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About Lexadrik

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  1. So I must create art for a game in the form of isometric tiles. My aim here is some kind of Bastion-esque style of hand-paint. I know how hard that is, that is not the problem; i believe i have the tools to achieve this. The problem is that I'm not sure how I can pull this off.       The tile here is taken from a spritesheet with 256x256 tiles in it, the isometry ratio is 2:1 so i end up with a 256x128px diagonals square. Needless to say it doesn't look good (regardless of the fact that it lacks detail.) What's the best approach to keep the quality? Bicubic Sharper doesn't seem to help so I believe i shouldnt be doing it at all. Should i begin with a big 2000x2000 version and then size down? should i try to get it right from the original size? i think it looks too pixelated. Or maybe Bastion uses a system in where tiles are actually bigger but are scaled down at running time?   I'm not good with that kinda stuff so I'd appreciate any help. Thanks.    
  2. I guess the main focus of the topic would then be HOW does the player interact with the things he has collected. As Orymus3 mentioned, the game became dull because the formula of the game revolved around improving the same mechanic that gave you the resource.   Maybe the thing to do would be to gather resources which can be used in a wide variety of ways, such as wood. Wood has the potential to become furniture, fuel, buildings, weapons, tools; many things which could be useful in other ways.   I guess the challenge is to code a lot of interactivity with the things you create.
  3.   Hadn't heard of those games before. Events that change the cost of items sound like an interesting mechanic to keep the players' attention span and decision making.   I am sad to hear that you feel players generally don't like the economics in a game, but I have to agree. I do not have a problem with grinding, in fact, I see it as one of many ways a developer can show the world to a player, the problem is that it has been overused to the point in where people want change.   @3DDreamer: I would guess the "feel good" mechanics of the game would depend on the game itself. I wonder if one can run a game based solely on this; merchants trying to cover their routes, perhaps the action comes when bandits try to rob you.   Another point I find interesting is how some games manage to keep the resource and money gathering through a different approach, I.E. most facebook games. The fact that you can just come back after a few hours to loot the results of your previous work (like in Farmville) and repeat the process, while decorating your environment sounds like a good idea. Sadly enough, it doesn't seem to fit correctly in a real-time environment.   Thanks to everybody who replied, and if you wish to keep talking about the subject just keep posting i guess.
  4. Hello Gamedev, I would like to talk about a topic that interests me very much, and that in my opinion goes overlooked some times.   With the advent of Minecraft, people in general started to really notice the survival/sandbox genre, in where you collect things to survive and modify the world around you to fit your needs. As in other similar games, the gameplay revolves around building, resource gathering and fighting. This in my opinion spawned a lot of things to focus new games on, allow me to bring some examples to the table:   In Terraria, the focus was changed to accomodate to people who liked adventure games in the style of Castlevania and Metroid, but still mantaining building as one of the core mechanics.   King Arthur's Gold focuses more on PVP combat, while again; maintaining platforming building and resource gathering.   The game Don't Starve took out the "Endgame" part of the Sandbox, and brings you an adventure in where you are always at the verge of dying, because you can never do an impenetrable fortress as in Minecraft, for example.   So as you can see, we have games focusing on aspects that, don't misunderstand, Minecraft did not invent by any chance, but that made the general public turn towards to more than before, one focusing on combat, one on adventure and fighting mobs, and one in surviving.   But what about Resource Gathering?   I may be part of a very small niche, but the very fact that you must search for, collect and organize small bits of useful stuff makes the game very fun to me. Is it possible, at least in theory, to come up with a game in where resource gathering plays a big role?   My bet would be that it is, but the focus would in this case be economics. Real economics based on simple supply and demand, or any other method (I apologize for my lack of knowledge in the area). Is it possible to play the role of the citizens of your average RTS in where you are tasked to collect things just to sell them back to a big pool of player-earned coin?   What are your thoughts? If you wish to support the discussion, I would be very glad if you could answer some of these questions:   Would it require a big number of players to maintain a less-fluctuating economy? Would it be better with a final goal? or just making the personal enrichment of the player the final goal? (A lot of people have this one in real life so...) And most importantly: Would it be fun? Whatever point you can bring to the table will be most appreciated.   Thanks for your time.
  5. Survival/Adventure RPG Idea!

