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Slateboard

Member Since 10 Mar 2004
Offline Last Active Dec 06 2014 10:32 AM

#5038391 Do I learn the skills I need then make the game, or do I work on the game, an...

Posted by Slateboard on 02 March 2013 - 06:04 AM

It all makes perfect sense. Well at least I can be clear that failure at this point is my own fault.

 

That said, I use C# and XNA so any tutorials related to that would be appreciated.




#5038352 Do I learn the skills I need then make the game, or do I work on the game, an...

Posted by Slateboard on 02 March 2013 - 04:08 AM

I think this is the best way to summarize my current issue.

I'm thinking "I want to make this game." and I have some ideas down on how I want the game to be.

But then "I don't know the stuff I assume I'll need to make the game."

So I wonder which way to go about resolving this and I don't have an answer and I'm more or less in a state of indecision.




#4965028 Shouldn't problem solving center around the character's actual abilit...

Posted by Slateboard on 31 July 2012 - 05:51 PM

Those make a lot of sense.

On that note, in games that actually function like I described, is it bad design?


#4965009 Shouldn't problem solving center around the character's actual abilit...

Posted by Slateboard on 31 July 2012 - 04:35 PM

What I refer to, is a scenario where the character has a set of abilities (let's say flame generation/manipulation), and then for puzzle solving, you're presented with obstacles that require external methods to solve. Like a gate or some other path obstruction. Clearly the character could burn it to the ground with little effort, but instead, the character stresses the importance of finding the key to advance. This doesn't even touch on simply climbing over it, etc.

Now, I could see the character being a non-destructive type, but in this example, the character is the destructive type and has already melted down several enemies and miscellaneous debris that sits around the level. So I'm wondering if this is the right way to do things, or is it just terrible game design?

I'm working on a game, and I want to have problem-solving suitable to the character's abilities, but also taking into account how some players may perceive it. If the character comes off as an unstoppable juggernaut, I don''t want him to turn pacifist over a locked door.


#4945433 My Long-term goal is to make a Pro Wrestling Game. What would that entail?

Posted by Slateboard on 01 June 2012 - 03:56 PM

My long term goal is to make a pro wrestling video game. I know it'll be quite a while before I'm at the level to produce the game in the manner I want. I'm saying this to point out that it's not intended to be a "How do I make this now/as my first game?" topic.

It doesn't appear to be a genre that gets talked about much around here so I'd like to gather as much info as possible.

At present, I simply talk to other wrestling fans (including people who like different styles), and jot down ideas on paper or in some word document.

I'm also a student studying Game Design in college and learning programming on the side.

Beyond that I haven't done much else, but would like to know what other things I could do to improve/prepare.


#4903689 When planning to make a game, should I cover everything before actually start...

Posted by Slateboard on 17 January 2012 - 11:35 AM

I am so glad I made this topic. Everyone has provided me with such valuable information. I'm starting to see the path that will work best for me.


#4902844 When planning to make a game, should I cover everything before actually start...

Posted by Slateboard on 14 January 2012 - 08:56 PM

I believe it's called Pre-Development. I've been putting down ideas, etc of what I want to do in my game. What I want to know is if I need to (or if it's preferrabe) to cover every detail in this stage, or should I focus on the major points?

For example, I've already outlined all of the actions my character can perform as well as how the environment of a level will accomodate it. Am I doing this 'correctly' or should I be taking it further somehow?

I'm aware that the development process is prone to involve changes at any time, so I basically don't want to overdo it only to end up having nothing to show for it.


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