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About Orymus

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  1. Certain companies will hire you based off mostly your modwork, and possibly, based on the mods you have developed using their technologies. I remember Todd Howard (Bethesda) and John Carmack (ID) expressed that it was a very efficient way to get noticed and catch their attention. That said, other companies won't really care about your mods. It all depends what they are looking for. Chances are if you're interested in modding, do it, and find a company that likes it, because, that means your daily job may feel like modding there (they are using an in-house engine of some kind or something like that). Don't go against your nature as a developer, otherwise, "breaking in" won't be as rewarding as it seems if you don't enjoy it.
  2. Orymus

    Where do game developers hang out?

    Personally, if I were you, I wouldn't "stalk" developers. As many here have stated, when we're not at work, chances are we're trying not to talk about or hear about work. If some fresh guy comes up to me with the intent of networking when I'm tired and half-sober, chances are I'll tell him to get lost. There's a proper context to everything, and 'hanging out' won't net you a job. I'd advise you read Tom Sloper's lessons rather than hang out with devs at a local pub. Aside from these 'ever-scanning H.R.' most devs turn their lights off when they're off. On the other hand, the best networking you can have is from working within the industry in an entry-level job. If you put some effort into it, people will notice you, and people don't live and die within the same studio (I may be generalizing because there are 4 major studios where I am, so anyone feel free to correct me). People move around, and before you know it, you'll realize that the people you knew from that first studio are now in 14 different studios. That's 14 studios you can get some insight on, and 14 studios where you can network based on the people you know there.
  3. Orymus

    Psychological Horror Concept

    I don't have much to add to this thread, but I think your idea sounds VERY interesting. You could be on to something there, and I'd like to play a game like 'that'. If it gets started, be sure to let me know
  4. Orymus

    Ore deposits (turn based strategy)

    There isn't a question here per se, but here is a recommendation nevertheless. Everytime your acres increase (and I'm not sure how you go and achieve this) your 'resource pool' should increase. The output value of each of your mines should act accordingly. If you conquer 1000 acres, you are bound to finding 'more efficient' area, and since your game is macro, you don't need to actual mention you need people working on iron where the iron is, you can just assume it will go better. So, every resource could start with a modifier of 1 (100%) and increase as you have no land, or decrease when you lose land. You could add a bit of randomness to the increase and decrease, and voila, you will not always get the same income off each resource.
  5. Orymus

    Item/Equipment/Monster Rarity

    I'm looking at games from similar genre (Diablo) and I always felt that the colors were not the best idea... Technically speaking, they represent weapons with generally more potency, but the exact way this goes often left me discarding 'rarer' items in favor of more common ones because I was after specific characteristics that made my character work better. For example: - I had a barbarian in which I invested very little mana, and his ability to use his advanced powers was diminished by that. I had to seek for items with great mana drain abilities (7% or more) to counterbalance using an ability as a regular attack. It worked well, but I may have missed the payoff of rarer items with poison damage or elemental damage. If I had only looked at the color of items, I would've missed the 'ideal' gear for my character. As far as Castlevania is concerned, weapons within the same class with different purposes are common. The millican's sword is a great alternative to a regular "power" sword. Alternatively, what you could do is to allow the player to create an AI regarding 'what they need' or you could actually record informations about their 'favorite gear'. That way, you could color code your items based on how close to what they might be willing to use. Say the player is going for an all-in damage character, some two handed heavy output weapons would show up as 'hot color'
  6. Orymus

    Item/Equipment/Monster Rarity

    My 2 cents for what they are worth: 1. I never understood the rarity system. I believe it was a procedural way employed to simulate randomness in order to expand grinding in a multiplayer environment. It requires neither skill nor gut, but mostly luck or playtime, both of which aren't actual interesting gameplay decisions. 2. I believe unpredictability doesn't naturally link to randomness. A rarity system feels like it is strongly relying upon randomness. The idea of dropping ingredients/components at set intervals seems a lot more interesting though it may encourage grinding as well. 3. Strangely enough, your rarity system matches exactly that of Magic the Gathering TCG. And they've been quite successful with it (Legendary is called Mythic Rares, but we get the point). Ironically however, Magic the Gathering cards are not ranked by rarity to reflect their actual power factor, but their complexity. Simple cards (utilities) show up at common, and will appear in several pro-level decks. Obviously, this could be applied to your game in this way as well, but I doubt it would make sense. The question you need to ask yourself is, do you really need the rarity system for something? Overall, I feel like you've assumed that because every game had a rarity system, so should yours. Game Design is the ability perform problem solving, aka, find solutions to problems that spur from the design. I feel like you're developing a solution for a problem that may not exist. Also, overcompensating by 'categorization' will have the side effect of making people care less (not) about your actual items, and will rely upon the color coding. The idea here is that they no longer need to think for themselves what they need. Typically, that means any item lower on the scale will have a very temporary lifetime in your inventory (1-5% of the game time you spend, when you're just looking for something better) until 95+% of the items dropped are irrelevant. I believe the idea here rather would be to find a way to make every item interesting and restricting the player's ability to carry all of them around (is this not why the idea of stash was born?). Specialization of item is one way to achieve this. In Castlevania series, there is a sword with very low power, but the random ability to stone the enemies, which turns out to be quite efficient in many scenarios. Most hardcore players keep a copy in their inventory along with their uber weapons. Also, some enemies are weaker to spears or swords, etc. Choosing what to keep needs not to be a decision based on 'the computer told me to keep this through a clever color coding that allows me to waste less time' but rather on 'what do I REALLY need to keep around? What's my general strategy here? What must I keep around just in case?' And choosing is a risk-reward strategy that actually generates interesting decisions. And that my friend, is what you should be focusing on
  7. Orymus

