• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Abort Fail Retry

PokeMon: Bad game but good game concept?

3 posts in this topic

Has anyone here played Pokemon? I''ve almost played the game all the way through and can say that it was not worth the time I''ve invested in it. The game had a couple of major problems; - No boss or enemy!!! (o.k there was team rocket But we don''t even get rid of them) - element system was useful early on, but towards the end of the game lost all value. (eg. grass, fire pokemon) - out of all 152 pokemon only 10 where realy worth using battle, expesically against human apponents. - Sleep status attacks far to dangerous - the fastest pokemon could only attack as often as the slowest, and because the slower pokemon were But I thought as a concept, the game had promise. Imagine the game set in a mixed medieval/Sci-fi setting, where animals are still the main form of transport but there are computers and robots. Combat is handled in a modified FF7 combat system. The story could be the normal RPG fair eg. evil wizard is rounding up the 13 golden dragons to steal the powers and obtain godhood. As a member of<> you must protect the dragons by using your bonded animals to defend the dragons agianst the wizard. Instead of simply standing still and attacking when the time-bar fills the players can also move around a 3d arena. PP points are replaced with a stamina bar with all moves(attacks/movement) having a "stamina cost" to preform. when the time bar is full the players animals stamina bar will slowly refill. This way faster animals can attack move often and also adds that tactical issue of trying to tire out your enemy by moving around and dodging attacks having the waste the stamina points. Players would have to chose to specialise in a certain element, giving animals of this element bonuses when used by the player and give penalties to animals of the opposing element, eg. if fire element specialist all fire element animals you use get +5 stength whereas water and ice animals get -5 strength. Also certain elements have diffent styles of play such as the different element in the magic the gathering card game(fire = strength, water = control/manipulation, earth = defence). Please tell me what you think of the concepts. Anything you would do different? or add?
0

Share this post


Link to post
Share on other sites
It''s an interesting idea, at least! I think that you could actually use it and make it turn out well. Have the arenas actually set outside though, like the mouth to a cave, and the dragon''s in the cave. The master of the animal need not be there, since they could bond to the animal remotely.. that way you never get killed while the guy collects up the dragons that you fail to protect.. I like the idea of making speed be a factor, but you need to add in endurance. The slowest creatures can usually go for longer, believe it or not. Look at the heavyweights in boxing, if they fought a lightweight, they would most likely be outrun, but they could last for a long time simply because the lightweight couldn''t hurt them as much. It''s all dependant on things, i think that''s why most games force you to balance between endurance, health, strength, and so on. It''d be interesting to see what you could make with this though

J
0

Share this post


Link to post
Share on other sites
There is one saving feature of pokemon. It''s Multiplayer capabilities, increasing your own guys to beat your friends is addicting, (or it would be, but I don''t actually own the game just the rom.) If Nintendo make a massively online game of Pokemon then that would be one amazing game.
0

Share this post


Link to post
Share on other sites
Niphty good point about endurance, had forgotten about that. Also agree with Chrono999 that the multiplayer element of Pokemon was also very important. Writting the game for PC would allow for the game to be greatly multiplayer. But at the moment the idea is just a pipe dream. I havn''t the programming skills to write the game. I thought that if I ever did write the game I would write it for the playstation 2 for the simple reason that I thought sony would probably be more interested in buying the idea because after seening what Pokemon had done for Nintendo, Sony would jump at the Idea. Also Sonys memory cards would make it easy to take your game to another friends house to play.
0

Share this post


Link to post
Share on other sites