ouch, that's a tough one.  You kinda screwed yourself when picking that time/setting.  I'd normally say no, never put the player in the position of buying slaves unless it's a fantasy or science fiction game.  But people who go for historical games like that dislike inaccuracy.

#5299811 What would make a game better for the arcade?

Posted by on 08 July 2016 - 03:28 PM

One recent cabinet style game that I have heard people jealously wishing they could play (since there isn't one near them) is that VR "you are a bird" game where your arms are on hinged panels and you flap them.

#5299684 Arcade user timing challenge...

Posted by on 07 July 2016 - 03:06 PM

@Dan  I personally go to Dave and Buster's arcade/restaurant on a regular basis, and the reason I do so is primarily for the tickets and the prize shop where you turn the tickets in.  The secondary reason is that I like games like coin-pushers which can't be effectively emulated.  The same applies to games where I can burst balloons with darts, punch targets with my hands, make water splash around while I do some fake fishing, and other visceral activities like riding mock motorcycles.  I guess that's the experience you are talking about, but half the games I like don't even involve a computer.  One other reason I would consider going to an arcade would be if they had antique consoles or good emulations of them set up with big libraries of old games, so I could play both things I felt nostalgic for and things I never got to play the first time around.  Ideally there would be some kind of data storage for all my games-in-progress and high scores, and an achievements system that told me whenever I got a new high score.  It doesn't seem like any of this would quite work with your arcade concept though.  Have you considered using a concession stand as your main source of income and the games as more of a carrot to get people to pay the cover charge and enter your captive audience?