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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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T e c h l o r d

Member Since 15 Feb 2004
Offline Last Active Jul 16 2014 02:34 AM

Posts I've Made

In Topic: Thinking about making a Free-To-Play FPS any Advice (new here)

10 October 2013 - 09:07 PM

3. DONT start a team if you're new to Game Development. Join a active online team working on a project close or similar to the type of game you would like to develop. Collaborating online can be extremely frustrating, quarky, and confusing at times. Learn the DOs and DONT of communication within a online team. Gain thorough  undersanding of the tools: Chat Apps, Version Control, Project Management, and other networked Applications.

 

1. DONT re-invent the wheel! Adopt an affordable and proven cross-platform technology that has the Engine, Tools, and Documentation for developing FPS games such as UDK.I tried to develop a FPS engine with C++ and I failed to complete it after 3 years of development. I hadn't even started on the game:( Using UDK-out-of-box, I have a working multiplayer demo of my F2P Action  Survival Terror FPS within only 3 weeks develop time. Its FUN to develop when you see immediate results.

 

4. DONT be dependent on a third party to produce your content or logic for your game. Learn to model and Animate Characters, Architecture, etc;  and Programming Concepts (C, C++, Java) for Logic and Networking. These are in the highest demand and practice makes perfect! I would encourage you to aim at being a Jack-of-all-trades. Building a Team is extremely difficult. The role of Game Producer/Director will task you with knowing a little something about every aspect of the game development process.

 

2. DONT forget the crucial importance of networking and web integration in online gaming. You simply cannot make any type of Online game without Networking. Networking is also valuable in Single Player gaming. So I highly encourage you to have some rudimentary understanding of the networking involved, even if your not a programmer. If you dont have a turn-key solution for online Administration, Transactions, etc, you're going to need them custom made.

 

0. DONT develop a cookie-cutter F2P FPS. Take a chance and dare to be different. Thats the advantage of being an Independent game developer. I have absolutely no idea on how well received a F2P FPS with Tornado Destruction, Storm Chasing, Survival Horror, Hordes of Monsters, and Sci-Fi Weapons  will be, but, I do know that it will  be  different.


In Topic: Player Rewards/Gameplay Mechanics In Survival Horror

09 October 2013 - 10:08 PM

I'm developing an Action Survival Terror, following many of the guidelines presented here. The game is designed to cycle between intense Action sequences in which Survivors must destroy hordes of monstronsities; and moments of downtime to explore and scavenge ruins for supplies. In the moments of downtime, there is an opportunity to introduce some creepy overtones and jump scares (silence/ambience, distraction, sudden burst of load noise and shocking imagery).

 

The game's primary survivor mechanic is Permadeth in which the player must maintain their Character's Lift/Health Score above 0 or restart from the beginning. Although Characters have additional Attribute Statistics, any action or event that can reduce the character life/health score is a threat. This includes both combat and non-combat situations.

 

In a Survivor Horror game, I would agree that the primary goal is to invoke fear, followed by satisfaction of surviving threats.  What you can't see can be scarier than what you can. However, many Real-world Phobias based on what one can see: Fear Tight places, Spiders, Snakes, Clowns. We take advantage of the unknown by using the  First Person Perspective to limit the field of view to whats in front of the player. Monsters take many form in several iterations of the creatures found in the top 10 phobias. I personally dont like Spiders, and find great satisfactions in blasting Giant Spiders to bits.

 

In my opinion, a decent Horror game will have some level of Psychological Horror. I refer to this as the Creepiness Factor and this can be done within the Level and Character design (appearence) without any mechanics at work. I personally find someone starring or grinning endlessly for no reasion to be creepy.


In Topic: Improving player retention in a dungeon runner webgame

27 September 2013 - 08:02 PM

I'm not sure what you mean by Outer Loop. Perhaps you need to use Choke Points.


In Topic: Gameplay or story first?

16 September 2013 - 11:37 PM

If you're at a loss as to what kind of game mechanics you want to use or what to make the overall plot around the characters to be, then its possible these characters are NOT right for a story or a game. I recommend rolling some new characters that inspire a story and game-play the instant you visualize them. If you insist on using these characters, perhaps an online screenplay generator can spark some inspiration.


In Topic: Destroying the world vs saving it

16 September 2013 - 01:50 AM

The popularity of Saving the World suggests it will have more Players. People are generally Good in the real world, and reflect this in their Virtual Avatars. Good and Evil are Factions. Factions inevitably form in a Online Game due to beliefs. Both Factions believe they are Right in their beliefs, while the opposite side is Wrong in theirs. Thus destroying the world can be equally satisfying, depending on your beliefs. In my opinion, the goal shouldn't be to explicitly define Good and Evil, but fuel both points-of-view with enough information for players to choose one of the beliefs and defend it. The success of the game depends on how well you can keep Players engaged, defending their beliefs. A good fire needs fuel, fuel the Conflict my friend.


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