    Thanks for the feedback. I've been having exams so I couldn't find some time to work on this. In any case, since two days ago I've been greatly expanding the Design Document, adding descriptions and numbers for all tiers of armor and weapons and abilities effects, among other things. I really think it's getting almost too big, but I'll see how it ends before anything else. I haven't done the prototype, and yeah I know that's just being lazy. However I would like to ask your opinion on one topic: In regard of single player RPGs, there is this concept of goal and freedom to really call it a sandbox. In the most general sense, I want my player to go and clear the 7 dungeons located all over the gameworld before going to the final one to defeat the Dragon (smells like Ganon, i know). But this kind of progression would mean having to go to the dungeons in the right order and going to towns in the right order to get the Quests that would open up the needed doors and obstacles to proceed to the next part of the world. Does this take away from the exploration/sandbox experience? Is it ok to make the player go through the entire game before really letting them wander around? Or would it be better to let the monster's difficulty teach the player where he should not go until later? Also, I would like to know in a direct, sharp "Yes"or "No" (You can elaborate if you wish) if finishing this document with ALL POSSIBLE needed information would be enough for me to present it to a programmer and an artist so they help me actually making this game (I could make the music and advertising... am I still the "Idea Guy" only?)
  6. Survival/Adventure RPG Idea!

    [quote name='jbadams' timestamp='1351920072' post='4996771'] Can you elaborate on the non-combat quests a bit more? They sounded like a reasonably important part of the concept, but aren't really detailed at all -- will they be mini-games, simple "reach the place and pick the dialogue options" mechanics, or something else entirely? [/quote] I am a firm believer that if the core mechanic is simple, it is your duty to do the secondary functions in greater detail, and vice versa. With such ambiguously defined gameworld anything is possible in theory. In general, the blacksmith's quests range from getting the materials for him to forge you weapons, an example could be getting him a piece of leather so i can make the handle of your first sword. You could buy the piece of leather, you could go and hunt a deer for its hide, you could go kill a bandit and loot his own leather hood or something. All that may sound overly complicated, but in a gameworld this simple, its all summed up to sprites and a few attributes, i believe. I have made some games in Stencyl, if that counts; i could probably make a prototype in there, yes. However, i would hate having my final product being done in there. A browser game or a standalone .exe would be a perfect scenario for me.
  7. Survival/Adventure RPG Idea!

