• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

239 Neutral

About Tangireon

  • Rank
  1.   Some tanks do exactly that, they use reactive armor that explodes upon contact/near-contact so to slow down an incoming projectile or explosion.   If it is sci-fi, what about Holoarmor - Armor that uses solidified light as its material (think of star trek's hologram programs).
  2. Tumbleweed: The Puzzle Game   Genre: Puzzle Game Graphics: 3-D rendering of a Tumbleweed Ball Engine: Turn-based   The mythical and illustrious Tumbleweed Ball unfolds before you. Within this space, you are able to turn the Tumbleweed Ball on any of its axis, using your fingers (mobile app/touchpad), keypad, or mouse. You are able to get a close-up (zoom-in), or a larger picture of this mysterious puzzle (zoom-out). While exploring the Ball, you notice branchways and nodes making up its twisting geometry, indicating traversible pathways. And indeed, travel is what one must do to unlock this puzzle, for nearly at the same time, you notice on the other side of the Ball an expanding empire of node-conquerors, whom have been taking over nodes one by one. Each time the opponent points to and touches a node, they expend Resource to expand to the targeted node - the amount of Resource spent depends on the cost, to which is determined by the number of branchways that node possesses. And each time a targeted node becomes taken over, a number of Resource is returned, the amount to which is determined by the written number on the node itself. You lose if you run out of resources, if your opponent(s) conquer all of your nodes, or simply run out of time without a better score.   But behold, there are more tricks to this puzzle than meets the eye. There may be wormholes allowing shortcuts across the geometry of the Tumbleweed Ball, obstacles blocking expansion, time bombs to which are activated upon expansion, negative numbers, and more. Many different Tumbleweed Balls exist in this universe, from simple intersecting circles to soccer balls, to buckminsterfullerene, it is up to the developer's (and also quite possibly the player's, if given an editor) imagination. You may play on a multiple number of Tumbleweed Ball sizes. The ball may tumble itself, or you may guide your tumbling empire's expansion. You may play solo, against an opponent, or against a multiple number of opponents.   Will you unlock the Tumbleweed Ball and gain access to its well-guarded secrets within? Or will you tumble forever to remain unaware of its treasures? It is up to you, fellow Tumbler. Tumble well, my friend, tumble well.
  3. [quote name='DvDmanDT' timestamp='1320643198' post='4881279'] Hi everyone! I'm designing the inventory system for my upcoming RPG but I'm not sure how I want it. There are several questions. The game is some form of party-based tactical hack 'n' slash style game. I'm not entirely sure if it'll use a modern/futuristic setting or a fantasy setting, but I'm leaning towards the modern one. Anyway, onto the questions. [list=1][*][b]Should the items in it have different sizes?[/b] In many games, items have varying sizes in slots. A potion might use a single slot while a sword might use 1x4 slots and an armor 2x3 or whatever. This makes the player unable to carry around too many large objects, even if they have low weight but doesn't really work with the idea below I think.. What alternatives do I have?[*][b]Should I present the item list as slots or as a scrollable list with more details? [/b] Most games I've played/looked at have an inventory which looks like a grid of icons. In some games, all items use one grid cell while other games have varous sized objects (usually rectangular though). This makes it easy to get a quick overview, but usually requires hovering the item to find out what it really is. I've thought about using a list-based inventory instead in which each item would get it's own row-group (or whatever) which would display an icon, the name/type and perhaps a description or stats. This list could potentially be filtered to only show items equipable on a specific body part for example.[*][b]Should the character always have his inventory or should it be dependent on equipment?[/b] In most if not all games I've played, the characters always have an inventory of some size. In some games, there are special items which act as containers (Horadric cube, belts in D2) or level/progress based (bags in Titan Quest), but the overall idea is that the items are carried by the character in some magical fashion. I'm considering using container-items instead. Characters can hold any item in his hand, and he can equip a backpack in which he can then place other items. Without a backback or bag, the chacter can only bring two items (one for each hand). This could allow the player to prepare a few different backpacks and pick the most suitable when he gets a quest/mission.[*][b]How should I present equipable items and body parts?