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About GBPaxton

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  1. Just dropping by to say that I think you don't give kids enough credit. By 10 years old (probably earlier, but I barely remember anything before that) I understood death quite well (I didn't even learn the hard way, either). It's not a very difficult concept =P
  2. So (I hope my sleepy brain can process this correctly) you are encouraging me to either stick to the text and do a Biblical Game without making a mockery of it, or if I am not able to do justice to the Bible, then use it as inspiration for a *Biblically Founded* game, where the story is completely my own but it seeks to pass along the same message as the Bible? It sounds like good advice to me =) I hope that I can do a game that imprints the right meaning. (Ahh, *this* is where you get into the interpretations about "What meaning should this story convey?" and stuff). Because yeah, my first objective should be a fun and good game -- but if it's a Biblical Game that fails to communicate any of the messages that the Bible contains, it would not be worth my time. (Notice I didn't say that I want my game to "teach the Bible", just to "represent it" -- in much the same way that a game about LoTR should *hopefully* have a feeling of heroism/courage/loyalty about it). In other news, wow, I need to sleep.
  3. *nods* I know it is, in some ways, a very serious undertaking. I want everyone who works on the game to have a close relationship with God and a strong belief that the Bible is from him -- precisely because it should be treated reverently and not used as a cheap way to sell games to Chrisitians =P And I will practice as much as possible, and think more than twice ^_^. I was going to start with something easy this summer, like modding Source or making a lil' 2d game...but I got engaged and haven't really found much time. Quote: If one controls Jesus performing miracles as if in Madden kicking field goals, I will hunt you down and kill you. Because I cannot think of much that is more utterly stupid, not speaking as a Christian, but as someone with respect for storytelling. Haha, I'm inclined to agree. Except maybe for the killing part, but I'm biased when it comes to killing me. Ooh! It could be exactly like field goals -- you wait until the horizontal "Leper's Faith" slider and the vertical "God's Will" slider are both centered, then you hit the button and poof, a miracle. If you don't time it perfect, the leper leaves with a mild rash. Umn, mno.
  4. Wow, this'll help immensely! (dialup warning) http://www.biblediagrams.com/diagrams/timeline/
  5. Success is guaranteed by every game that is based on a story where the good guys win ^_^ (though I guess if you're guaranteed success because God is making the bad guys kill each other, that's a slightly different story) As for the prophets you mention, I really do need to check on their timelines to see what else was going on around them. You're right -- those books would not be a lot of fun...hmm, but you know what? I'm not going to dismiss them as boring or stupid yet. Just because there has never been a game about faithfully loving a consistently adulterous wife, doesn't mean it shouldn't be done ^_^ (<-- yes, I am deliberately taking an outrageous position so as not to stifle my inventiveness) The prophets' stories are, of course, overlaid onto the more exciting stories of kings and wars and captivity, etc. So we could always ignore them or put them in as minor characters that are seen or heard but not played. =( But if possible, I want to incorporate their messages into actual gameplay (only if it's fun). And don't worry ^_^ I won't try to put it all in one game. I expect this project will span a number of games over a number of years (I would be somewhat surprised to see the first game and the last game released within 10 years of each other). And ya got me on the NT, I'm still wracking my brain. =P (I have to look a The Journey Project thing that was mentioned earlier to see if it helps me). I have been wondering...how should the episodes flow? Option 1 The story arcs broadly over the whole history of the Israelites (and the early church for the NT), showing seamless transitions from one leader to the next? For example, the "camera" (as it were) focuses on the journey of the nation as a whole, on their way to the Promised Land. When Moses dies, Joshua steps into the story as the new leader, but it's the same story. Option 2 The story focuses on particular characters. For example, we are playing a game about Moses and his leadership of the Israelites. When he dies, the story shifts to Joshua, and shows things from his life and his perspective. Option 3,4,5,6,7,8..... -- not determined yet =P I guess I am thinking: Should I make a game about a people, or a person? About a war, or a soldier? Perhaps both options are suitable at different places in the story (or for some of the games). I really have no idea yet =)
  6. I hope that anger does not break out in the middle of a such a delightful, good-spirited discussion. = Anyhow, I love these two quotes =D Quote: If somebody says it's the worst idea ever, it means you better do it right Quote: The one who says it cannot be done should never interrupt the one who is doing it.
  7. Heyyy, I *liked* Wisdom Tree. What's better than throwing acorns at horses? Granted, that game is much sillier than the game I want to make, so I won't be using it for inspiration =P Quote: Look, I'm just going to tell you right now, that this is one of the worst. ideas. ever. I disagree =) I think it can be well-done. I'd at least like to try =) I'll certainly consider what you say (the Bible *is* a huge, sprawling, varied document, and working with the whole thing at once is a very big task, which is why there will probably be a number of games) but if you say that good games are incapable of telling good stories, I think you are ignoring a large number of games. P.S. Betrayal and Krondor -- was it the book or the game that came first? I have forgotten. (Either way, the game was based on a fairly rich storyline and was extremely excellent).
