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About Konidias

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  1. I really don't think you need to go into detail on how the SFX volume control works... You really don't have to explain the most basic of functions. "start game would start the game". Is this the captain obvious version of a GDD? I think you're missing the point of why a GDD is written. I also think you need to learn another skill that can be helpful in game development. To me it just sounds like you don't want to put in the hard work required to learn programming and you just want to be the idea guy that everyone works for. You even stated yourself that you need a bunch of money to pay people because really, that's the only way an idea guy with no experience can exist. I'm not saying you don't have a chance at getting funded or something... but I wouldn't hold my breath if I were you.
  2. Unless you really have the money to defend it, it's really not worth it. Ideas are a dime a dozen. Even if someone obtained your complete GDD, they'd still have to actually make the game. If they are just looking to work for someone, it's doubtful they are going to manage to make the game on their own in the first place. Most people would rather make their games based on their own ideas anyway. I think you're being a bit paranoid. The longer you work in game development, the more you will understand that such thinking is a bit silly. Sure, it's totally possible someone could steal your idea and make a multi-million dollar business from it. Is it probable? You have better odds of getting crushed to death under a vending machine. The idea/concept of the game is merely a starting point. It takes talent+dedication+hard work+time+resources to actually make a successful game out of a GDD. You could post the GDD up for all to view and I can almost guarantee the game would still not get stolen and made into a successful game.
  3. I feel like rewarding players with more power is a bad idea in an MMO. It's better to create a competitive environment: (clans/rankings/leaderboards/events) If anything, reward players with bragging rights... via high ranks, special outfits/weapon skins, etc. The items players win do not have to affect combat in any way. It could merely be "that guy is a badass because he has some badass tactical gear that we can't get because we aren't badass enough". The tactical gear would do nothing aside from look good. The only unlock system that I think works well is to allow players to distribute their characters skills/attributes when they get to higher 'levels'. So for example, a player can choose whether to sacrifice movement speed for more power, or more movement speed for less health, etc. Just opening up options for players to specialize in a certain style of play... Not necessarily giving them bonus stats or increasing their power in any way. This, combined with a good ranking system (that can't be easily abused by exploiters/cheaters) and a nice reward system of cosmetic items, would definitely draw people to your game... in my opinion.
  4. I agree with making several smaller games per year. You have to also think about the development time/risk. You keep mentioning MMOs or games that would take years to complete... but that isn't really a realistic approach for an indie developer. Instead of trying to make a blockbuster game that will make you millions, aim for making 2 games a year that might net you $50k each in sales. That's not all that outrageous considering you'd need less than 17,000 sales of a $2.99 game to hit that mark. That's totally possible with a small indie game that is semi-decent. You also need to consider that these games will continue making you money for years. The more games in your library, the more chances to make money. I'd rather have 10 games made over the course of 5 years than 1 MMO made in 5 years that may or may not even do well. It's likely that 1 of those 10 games will do really well, a couple will do decently, and the rest will just bring in small bits of extra money that add up over time. I guess the lesson to take away from this is to just not put all of your eggs in one basket. Also it's far easier to finish a small game as an indie than to finish a large scale, multi-year project.
  5. The truth about MMO's

    The problem is that your article makes a lot of assumptions in order to get your points across. It assumes that everyone is trying to recreate WoW... therefore all of your points reference this. Such as: - having really great graphics (not necessary for a successful game... look at Minecraft) - PvE (an MMO does not necessarily need PvE at all) - powerful servers (again only if you are trying to make WoW. what if the game is turn based? it requires a whole lot less data transfer in that case) You also make the assumption that the payment model will be subscription only. It could be free to play with a cash shop, it could be a hybrid. It's also not possible to just assume you'll only get 10 registered players in a month. You could get 100. You could get 1. The point is that it is hardly fair to argue you can't afford the server when you have no idea the amount of money the game would bring in the first month. Your article works if the targeted developer is trying to make a WoW killer. It doesn't work if the targeted developer is actually making a unique MMO that doesn't fit the conventional WoW stereotypes. It's entirely possible to have a successful MMO that has no story, or has no PvE, or has no PvP, or isn't real time. You severely limit the possibilities and by doing that, you create a very narrow audience to direct this article to.
  6. Will this new rpg work?