[/b] Titan Quest has slots surrounding an image of the character and each slot has a background icon to explain which items you can place there. In Shadows Over Riva there's this dark humanoid character with slots surrounding it, but using arrows/lines to associate a body part with each slot. The main problem (?) I have with this is that you can only equip one item for each slot. What if I want a bullet proof vest under a shirt under a jacket? Give the character three slots? What about dropping the slot based equipment and using some form of list instead, where each equipped item could give penalties such as reduced agility? How would I present those lists? Bring it up when the user clicks the associated body part on some doll?[*][b]Quick-access slots?[/b] Let's say you have a grenade with you. You'd probably want to be able to throw it without opening up your inventory. In D2, you have the belt which allow you to quickly access potions. I want something similar, but for arbitrary items. If I went with idea #3, I could allow pretty much any item be a container. This got me thinking about tactical vests with 4-8 quick-access pockets which could hold a single small item each. Each usable item in a quick-access pocket would then get a clickable button in the interface. I'm afraid this could get messy though. What do you think? I think it could be very cool, but it would need a really good interface..[/list] [/quote] 1. Sure. If you use the lists, you could make the items take up multiple list slots; or, create another stat called Space/Slots to which the item will take up. I would limit the number of list slots so that it won't be too overwhelming, so it could also be shown all at once for quicker access. 2. Don't make it scrollable as I think it is better for the player to have quicker access to inventory. Show everything at once, and if you can't do that, limit the number of slots available. Maybe 3-4 on the chest/main body at most. 3. If you make it dependent on equipment, your number of slots may increase as you gain more levels; you get better equipment and etc. 4. You could make multiple lists, each a body part, and organized under their respective body parts in the inventory screen. You could make it so that you won't have to click on a body part to access its list; the list simply shows everything.
  4. X-COM comes to mind with how it handled battles in 3-D spaces. You divide the 3-D field into multiple 2-D levels to which can be viewed by cycling through a view-level button. The level you are currently viewing incorporates the levels below it. I would suggest not to include too many levels, as it can get kind of tricky with too many levels.
  5. Quote:Think about a rpg. Would you prefer to play a Dwarf/Human/Elf Warrior/Mage or a Xhan/Evu/Mera Asai/Abras ? If you're going for a generic game, then use Dwarf/Human/Elf Warrior/Mage. If you're going for something different and are afraid of alienating players, you can slowly introduce them to Xhan/Evu/Mera Asai/Abras by (for example) simply let everyone begin on newbie island without a class. After doing a couple of quests and trying out the game mechanics, have them choose Xhan/Evu/Mera Asai/Abras to leave newbie island and onto the main gameworld. Slowly introduce your players to new concepts.
  6. I'm not an expert or anything, but I have a few ideas and example games for you that may help. Tech. So your tech is cumulative, adding upon the previous as you progress, which is a bit different than most of the RTS games out there. You could add in conditions to obtain the tech such as raiding this settlement here will unlock X tech, or discovering this doodad in this hard-to-find corner of the map will unlock additional Y tech. If you're going to do this, you'll probably want to make sure enemy difficulty per mission is automatically scaled to your tech ability each time you enter into a mission, so that if you miss an important tech or gain too many you won't be at a huge disadvantage/advantage. Basically have the enemy respond to your actions. Or you can make this purely optional, to which when you gain or miss a tech it won't have that big of an impact, but it's effects will be felt enough, being optional. If tech is gained at a steady rate regardless, I don't see much problems implementing it. Are you going to have diverging branches in the tech? Then make sure your game covers that (basically the same as having multiple endings). Going stealth tech vs defense tech would yield different gameplay styles and thus probably different events/mission-types/storylines. As for your resource combination mechanic, check this out: http://www.playedonline.com/game/598506/doodle-god.html On how to implement something like that, I'm afraid you're going to have to go through each combination condition, and spell out what the name is and stats will be like. Am I right to believe that this resource combination mechanic will not be played while you're doing your RTS-FPS-RPG stuff? That it will be in between missions that you do such a thing? If so, playing that would be fine, but if you're doing trial-and-error combos while doing an RTS-style mission it can get pretty difficult to play, I'd imagine.
  7. There's also sandbox fun, or the fun in allowing players to express themselves in a gameworld with no particular long-term goal or agenda, other than to explore the limits of what that gameworld has to offer. Many of Maxis's Sim games fall here, but you could also treat every game in such a way.