  8. Or a game where you have to race hot air ballons by blowing into the microphone. Sound-based games, the world's leading producer of dizziness and sore throats! Each game you buy comes with a bag of Halls. [Edited by - GBPaxton on July 19, 2006 8:40:13 AM]
  9. This post is non-game stuff about the Bible, feel free to skip if that doesn't interest you ^_^ In reply to previous post =) There is a verse in Revelation that says "if anyone add to the words of this book of prophecy, God will add the plagues of this book to him, and if anyone takes away from this book of prophecy, God will take away his place in the city of life" or something like that. I always took it to mean that people shouldn't be fiddling around with the prophecies in Revelation and saying they have new information about the end times. ('Cuz remember, John wrote Revelation before the Bible was all bound together, and it might not even be the last book of the Bible that was written, and most importantly, it refers to "this book of prophecy" -- which I think sounds more like it is referring to Revelation than the whole Bible). Although, I *do* believe it is true that we shouldn't alter the contents of the Bible. But there is a very big difference between altering the meaning and translating the language into understandable English for the game's audience. But I am really glad you brought it up, because it does reinforce the idea that this game should be as accurate as possible (simply because I would, if possible, really like to present the Bible in game format, instead of just presenting a game based in Bible-*times*). Thanks =D (I don't think that invalidates the idea of experience certain stories from the viewpoint of a minor character or from some unusual/creative viewpoint). Quote:Are you a believer in the bible? Absolutely =D
  10. I am going to look at the journeyman projects ASAP. A detective/historian type game sounds like a really promising possibility (not that I am making anything close to final decisions yet, but I always love a new alleyway to poke around in) Thanks much! =) Now, the alternative to your Civil War Black Man story is this -- if someone makes a Star Wars Episode 4,5,6 game, players don't want to be a generic character =) I think some of that would be going on in the Bible game too (but as you insightfully pointed out, some of the gameplay is suitable for "being the hero" while in other parts of the Bible, namely the NT, the heroes don't seem to have very playable roles, at least not in any way I have discovered). (Offhand comment: I cannot begin to describe the appreciation I have for the members of this forum. Continually imaginative, practical and helpful, without frequently going off topic to crack jokes about the subject matter =D Thanks everyone xoxoxoxoxo teh hugz n teh kizzsz!!1)
  11. So many possibilities *grins in amusement* Duck hunting (you have to make duck noises because you don't have the decoy ^_^) Karate game where each move is tied to a different exclamation (hiii-ya! allyoop? =P) Gunfire (instead of clicking, you yell POW! (or BANG! for alternative fire) preferably in your opponent's ear) Magic words! (this would be most fun in combination with the Wii-mote or a similar device) In this case, shoddy voice-detection is not a bad technology, because it makes players talk slow and clear and powerfully, instead of slurring, which seems appropriate for magic words. New Anchor: The Teleprompter Game (yus!) EDIT: The Villain Laugh Game (muahahahahaha!) Robots that are controlled with bleeps and bloops. Wow, this is the perfect present for your best friend *or* your worst enemy. (At Christmas: "Oh come on, try it right now, everyone is watching! *toothy, frozen smile*)
  12. I think this would be great fun =D What about a game where you have to make train noises in the proper time to keep your train moving along? (Chka-chucka Chka-chucka Chka-chucka choo choooo!) Or dirt bike racing (nyeeeeeeeee-nyeeeeeeeeeeee-ny-nyeeeeeeeeeeee). If you could steer by tilting your head and back up by making truck-backing-up-noises (beeeeE! beeeeE! beeeeE!), then so much the better. Hahahahaha, this would be THE most annoying game that has ever been created (for the people around you). Absolutely hilarious =D
  13. Wow, I like that idea too =D [reckless brainstorming] In other strategy games involving gods, the number of followers determines the power of the god. (Thinking of B&W here, I think it went like that, never actually played it) In the Bible, God promises the Israelites that he will bless them while they remain faithful to him, and punish them if they stray (offhand spiritual-type note ^_^) He punished them for straying because, if he had continued to keep them prosperous even when they worshipped idols, they would have lost the most important thing -- their closeness to God -- without ever realizing it. It wasn't an "I'll give you a cookie to worship me and smack you if you don't" kind of thing. It was because the most important thing in a person's life is to be close to God, and he knew that in adversity they would run back to him. If you don't believe me, read Amos. =) but anyway: since God promises to be with the Israelites if they stay with him, the number of God-following people you have, the more success you could expect to have in battle. And knowing that the Israelites had tendencies to follow other gods, you would have to keep a close eye on them (and make sure all the Asherah poles are cut down ^_^). The idea of having to maintain your own rituals and such is also interesting. Wow, hmm...a strategy(ish! not just a plain old RTS with a different tech tree ^_^) game somehow incorporating the OT laws could be very unique and cool. The con side of this: would it seem like heavy-handed dogma? Like a blatant "obeying God gives you +3 attack vs. chariots" kind of thing? OTOH, this strict adherence to the Law would really contrast well with the New Testament, when Grace takes over and sin has been forgiven by Christ's sacrifice, instead of temporarily forgiven with ritual cleansing and animal sacrifice.