    Isn't this how RPGs already work? Monsters get tougher to beat farther along in the game. You are just showing this by decreasing the player stats instead of increasing the monster stats. Overall it is exactly the same thing though.
  7. Mulitplayer Tactics Game

    I am also currently working on an online tactical rpg. Seems like they are popping up a lot lately. Is your game currently working online? How "multiplayer" is it, exactly? Are we talking play with a few friends or massively multiplayer? Are the games hosted by the client or by a centralized server? How much of the game is done? Is the game controlled via mouse or keyboard or game controller? How many units does 1 player control? Is it co-op? Is there pvp? What other features does it have besides what is seen in the screenshot? Does the game have a name? Is there a quest mode? Storyline? What do the enemies look like? Do units level up and gain experience? What else can you do in the game besides battling? When do you plan/hope to release it? Are the attacks/moves/etc taken directly from other tactical rpgs or did you come up with all new stuff? How do turns work? What takes place during a turn? Do opposing teams take turns moving the entire team or just individual units. How is turn order decided? Do you have measures in place to help speed the game up so that it isn't too slow for an online turn-based game? I could go on, but I think you could probably add more than I can think of to ask right now.
  8. want opinions on my UI mockup

    [b]1) The crosshair. I'm not sure it works, and need ideas for what might be better.[/b] I think a circle would work better than a rectangle and typical "cross" crosshair. Like: http://thestranded.files.wordpress.com/2011/04/brink-hud.jpg or http://purenintendo.com/wp-content/uploads/2009/08/metroid-prime-3-7.jpg Though the metroid prime look is a bit too faded for my tastes... HUD elements should be sleek... your current red rectangle look comes off more like MSpaint. [b]2) Are the overlays too opaque? Should I fade them out a bit more?[/b] Opacity looks fine. You need to ramp up the brightness though. These are digital display elements here... if it were LCD they would be bright and clear to see. I'm going to say that even on a bright background these would be hard to read... so definitely ramp up the "glow" or "brightness" on these. Also giving players the option to tweak these settings would save you a lot of grief also... Just let players adjust opacity and brightness to their own personal tastes and your problem is mostly solved. [b]3) Are the reload / heat indicators a good idea? The big idea is that slow reloading weapons get a number of red dots (5 being fully reloaded) and that faster firing weapons have a heat bar (green bar shrinks and changes to red) or a recharge bar(bar remains green, and shrinks in size)[/b] Would probably need to see it in action, really. [b]4) Is green strikethrough enough to indicate that an objective has been reached?[/b] Yes, if it were brighter. I'm not sure about doing it diagonally though... It's leaving a lot of letters practically un "struck" so it is distracting. Just have it strike clean through the middle.
  9. Game Autopatcher

    [b]Launcher deletes files which no longer used??[/b] Yes. Shouldn't be a problem to delete the files. [b] Launcher updates itself? how?? [/b]Build the launcher so that it doesn't need to be updated. Why update the launcher? It should be kept pretty simple. If you have text data or image data you need to update in the launcher, then maybe it should be set up to just download and display that data inside the launcher without having to replace the actual executable. Even putting everything into a web page that you could update externally would help with that. Worst case scenario, you have to update the launcher, then you could have the launcher check for newer versions of itself, and if there is a new version, it downloads it, installs the new version as something like "Launcher_new.exe" or something, and then runs that, and closes itself. When the "Launcher_new.exe" opens, it could then check for the old Launcher.exe file, delete it, and rename itself as Launcher.exe. I mean, technically you could do this directly with the game and not have a launcher at all, but if your game exe is large in file size, that might be an issue. [b]What if user drags exe into other folder, will that force server to send entire client to user? this could be abused? [/b]I would imagine that yes, the server would send the entire client to the user. Could it be abused? I suppose... But really who is going to download the game over and over? You can't really do much about this... I see it as a non-issue. I suppose you could have the launcher check for the game across all of the drives on the computer... If it is really a concern. Then when it finds the file, it would alert the user that the game has moved location and then allow the user to update the game's directory to that? I dunno... I mean if someone wanted to download your game over and over as a form of abuse, they could do it regardless... By deleting everything and installing from scratch.
  10. Only two games have ever made me motion sick. Quest 64 for the Nintendo 64 (the game has bright neon green grass and the camera spins around and follows too close, the textures are low res and fuzzy looking and all of this combined together made me so nauseated when I played this as a kid. video: [url="http://www.youtube.com/watch?v=jFFvYC2yR6s"]http://www.youtube.c...h?v=jFFvYC2yR6s[/url] 1:20 in, the camera is spinning around, cutting through geometry... then it does quick cuts to enemies, then it does zoom outs and slowly moves the entire time the character is running around... and it just whips the camera around suddenly... ughhh and the bright colors... lol Portal. I don't think I have to explain this one. I don't think it was even really the portal jumping that made me sick... just something about the camera and the confined space and stuff... had me sweating and dizzy for hours after playing. Might have also been because I was incredibly tired so that didn't help either... but it made me physically ill.
  11. RPG Classes

