• 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.

domhnall4h

Members
  • Content count

    93
  • Joined

  • Last visited

Community Reputation

183 Neutral

About domhnall4h

  • Rank
    Member
  1. TBH, treating slaves as a commodity and simply a trade "good" would likely rub people the wrong way, and garner a lot of negative publicity and lost chances for sales. That really just glazes over the whole issue entirely, and dehumanizes the slaves into the same level as a crate of bananas or barrel of monkey oil. Even if you model deaths and suicides in, it's going to come off the same way as if several crates of food spoiled or was tossed overboard during a storm. When thinking of writing in a delicate subject, first ask "Am I being respectful of what these people went through?" Then ask, "does this add to the story and/or gameplay?" If the answer is not truthfully 'yes' to both, don't put it in game.   I have a scripted instance that could result in a rape (depending on whether the player acts to intervene or not), and another quest line that features slavery. But, in the first case, it's more providing the player with a definite choice with consequences, as you will see later the results of your inaction. The latter I'm not happy about, and may cut it even though it would fit with the setting and overall story. In short, the player is investigating missing persons and stumbles across a slavery ring operating in a refugee camp. In this case, you see the results of not investigating and dealing with the issue more at a distance, as you're not really introduced in any fashion to the victims unless you choose to follow that quest line. I'm not happy about that, as I'm not sure how to push forward the sense of what happens if you don't care about these people. Even if they're not real, I want the player to feel a sense of unease just leaving them to their fate.   In both cases, if I do not feel that the characters in both arcs are humanized enough, I'll cut them entirely. The former is in a much better position, as you meet the NPC and others around them repeatedly, but the latter so far is just to distant from the actual people involved.     In your case, it looks more like 'slave' is just another line item in a list, which comes off unintentionally as dehumanizing. And given your gameplay, I'm not sure how you could humanize the slaves given that you're operating at a more abstract level anyway, and not really driving a heavy narrative.
  2. Right now, I really don't have the space needed to do the notecard method. I've been looking at houses, but since I don't want 17 bedrooms, 6 baths, and a goat pen, there's nothing in my area worth buying. I hadn't thought of trying a wiki though. That might at least make the GDD easier to read on my computer, though when coding I tend to stick with the big honkin' binder that everything is eventually going to end up in when I remember to get some page covers.
  3. Sun, that's basically what I've been doing. I was just looking to see if anyone with more experience had something better. Thanks though, looks like I'm just going to do what I've been doing; going bald.
  4. 'Morning, or evening as the case may be. I'm having a bit of a problem keeping track of how my quests and NPCs end up relating to each other, according to the NPC state, and which quest conclusion was chosen. For example, the very first 'quest', which serves mostly as an introduction and a chance to kill "one of those guys", you have three conclusions, each which leads to three branches. One opens up another branch that can go in 5 exclusive directions, then converges back into one, One leads to a different branch of quests, and the other leads to none. Most of my quests are designed around the same way; 2 or more choice which lead to different things later on. NPCs are a bit simpler, being alive or dead, and whether or not they are innocent or guilty, for one particular NPC, and in regards to other NPCs, or at least their beliefs in them and relationship to them. Keeping track of it all, however, is proving to be a difficult task. So how do y'all keep track of things like this? Right now, I'm compiling a 'master list' of NPCs, with class breakdown, hit die, gear (if any), special abilities (if any), relations, and presumed innocence. As I add more NPCs, this becomes more and more difficult to look up, and more and more difficult to format clearly so it can eventually be printed and added to my binder full o' crap. I also have a compilation of quests in a similar manner, though not yet following the relationship between the various quests. Attempts to chart everything out have resulted in a confusing mess resembling spaghetti with boxes, or my extension cords out in the shed.
  5. Like others, I'd just suggest a placeholder name until you are at a point where you can consider releasing solid info to the public. Because you need to check your name vs existing IPs, otherwise you might find EA holding some obscure IP with the same or a similar name and suing you over it. My own project is currently just sitting with a random name taken from the Bible; the only finalized names are those of a number of NPCs. I'll come up with something when I have a playable game, and not a collection of design docs and code and badly drawn graphics.