  8. If you can't or do not aim to add in multiplayer or mod-ability, the game has to be challenging enough for me to be interested, but not too challenging for me to lose interest. Too less of a challenge creates boredom. Too much of a challenge creates frustration. Although much of this will depend on the type of audience you are aiming towards, the answer lies in the middle somewhere, to which you will have to constantly play it to fine-tune it yourself (or let a lot of other people play it for you to test it). You can also offer multiple difficulty levels for the player to choose from (ex: easy, medium, hard, etc). Other than challenge, why else should the player care about your game? Maybe because you're offering something different, unique, and interesting to the world? Maybe you've perfected a particular popular old game mechanic? Then there is replayability, to which will extend the life of your game. Adding in multiplayer and modding extends replayability/reusability, but what happens if you aren't going to do either of those? Then you would have to make your game play different each time you start a new game some other way. Use randomization, procedurally generated dungeons/content, etc. Or you can look at your AI, and create a type of AI that learns as you go.
  9. How about something intangible like Honor, Fame(good)/Infamy(evil), Fortune, Piety, etc? Fame/Infamy can be something that allows you to recruit mercenaries or wandering heroes that come into your taverns. Honor could be for recruiting Knights. Piety could be for everything, basically. Piety for soldiers as well as priests and magic-users. Religion and religious ideas dominated much of medieval warfare as I recall with things like the Crusades and all. You could combine all of the examples I listed into a single resource (could be called Cause) that allows you to recruit more soldiers to fight your cause. Build certain structures or do certain things to which will increase your Cause, to which will attract more soldiers to your kingdoms.
  10. Some ways I think you can flesh out the game world of a game without having to resort to heading to your local in-game bookcase (fantasy RPG) or audio clip (Doom 3): - Include graphical hints in the level that something has happened before you came along to that place. Half Life 2 has done a lot of this in their levels, ranging from empty makeshift abodes in particular areas of the level (implying that there have been survivors whom scraped together some materials to live there for a while before you came along), to ruins, etc. Contrast the slums of Half Life 2 to the shiny sleek plating of the alien-tech tower to which eventually you wander into to fight your end boss - this kind of stuff to me conveys that the tower has just been newly built versus the slums that have been there all the long. - Star Wars. Although not a game, one of Lucas's design mentalities was to make everything look worn and used, in order to convey the sense that the movie world has been lived in (and is continuing to thrive) far before the viewers came to see the movie.
  11. Quote:History I agree is very powerful, but the problem I tend to have with it is relevance to gameplay. I think that depends on two things: 1. Your (Designer's) goal of the game, and 2. How the game is actually perceived and played by the players (Gamers). Rummaging through history and paying to such subtle details can actually BE the gameplay in some cases, either designed such as so by you the designer, or perceived as such by the gamers even when the game's original intent isn't to concentrate on the game world. Having a game world is purely optional depending on the goals of the game I think; and yet, you can also argue that every game has a game world, no matter how fleshed out or focused on. Even classics such as Tetris, you can argue that the game world consists of bricks dropping down in a well (or, if as a Gamer who didn't look in the manual, a bunch of blocks falling down in some kind of container). For Pong, it was just you against your computer opponent and nothing else. Yet these two games have engaged many. Games now are trying to include all kinds of latest features - it must include a storyline, vehicles (if FPS), multiplayer, this and that - which is fine, but I'd like to say that all those things are different goals, and can be the gameplay themselves. Interactivity, Choices, and Game "Worldliness" are all different subjects, in my opinion.
  12. I think the backstories make the world. In both linear (typically FPSes and JRPGs) and non-linear (sandboxes, software toys) game types, I find that the discovering various details of how object/person "A" got to their particular state, or how one of my weapons came to be, expand the horizons of the gameworld to me. This helps in game immersion.
  13. The name France came from the throwing weapon, Francisca, that the peoples (the Franks) in the region utilized in warfare to draw their future country's lines. Name it after a weapon, or artifact of importance. England is named after the Anglo-Saxons (a peoples) - "Ang"-land went to England.
  14. Well, there could be an "Astral Realm", for mind readers, psychics, and the like, whom perceive through the thoughts and minds of others. Higher levels might yield some sort of telepathic powers to your character. Mind could encompass your Senses. While Body is simply meat on the field, how you perceive and interpret your environment is where the brain comes in. If this was an attribute I'd call it Senses or Perception.
  15. Quote:Original post by Wavinator Combat aside, what do you think is lost if players cannot navigate their characters throughout rooms in a dungeon or other equivalent environment? I posted elsewhere that I'm considering using an RPG design involving abstract movement throughout a level. Rather than rendering out lots of environments filled with trash, furniture and containers/safes/crates/chests, my thought is to zoom out and base interaction on movement through stylized, randomly assembled sections. What do I really lose by doing this? You lose nothing. Why won't you try it out, sounds fun.