    Well it would be insane trying to balance all these classes to actually be fair... Just looking at my guy compared to others... I have 30+ more stat points than some of these classes. That would mean a lot of people would be very upset with the weaker classes and end up taking the quiz over and over until they got the "best" class in the game.
  12. RPG Classes

    My result is pretty well balanced... over 30% for every stat. [b]The Rune Weaver[/b] 33% Strength, 30% Bloodlust, 33% Intelligence, 35% Spirit, 33% Vitality and 38% Agility! [img]http://cdn.okccdn.com/php/load_okc_image.php/images/0x0/0x0/0/5163803779563472996.jpeg[/img] By drawing runes with their feet, Rune Weavers are able to quickly and easily create powerful and deadly spells. Oftentimes, Rune Weavers are skilled dancers, and they will often draw their runes through the art of dance. Although not skilled with a sword, Rune Weavers are often quite nimble and powerful, making them difficult opponents to defeat in battle. By combining the power of their martial arts with the flexibility of their dance, Rune Weavers can effortlessly outmaneuver and defeat their foes. In addition, by synchronizing their martial arts with their rune weaving, they can both physically attack their opponents and simultaneously cast spells with the runes they draw with their feet. This ability to use both incredibly powerful magic and physically attacks at the same time is a unique and deadly skill that almost no other class possesses. Although all Rune Weavers are quite skilled with light and healing magic, there are a few that have learned to use destructive elemental magic and powerful psionic energy. Congratulations on achieving this powerful class! This is a rare mixed class that requires at least three variables to be extremely high. edit: wow I tallied up the total percentages of stats for everyone and my guy tops in at 202 while almost all the other classes are in the 170s-180s range... heheh I am awesome I guess.
  13. Designing an RPG/Tactical RPG

    Well to keep this thread from being not worth reviving... I'm working on a tactical rpg at this very moment so I'd be more than happy to discuss designing it.
  14. My advice is to get something online as soon as possible. Otherwise this thread could very well be about your offline rpg.
  15. How secure is this?

    [quote name='SimonForsman' timestamp='1315655418' post='4859953'] you're meant to use TLS (HTTPS) with phpBB (or other web services) if you want it secure. The gamedev forums for example are not secure, if you login from a public wireless network anyone in the general area with a bit of computer knowledge can read your username and password (The same goes on wired connections but its alot harder for random hackers to gain access to the traffic on those (Governments, ISPs and Infrastructure owners can listen in at will though), in general its a very bad idea to use the same password for an insecure or untrusted forum as you use for anything important. Enabling TLS or SSL on a webserver is just a configuration option in apache/IIS/etc, its never something the actual php scripts deal with. (Allthough certificates that are automatically trusted by the browsers cost a bit of money, for a game however you can generate and sign your own certificates and have your game accept your own certificates aswell) [/quote] Ah thanks for that info. I will definitely do that then. [quote name='hplus0603' timestamp='1315671975' post='4860033'] No, you did not! In D-H, an observing middle man cannot derive the key from the packets that are exchanged between the hosts. That's what's so cool about D-H! Your random numbers don't achieve that.[/quote] Heheh, hence the reason I said I was new... I guess I didn't really understand the process then. I'll have to read that over again. [quote] Being sent with an encryption key that is easily recoverable is as bad as being sent in cleartext. You want to use a challenge/response verification mechanism instead, just like suggested above (and [url="http://www.mindcontrol.org/%7Ehplus/authentication.html"]in this article[/url], btw). [/quote] Okay I think I get it now... So the server sends a random number to the client, the client hashes that number+password and sends it to server, then the server hashes the same number+password and compares? The only issue there is the plain text pass has to be stored on the server... which I can't really do, because it is already hashed. I think really my only option then would be to use the same hash in the game that the forum is using to hash the original password... [quote] MD5 is a great hash function for hash tables, as it gives you excellent bit spread. However, it is no longer considered even marginally "secure" -- there are brute force algorithms that crack billions of MD5 hashes per second using hardware for less than $1,000 (GPU accelerated, IIRC). If you want a secure hash for message digest or similar, current best practice is to use SHA256, and for really sensitive information, use SHA512. For passwords, however, you want an algorithm that makes brute-forcing hard. Thus, you may want to use something like bcrypt(), if you really worry about brute-forcing attacks. Unfortunately, with bcrypt() or hashed passwords, you can no longer compute hash(challenge + password) (or the more secure hmac(challenge, password)). [/quote] So for passwords I should use bcrypt... but I can't use challenges? How would that work? If I hash the password on the client, couldn't a hacker just grab that hash data and submit that to the server somehow to login under that account?