  6. Considering that LoG is itself basically a "copycat" to use your terms Legendre , of Eye of the Beholder, Dungeon Hack, Dungeon Master, Ultima Underworld, and so many other dungeon crawls from all the way back into the 1970's (when the first of the first person crawls were made, on the old PLATO mainframe system) and into the 1990's, I'd imagine that there is a rather large number of adults nowadays who started and even grew up on these style games and wish to recapture some of that feel. That's why I and others started Devil Whiskey, back in the day, though when I was a part of that it was Bard's Legacy or something like that, that had to be changed. Basically same style, and released in 2004 I think. This included me for awhile, on my own project. I dropped that because I couldn't really do what I wanted without going 3D, which I don't want to for mostly nostalgic reasons than technical. Fact is, these style games have been around as long as the 'top down' style used in so many others, and even as long as the text-based games practically.
  7. Amusingly enough, I saw a kickstarter has begun for another first person dungeon crawl, Arakion or somesuch, listed in the Indie RPG subforum at the Watch. Ignore Grimoire, it will never come out.
  8. Devil Whisky is another, although a bit older, first person dungeon crawler designed largely around the original Bard's Tale games. [quote]- if you were interested in such games, how would you approach finding these (as a player)?[/quote] I am a member of RPGWatch, which generally focuses on PC cRPGs. So that is my first and foremost source for new game information. [quote]- which keywords (words you enter into search engine) would be good for such game (if you were to make such game which keywords would bring you most consumers/players/sales)?[/quote] I actually haven't done a google search as such, but I would enter in 'Wizardry clone' or something of the sort, maybe even type out fully "First Person CRPG" or "Dungeon Crawlers". [quote]- do you know of any such games (name and/or website)?[/quote] Devil Whiskey, though it is quite old now. www.devilwhiskey.com IIRC, but that site may be gone. The original company folded years ago, largely due to thir own treatment of their customers (bad move in such a niche market), and someone else bought the rights out. But I don't know if it's still being sold or not. There's the newer Legend of Grimrock, which I got off of GoG.com. [quote]- is there, by any chance, any forum/website for fans of such games?[/quote] Again, I recommend www.rpgwatch.com.
  9. That is actually the model I've been designing my own game on. I fully plan on giving users the ability to build, within the confines of the core mechanics and engine, pretty much what they desire. It also means if I make a sequel/add on, I don't need much (if any) coding. I think we can look to older games such as Quake and Doom, both of which had their source code released to the public. Both still retain active modding and gaming communities. Or to a lesser extent, the original Call of Duty and United Offensive, both of which have active modding and gaming communities. However, I don't think you'll see a lot of sales if there isn't a quality game to showcase the engine and mechanics. Modern games seem to be designed to eliminate communities however. Modern Warfare 2 eliminated traditional online FPS gaming, cutting dedicated servers for communities to grow in, the number of players per game cut to a mere 18, and thus far IW has refused to release any mod tools for it. Halo 2 just shut down it's servers, meaning there will never be anyone playing online again. So, sadly, don't look to see any major publishers supporting the gaming and modding community. They don't care if a game is good, or can last 10-15 years in the market. So long as it turns a profit and sets up a profitable sequel next year.
  10. Quote:Original post by arunforce That's incorrect, because different types of armors are tradeoffs. A player who opts in for the light armor 1 (5 defense 0 speed) instead of the light armor 2 (7 defense -3 speed) should pay relatively the same amount, while he is getting a slight armor increase, the defect of the armor being heavier should, in real market respect drop the price of the armor. Well, that is my opinion anyways. However I agree, at the moment it is just a player vs player game, so I should give players access to cheaper items, since I don't think player vs player should spawn random loot rewards, or add monsters immediately. I guess that has given me something to think about. Thanks to both of you for your insight. Actually, that has never been the case at all. You're not thinking of marketing. People buy (or bought) armor because they wanted protection. A suit of heavy full plate was purchased despite it's weight. And was very, very, very expensive. No one wanted a leather jerkin because it was lighter. They wore them because mail and plate were horribly expensive. Even today, you can see the same thing in buying a car. A large SUV, despite having poor fuel economy, poor handling, and being less safe due to it's tendency to roll over and play dead, as well as poorer braking due to weight, will sell for much higher than a Versa, which is just as practical for a family of 4, gets mid 30's in fuel economy, and handles quite well for a base car. The Versa has trouble selling at $20k, a Suburban sells for $30k easy (both new). It would take an absolute miracle to find the former at a comparative price to the Versa, and if you took it's drawbacks into account, it should cost about the same. No armor salesman will ever point out deficiencies in their wares. They'll ignore that facet of the armor, and point out how well it protects the vitals. They'll note the articulation, the design of the breastplate, and then tell you "now we have this model here, which has these additional features for this much". Try to buy armor today using that model. Bet you won't get far trying to convince anyone that the $3000 suit of plate should only be worth the same as the $800 suit of mail. ;)
