• 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.

Chun-I

Members
  • Content count

    10
  • Joined

  • Last visited

Community Reputation

163 Neutral

About Chun-I

  • Rank
    Member
  1. Thanks for your feedback... I indeed notice the alignment which you mentioned such as "Black & White". It is composed of "Measurement "(e.g. success, fail, evil, good, strength) ,  "Identity/Role" (e.g. good god, evil god), "Manipulatable" depend on player's behavior, and "Progression"(e.g. being good god or evil god, being dead or alive). Perhaps I should modify "Progression" to "Tendency" should make more sense.    For me, I would say gauge is like alignment as well(e.g. hungry and full, dirty and clean, sleepy and energetic). The difference between these two is it automatically fall or not.   The third one you mentioned is interesting! can you give me an example?   For progression or tendency, I think of it more as philosophy or personality.  It usually corresponds to the player's pattern of choices within the game, and the player makes that pattern of choices because of their personality or philosophy.  The game (ideally) recognizes the pattern of choices, allowing the game to respond in a way that recognizes the player's personality or philosophy.  Titles are one way that a game recognizes a player's choices and allows the player to label themself so that other players can also see that player's personality or choices.  For example, in the MMO Runes Of Magic there are a wide variety of titles players can earn, then they choose their favorite earned title to display to other players.  Sometimes a titles is earned by accomplishing a single thing within the game, but sometimes it is earned by accumulating a score. (100 levels in a crafting profession, 1,000 kills in PvP, 100 collectibles collected, 1,000,000 coins earned...)   Examples of score affecting dialogue options, and dialogue options affecting score.  The Harvest Moon series (and many dating sims) have dialogue or other NPC interaction options that only become available once the player has built a minimum relationship score with that NPC.  But, if a player can repeatedly take the same action toward an NPC, the value of that action can change depending on the player's relationship score with that NPC, or the score of number of times the player has already taken the same action.  Skyrim is another game where the player may have completely different options available when talking to an NPC depending on their previous actions in the game (which the game "remembers" by scoring them).  There are many games where you have to gather XP within a faction to get awarded a rank within that faction to gain access to speak to NPC members of that faction; then when you speak to them you might please them and gain more score with that faction or you might betray or offend them and lose score with that faction.   Score is very much like the memory of a game, actually.  That's why poker chips or other tokens were first invented for gambling, to remember who had won or lost how much money.  The score of a game like baseball is recorded on a timeline of innings, like a historical record.  And score in pinball and other early games was the method by which the top player could write their initials in the game, as a marker of conquered territory or social dominance.     I agree with the point of philosophy or personality, that's one of the reasons why I interested in scoring systems. The game designer design the score, but the player consider the score to be a different meaning. I will make a survey after collecting scoring functions, it will help me to further analyze the dimensions of the scoring system.   Yep, relationship score seems common on many games. However, it still seems to add meaning on progression, measurement, and status. It doesn't seem to be a function. But score has a "Concealed" function that can't be seen or be conscious, I think it make sense.
  2. What do you meant by "loot"?   'loot' is game slang for taking items and money off of dead enemies, out of treasure chests, and from other defeated or discovered sources of wealth. "Loot usually refers to treasure or wealth that is found or stolen; see looting." - Wikipedia   I agree with this; normally I think of loot not including money, only items, and also including items rewarded for quests, but that's a minor detail.  Related to the idea of loot is the idea of "vendor trash".  This means an items which has no use within the game except to be turned in to a vendor NPC for a small amount of money.  The game simply rewards players with items instead of money for flavor (and realism, since killing an animal wouldn't logically yield coins).     What do you meant by "loot"?   'loot' is game slang for taking items and money off of dead enemies, out of treasure chests, and from other defeated or discovered sources of wealth. "Loot usually refers to treasure or wealth that is found or stolen; see looting." - Wikipedia   I agree with this; normally I think of loot not including money, only items, and also including items rewarded for quests, but that's a minor detail.  Related to the idea of loot is the idea of "vendor trash".  