This is a self-made game maker. I made it create games for myself to run but wanted to share it with you. In this video I show how I can create the game Flappy Bird using the editors and then play it! The programming of the sprites use a language called Francois DIY Script. I stream development and gameplay on Twitch as francoisdiy.
Video Link: Video
My Twitch Channel: http://www.twitch.tv/francoisdiy
I tend to stream in the evening after 7:00PM.
By David Wagnon
My name is David, and I've been writing stories for several years now. I'd like some feedback on two public samples I recently wrote. Yet enough with the introductions, let's get to the meat of it:
Sample One, Mass Effect: Andromeda Alternate Prologue.
For this project I changed around the main characters and setting. The player now controls Alec aboard the Nexus. This made more sense to me, as the Nexus-being the first ship in Andromeda-should've had a Pathfinder with it. Moreover, the drama of the Nexus riots seems to establish much of the intra-factional conflict. Act 1 is what I have so far, and it's already half a book long. When it comes to game dialog, I try to give weight to every choice the player makes (hence the length of the document).
Choice is always a major factor in any Mass Effect game (yes, even 3), and I tried to emulate that here. The first choice the player makes is whether to delay some enemy reinforcements or shoot them out into space. This choice affects the dialog between Alec and SAM; and, in future Acts, it would help determine SAM's independent actions. The player's second choice concerns how to deal with the Nexus riot leaders. The player is given three options, two of which have their own sub-options. These choices can remove future bosses, as well as add to Alec's combat party.
Like with any project this size, I don't expect people to read all of it; yet, I would certainly welcome some feedback.
Also, Here's the Decision Tree for Act 1. In case you want to preview/track the choices I gave the player. Andromeda Act 1 Decision Tree.pdf
Note: I posted the Andromeda rewrite on the appropriate Reddit, but I only got a couple of responses.
Sample Two, End of the Imperial Line
This is an original project (i.e. I didn't use a pre-existing IP). The End of the Imperial Line takes place around 1890's London. An assassination plot against the Queen serves as the catalyst for the story. Episode 1 begins when three cops storm a train to find the would-be assassin. Players control Johnny Badger, a normal street cop. Johnny must interview the 9 passengers and use their testimonies/evidence to identify the assassin.
Episode 1 is kept short and contained. That said, it is ironically about as long as the previous mentioned project. Surprisingly, having 9 passengers answer the same 3-4 questions can add up to quite a bit. Especially when you try to make each one stand out.
Feedback is very welcome on this project. However, please don't bludgeon me too much about the accents (or lack thereof). I was trying to get this one done in time for a job application.
Where to Read Them,
These projects can be found at:
Right now I'm designing a fantasy tactical turn based game. Originally the game was inspired by Vandal Hearts ( for reference see https://www.youtube.com/watch?v=gc6yp7DH3ts&list=PL5V4iNEm527MCEyGwSkmhJ12aAkFNHKtz ).
As it was inspired by Vandal Hearts I currently have the class and unit progression using points (damage, for example is the [ unit's Phys.Att. + weapon Phys.Att ] - [ defender's Phys.Def + defender's armor Phys.Def ] = base damage (minimum damage is 0) + 1-6; it has a rock-paper-scissors type class superiority ring.
The challenge I'm facing is this is extremely difficult for me to balance.
I've been considering the possibility of changing the character progression system to something along the lines where level/rank unlocks class tree abilities (sort of like a mix of WoW skill trees and X-COM) -- and then having weapons do base damage with variable damage like from Terror from the Deep (damage * (0.5 .. 1.5)); I would like to keep the rock-paper-scissors balance where skills chosen determine the unit's class and access to weapons. -- you know writing it down makes it sound more similar to the modern XCOM system.
I've already redone spells so that they are more like the modern XCOM's abilities with cooldowns and limited uses per combat session.
Any suggestions and/or tips would greatly be appreciated! Is the Vandal Hearts point type system a sacred cow or is a more XCOM-ish system workable and fun for a fantasy tactics game? Please reply in-thread as I have it set to receive notifications.
A collection of design documentation from the development of The Sims from Electronic Arts and Maxis, dating back to 1997.
3DPeopleQuestion.pdf AnimationClassBreakdown.pdf AnimationDocumentation.pdf ArtDepartmentPostMortum.pdf BrainstormProblemListForArtTeam.pdf Ch00-TableOfContents.pdf Ch01-Goals.pdf Ch02-World.pdf Ch03-Objects.pdf Ch04-People.pdf Ch05-PetsAndPests.pdf Ch06-Simulator.pdf Ch08-Framework.pdf Ch09-Architecture.pdf Ch10-Graphics.pdf Ch11-Movement.pdf Ch12-CharacterAnim.pdf Ch13-Sound.pdf Ch14-Resources.pdf Ch16-Tools.pdf Ch17-TDSB.pdf Ch18-ContentDevelopment.pdf Ch19-SoftwareDevelopment.pdf Ch20-Documentation.pdf Ch21-Happy.pdf Ch22-ContainedInteractions.pdf CharacterRenderingDevelopmentPlan.pdf ComprehensiveArtAssessment.pdf ContentCreationRules.pdf CuckooClock.pdf EdithDocumentationOverview.pdf EdithPrimitives.pdf FailureTrees.pdf FigureNG.pdf FloatCompression.pdf GuineaPigCage.pdf HappyFriendsHome-2-10-96.pdf HitSoundRevivew.pdf HitSystemDesign.pdf HowToPursueHappiness.pdf JeffersonCharacterMotives.pdf JeffersonDemoTutorial.pdf JeffersonTools.pdf MasterIDAndSubIndexOverview.pdf MaxisSimRules.pdf MooseHead.pdf NotesFromMaxisNewPencilPostmortem.pdf ObjectFileFormat.pdf ObjectIFFFileFormat.pdf ObjectList.pdf ObjectMakingProcedure.pdf ProgrammingObjectsInTheSimsV3.pdf ProgrammingSimsDialogs.pdf ProposalForExtendingTheSimsFranchise.pdf QuickReferenceGuideForTheBewSimsSpriteExporter.pdf ResourceEXE.pdf ResourceFileOverview.pdf SimsBoxXSpecAndDesign.pdf SimsContentLibraryNotes.pdf SimsFileFormat.pdf SimsScripts.pdf SimTransmogrifierDesign.pdf SimTransmogrifierTODO.pdf SlotMachine.pdf SpriteGeneration.pdf Storytelling.pdf Strategy.pdf SuitConventions.pdf TDRObjects.pdf TDSB.pdf TDSBInfo.pdf TechnicalEmail.pdf TheSimsDesignDocumentDraft3-DonsReview.pdf TheSimsDesignDocumentDraft5-8-31-98-DonsReview.pdf TheSimsDesignDocumentDraft5-DonsReview.pdf TheSimsDesignDocumentDraft7-DonsReview.pdf TheSimsPieMenus.pdf TheSimsProjectCompletion-18-12-98.pdf TheSimsQuickStartGuide.pdf TheSoulOfTheSims.pdf TheStateOfTheArtAndGoingForwardToE3.pdf Tools%20Proposal%20Updated.pdf TransmogriferRenovationPlan.pdf VirtualMachine.pdf VitaboyOverview.pdf VM.pdf VMDesign.pdf WallLights.pdf XAnimatorDesign.pdf