  14. Hrmmm...now that's an interesting question. Is it important to replicate each event in the Bible as exactly as possible, or can some historical accuracy be sacrificed for gameplay? Obviously anything that conflicts with the Message of the Bible is unacceptable (if, for example, we made it seem like David's victory was all owing to his leet skillz, instead of highlighting his faith in God, that would sort of miss the point -- not that we will heavyhandedly stress the Moral Of The Story =) but is it important whether or not you kill Goliath with one shot? (to use that story as an example) The story goes like this: David selects 5 smooth stones from the river, and uses one of them to kill Goliath. Should we give the player 5 shots instead? [b]Pros[\b] Is more forgiving to the player, and more fun. Gives opportunity to select the stones yourself? ^_^ [b]Cons[\b] Detracts from the picture of God's ready and conclusive help. Isn't what actually happened. A verse in that story says "So David triumphed over Goliath with only a sling and a stone." Somehow that sounds better than "a sling and five stones". But OTOH, it isn't much fun to only get one try before you die. It also occurs to me that if you as the player *miss* and then get killed, that basically means God's help didn't save you. =P Any brilliant insights? (In the end, I don't think that players are dumb or anything, and I trust them to understand that David had God's help, so we don't need to totally s p e l l it out for them. Maybe then giving them 5 stones is a good idea...but it does pain me to change such a clearly-stated detail.) *strokes weekend beard stubble and ponders this* About the Ehud story -- I agree ^_^ Assassinate the king, exit down the latrine (or out the patio, depending on the translation), escape the city, then return with a band of warriors to overthrow it (I think that's what happened). It is good to know that there are at least *some* parts of the Bible I don't have to wrack my brain over to think of gameplay ideas (although I am still going to strive for creative engaging combat). About the wilderness wandering...you're right. I think that the travel time might have to be cut down, just tell the players they missed 40 years of boredom =P Actually though! These are some of the things that happened during those 40 years: * The day after being sentenced to wander, the Israelites are like "Ok we are sorry we whined, we're ready to go to the Promised Land" and Moses says "Um no, God said we're supposed to wander, he isn't going to be with you if you go into battle now" and the Israelites went ahead and charged the hill country anyway, and got their butts kicked all the way back to Hormah. * Fire, earthquake, and plague afflict Israelites who rebel against Moses and God * Some Israelites taken captive at Arad, so the Israelites destroy Arad and rescue the prisoners. * Israelites bitten with poisonous snakes, Moses builds a bronze snake on a pole and all who look at the bronze snake are instantly healed. * War with Sihon and Og * The whole wierd talking donkey + angel + sorta-good-sorta-bad prophet story * A number of laws and regulations, and planning for cities of refuge, and such, that would be interesting background (you still have a good point, there is a ton of wandering between these interesting moments, and we must have a way to convey the weariness of all that wandering, without making the player weary ^_^) I think that I need to break out of the mindset that everything in this game is going to be an over-the-shoulder third person action-type control scheme. I'm so used to playing those games, it's hard to think of other options, but I'm trying. =) [Edited by - GBPaxton on July 16, 2006 10:01:35 PM]
  15. Quote: Whoa! Loving women is what I do, and many, many women are insufficiently loved. But it is by no means less exhiliarating, nor is it more difficult (until she misinterprets your concern for her wellbeing as specific sexual interest in her, which you are now torn between going along with so as not to shatter her fragile ego and rejecting because, well, you're Just Not That Into Her™). Can we just stop will all the categorical pronouncements? Oh sorry, I should clarify =) I meant that real love continues *even when* you don't feel particularly giddy. And sometimes it can be difficult, because you are rejecting what is easy or pleasant in favor of what is best for the lady in question. The only categorical pronouncement that I find useful is differentiating between Love and "Feeling In Love" (the former being a selfless choice and committment to the good of the beloved). It is exceedingly wonderful when both categories exist together ^_^ I said at the end that Love as a selfless choice is more worthwhile than only having a crush/sexual interest (those are not *bad* things, but it is bad if they exist selfishly, instead of being ruled by love for the lady). Quote: Love is love, loving women is loving women. Definitions, similes, analogies... they all fall short. One thing to remember is that loving women as a friend is different than loving them romantically (though I should hope that romantic love is built upon friendship). You recognize this already, mentioning the thing about how difficult it is when confusion arises about your intentions. So I think some differentiation is in order (if you don't make a distinction at all, you'll be confused at some point in every relationship you have with a woman...if you do make a distinction, you will only be confused in *most* of the relationships ^_^)