This means an items which has no use within the game except to be turned in to a vendor NPC for a small amount of money.  The game simply rewards players with items instead of money for flavor (and realism, since killing an animal wouldn't logically yield coins).     What do you meant by "loot"?   'loot' is game slang for taking items and money off of dead enemies, out of treasure chests, and from other defeated or discovered sources of wealth. "Loot usually refers to treasure or wealth that is found or stolen; see looting." - Wikipedia   I agree with this; normally I think of loot not including money, only items, and also including items rewarded for quests, but that's a minor detail.  Related to the idea of loot is the idea of "vendor trash".  This means an items which has no use within the game except to be turned in to a vendor NPC for a small amount of money.  The game simply rewards players with items instead of money for flavor (and realism, since killing an animal wouldn't logically yield coins).   I am not sure whether I misunderstood the meaning of "loot", but I think the score is not properly functioned for "loot". In this case, score seems designed for accumulating an item/loot to avoid yielding too much entity in the game. If the score mechanic is removed from them, they don't seem to lose its original meaning. 
  3. What do you meant by "loot"? Is that the meaning of the score which is used to represent an item? Sorry for my bad English.
  4.   You are right ! Thanks a lot! I missed  "Competitive", It is common in most of multi-player game.   But I can't think about which game has the second function, can you give me an example?
  5. Thanks for your feedback... I indeed notice the alignment which you mentioned such as "Black & White". It is composed of "Measurement "(e.g. success, fail, evil, good, strength) ,  "Identity/Role" (e.g. good god, evil god), "Manipulatable" depend on player's behavior, and "Progression"(e.g. being good god or evil god, being dead or alive). Perhaps I should modify "Progression" to "Tendency" should make more sense.    For me, I would say gauge is like alignment as well(e.g. hungry and full, dirty and clean, sleepy and energetic). The difference between these two is it automatically fall or not.   The third one you mentioned is interesting! can you give me an example?
  6. These are not suggestions These are facts (from my games) Also "Protection" function is used in all games that have KoC as ancestor (used to be quite popular).   Score has a direct effect of granting protection. Maybe I will just write code, it will be easier to understand. if( attacker->score > defender->score *3 ) error("Attack cancelled, too high difference in score.");     Great ! that makes sense now, you reminded me that there is a bunch of  strategy web games give new player several protection hours to avoid being attacked.
  7.   Thanks, Acharis! I've carefully thinking about your suggestion.  However, they sounds like the extented mechanics of the "Status". For instance the first one you've mentioned, protecting the weaker player indicates the player who is on the weaker status can get protection. The score seems doesn't have a direct function of the "Protection". And the second and the third either.
  8. Hi there,   I am a PhD student from Taiwan, and am working on a study on game scoring system. My study will begin from finding out the functions of the scoring system in order to make a taxonomy of scoring system. Here are the functions I currently found in two different perspective - game designer's perspective and player's perspective. I will be glad if anyone can figure out any other functions that I might missed. Also, if the following explanations are not clear enough, please let me know as well. Thank you!   Goal: The score can be the object of the game.  Guide: The score can guide the player to do something or to make adjustment.  Feedback: The score can be a positive or negative feedback. Extend the game life: The score can induce the player to stay in the game longer.  Measurement: The score is a scale of an abstract concept. Personality: The score can make a distinction among the similar individual.  Advertisement: The score can be an advertisement in order to attract more people to join the game. Limitation: The score can restrict the player's behavior in a range of value. Access: The score can help the player to access a new level/world. Achievement: The score can let the player to set up his/her goal.  Progression: The score is a process for reaching another status/level.  Status: The score can tell the player where he/she stand. Identity/Role: The score can represent an identity/role. Convertible: The score can be converted from a currency/points/entity to another currency/points/entity. Shareable: The score can be shared through internet.     
  9. I have see a lot of toon shader fx file sample just give a toon texture for the object, but I have no idea how to multiply both the object texture and toon texture, it just show a toon shading model but no texture, does anyone could help me how to write it?(I hope someone can understand what I mean.)