  11. I think you're over-complicating things. Armor is bought for one reason; to protect the wearer. It's made, marketed, and sold based on that function. While heavier armor does weigh more, and restrict the wearer more, than none or lighter armor, that is a side effect of armor. So while the AC/Defense or however you designed it should be taken into account, don't take the speed penalty into account in pricing it. So your advanced breastplate, assuming 100gp per AC point, with 5 points would cost 500gp, irrespective of the -1 speed. As far as the last question, most games I've played have you getting new equipment in loot. However, if you're going to have the player buy all their newer, better stuff, then the price increase should be reflective of how much money you're shoving at them as well as the number of characters the player controls. So if you give them 5g a fight, at 100gp/AC you're looking at 20 fights just to get the lowest AC armor you can have. For 6 characters, that's 120 battles. Just for, say Robes. That's a lot of grinding, and something that personally turns me off. I want to get on with the story, not fight slimes over and over until I can afford a copper sword and a suit of leather armor and a buckler. That's why I just give them the ability to buy base equipment, then rely on a combination of fixed loot in the main quest areas, with some random loot in optional areas. I can judge where they're roughly going to be at when they reach a chest, and can give them better equipment. It does mean gold has little use once the party has a character who can raise dead, heal all conditions, and incinerate entire armies at once.
  12. I have a base item cost to start with. Lets say a Long Sword at 250g. Add in material bonuses. A Adamant Longsword would cost 750g (+200%). Then enhancement bonuses. The Adamant Longsword +3 would cost 1050g (+100g/+1). Finally, other enchantments each have a cost as well, multiplied by the enhancement. So a Flaming Adamant Longsword +3 would cost 4050g (1000/flaming * 3). So 250g + 500g (200%) + 300g (+3) + 1000g * 3 (flaming +3). Each enchantment has a different value, so a Holy Adamant Longsword +3 would be a bit more expensive, etc... Selling it depends on a skill, but at no skill the player would get 10% of the item's value, and would have to pay twice it's value to buy it back. The reason for the multiplication is the system used. A Flaming weapon adds 1d6 damage per enhancement. So a +3 Flaming would do 3d6 fire damage, on top of the base weapon damage. In case of the above sword, 2d4 base + 3d6 fire + 3 magic, or a range of 8-29 points of damage total.
  13. Quote:Original post by aersixb9 What manual was it? I'm going to go try dwarf fortress now...is there a 3D or 2D version, or is it only text? I think a dwarf fortress 3D MMO would be neat possibly, or even a single player 3D game like DF, although I haven't actually tried it yet... It's a Rogue-like. ASCII symbols for graphics, a learning curve that's mostly vertical, and probably the deepest sim game I've ever seen. Also very amusing. And VERY rough on a processor; my laptop cannot run the current version at playable speeds. With ASCII graphics. I suggest looking for the 40d18 version instead, which is better optimized, though you miss out on underground features and healthcare that's in 31.0. It's a Alpha game, actually, and under constant development. It's the closest thing I can see to the OP's design idea. Being one given towards creation, rather than destruction (though destruction is fun), I like anything that lets me build, and the more I can build to a degree closest to what I would do in RL given the same capability, the better. DF does that (though I'm far from understanding the mechanics well enough to implement some ideas).
  14. Dwarf Fortress. You build a fortress, mine, build an economy, military, and condemn nobles to death by magma. Then you flood the world in magma and start a new one. Along the way, you have projects like waterworks (providing water to your dwarves), farming, and breeding whales. Then a female dwarf uses her baby as a shield in battle, gets mopey about it when the kid dies, and goes of and slaughters your entire population. The newest version has even added healthcare to the list. But in general, the bulk of the fortress mode is not combat, but designing and building a successful fortress. Combat keeps things interesting, and provides additional challenge. You could even run a pacifist fort, using cage traps and a zoo, or just trade them for more booze.
  15. Batman uses mostly skill and light armor, as well as some gadgetry. But, most of his tools require considerable skill to use (batarangs). As was pointed out, there are different levels of super hero, from the point of a Silver Surfer or Dr Strange who basically dues ex everything in a story, to super-powerful but still limited ones like Superman, his immense number of crappy clones(coughsentrycough) or Thor; all the way down to a teenage boy named Robin. Actually, I think the current Robin isn't even a teen. You're looking at the balance question from a 1 dimensional view; combat. Superman may have to be toned down to make a action game work where he fights common thugs, but where he's having to race the clock to stop a train from derailing among other events that all lead up to a plot of some kind? Much more in tune with the character, and balanced with his abilities. Granted, I have no idea how well a Superman game where you're solving one crisis after another at the same time as trying to figure out the latest plot would go over.