    "Quests" vs "Favors"

    I tend to go with quest parenting rather than this kind of division: Killing the uber lord (Master Quest) - Finding the key to the Dark Lord's Keep (Middle Quest) -- Scout Barrow Keep -- Talk to the Sage from X to seek guidance -- Explore the ruins of Y - Acquire the master sword to beat the lord's ass (Middle Quest) -- Endure the trial of fire -- Endure the trial of cold -- Endure the trial of attrition -- (Claim the sword from the Dragon) - Talk to the old man to receive spell meteo (Middle Quest) -- Meditate on Mt. Koltz -- Chase the evil Goblin from Mt. Datzu -- Enter the caves of Z (and claim the spell) As far as caption is concerned, a list of active quest seems relevant, which short identifiers such as this: "Explore the ruins of Y" (Finding the key to the Dark Lord's Keep) [[Killing the uber lord!]] Obviously, color coding would help Note that this system complies to both scenarios: - Quests are successive (a tertiary quest logically links to another) - Quests are independant (several tertiary quests may be undertaken at the same time) This system is not only good to actually display quests, its also a nice way to incorporate your plotline into your game or even think your plotline in terms of quest (which I found difficult before applying this procedure).
  8. Orymus

    Hows this for a leveling system

    Basically, toss "anything" in, and keep ready to balance them later. That's possibly one of the last things you'll want to balance, thus, its pointless to start with this now. Tiblanc is perfectly right: you are doing it backwards. @Zethariel I would be tempted to agree with the formula part, but recent games have proven successful with 'handcrafted' level tables (quite ironically). Very present in social games to keep the level field uneven, but it seems to work better with games where leveling is not the main focus...
  9. Understanding of art (from a tech perspective) can be rewarding in the long run but is not mandatory.
  10. Orymus

    RTS unit guidelines and tiers feedback

    I'm questionning the Tier1... Do you actually need it? Sounds to me like a lot would make sense without it (although I'd probably move transport to the new resulting tier 2 in that case, but its a matter of taste)
  11. Orymus

    Square or Hex board?

    I didn't mean it was impossible, obviously ;)
  12. Orymus

    help with QA tester questionnaire

    The point of a job application/interview is to demonstrate what you already know, not what we know. If you can't answer the questions, say so; be honest. Otherwise you're just asking to get a lot of job responsibilities piled onto you that you may not be prepared to cope with.[/quote] @ApochPiQ Actually, my opinion differs a bit from yours there. Amongst the good qualities of a QA comes the ability to adapt to new things (things you have not experienced) and this comes in two ways: - Communication - Research Adam demonstrates that, when given a scenario he can't grasp, he is willing to go the extra mile to find the answer. A bad candidate with a lot of knowledge would have answered flawlessly many questions, but because of his attitude, he would have dropped on that specific question. Seeking enlightenment is good, but, obviously, Adam can't pretend he has many examples in mind afterwards. With that said though: @Adam0812 Everyone is right about the fact that you cannot rely on our guidance to correctly answer these. But you may seek information on how someone else would do it (#2) and see if you have overlooked things, and WHY (this is the crucial step to improving).
  13. Orymus

    Square or Hex board?

    I prefer square, never got into many games just because they were hexa, I think I just don't like the aesthetic of it, with no regard to actual gameplay impacts. Besides, I still consider Chess to be one of the most interesting games and it was on a square grid, so, to me, an idea would have to be 'undoable' on square and REQUIRE hexa to use it.
  14. Orymus

    What defines a god?

    Nietzsche said that the only power humans had over Gods (which could kill them) would be to stop believing in them. To him, God died (read, Christianity) because people stop believing that their God was the reason for all moral things. Obviously, he wasn't being literal, but it can be applied. Thus, a God is only as powerful as the amount of followers he has. There would be designspace for an RTS there, obviously, where followers and faith are resources employed by the Gods to maintain themselves and be powerful. I can see fun in trying to break my opponent's faith or followers as a suitable alternative to sheer power. Opens up 'intelligent' gameplay as an option on the margin of raw power. That said, I'd pick a theme that is as far as possible from current religions to avoid bad opinions (they don't make good publicity generally).
  15. Well I found that oversimplification made sense. Rather than level, have the amount of experience points directly matter in your equations. Damage = (insert math formula including experience as a variable). etc. Basically, your leveling is turned into millions of levels instead, and each matters.
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