    Thanks for all your input guys. Okay i'll try to explain myself and hopefully answer all of your posts with this :1 [size=5][b]Justification of Theme[/b][/size] My inspiration for this game is the fact that if you check your RPG's and MMO's you'll notice that the Warrior, Knight or otherwise melee (Not tank) class is never one of the "Top tier" or "top dps". This is understandable considering there is nothing to prevent you from using magic which normally deals higher damage than melee for the simple fact that mages are less resistant to damage themselves. This is unless of course you talk about games like Mount and Blade or War of the Roses, but the scope of those games is far beyond what an indie dev could dream of. My solution for this is rather simple. You simply focus and categorize melee into sub branches and apply those "Elemental" or "Different rules" to each kind of physical weapon and put it on par with a magic counterpart. Allow me to give you an example. Say you have a shield. Well that could be pretty much it. My kind of focus would be to ask, what kind of shield? is it a wooden shield? A wooden shield would be very poor when defending against melee... but perhaps it can be useful when dealing with Energy/Electricity-based magic users. Then it comes the problem of fire magic! a whole world opens when you "Corner" your player in the non-magical role. This also helps fix part of the Gary Stu problem of being a "Chosen one" in the world, with understanding of magic being a gift. [size=5][b]My goals when creating this game/the hook.[/b][/size] I want the main hook of this game to be playing the role of a non-magic user sticking it to the magic users! for all the knight/warrior/barbarian/archer lovers! I want the player to think about magic-based games and look at the other side of the coin. You don't just wave your wand and conjure whatever you want. On the contrary; you must adventure into caves and recollect ingredients, get ores from mines with a pickaxe or slay people and loot their armor for it to be smelted and reforged. You work for your equipment, you feel the upgrade, you get the thrill of being kind of powerless. The survival comes in when you get thirsty and hungry and you can very well get poisoned, burnt, frozen, etc. (Much more information on the link i put up with the design document.) Hopefully, as a secondary goal, i want to set the atmosphere and pave the way for other games to be set in this gameworld, there is much more to this land than these drawings i present you. But that's a story for another time. [size=5][b]"We want an alpha or prototype!"[/b][/size] The reason of why i haven't thrown a prototype yet is a rather dull and sad one, but in case you are interested: I began trying to teach myself how to code since i love all of this lore making and drawing and what not (pixel art is actually not my best style, but it is objectively better to make a lot of content easier and faster) and nobody likes the "idea guy". I had gotten to the point in where i honestly believed that codding was simply not my thing. Spending days trying to fix ridiculously easy mistakes such as syntax and caps. But i love making games, i love it so much i want to do it for a living. I waited until i was 18 and got into college in Systems Engineering (My county's equivalent of Computer Science) in hopes of learning more... the career supposedly included c++, c# and some java on the side. I'm in semester 4 out of 8 and dear god we have learned jackshit, pardon the word. I can barely make programs in console with objects, methods, classes, reeaaally basic stuff. So i am now rather desperate and decided on sitting back, giving this project another go as text... doing ALL of the required text assets, because i believe one thing is being the "idea" guy, and another one is developing the ideas to the finest detail, balance, numbers, prices, feedback, advertising, etc. And then i have some skill in drawing, i have a tablet and the rig to run specialized design programs and such. This is why i wanted to finish the whole document before throwing a "prototype", because unless you have money to throw to people (which i sadly don't), nobody believes in an "Idea Guy". I'd like to share my specific questions about mechanics and stuff like that, but first id like to hear your opinion on this.
  8. Survival/Adventure RPG Idea!

    [quote name='WildField' timestamp='1351884077' post='4996636'] Real-time game? Turn-based? What are the winning/xp gaining conditions? What are losing conditions? Are there enemies? How to kill them? How do they behave? Is there an interaction with environment? Are there similar games? There are so many questions that need to be answered. Right now it is impossible even to closely imagine the gameplay. [/quote] It would be real time combat, i thought putting up all the info in one spot would get me "tl;dr" responses or something of the sort, thats why i didnt put everything.... but ill update with much more info now
  9. Survival/Adventure RPG Idea!

    [quote name='Suspense' timestamp='1351880747' post='4996622'] Your introduction says the game will change how we perceive magic and melee combat, but you never really describe how. If that's the main hook, I'd need to hear more about how it works before I can tell if I'd play it or not. [/quote] Edited and expanded the combat section, Thanks
  10. [size=5][b]Introduction:[/b][/size] I've been designing a game for some time now. A lot of developers regard magic as a multi-elemental force with many variables, and box melee in one dull category. This game is here to change that. [size=5][b]Features/Description:[/b][/size][list] [*]Medieval Fantasy Setting (how original : P) [*]Gameplay is top-down (Think Pokemon games, including graphics) world in where you do various activities for survival and skill-up (logging, mining, fishing and such), Perhaps something similar to minecraft in that regard. [*]The game is singleplayer (since i cant possibly consider multiplayer at all because of the difficulty of it) and focuses on the adventures of your character as he visits the legendary blacksmith of the town whose missions are about using your skills in combat or resource gathering to get the ingredients he needs to make you better equipment and weapons. [*]A quest system similar to Grand Theft Auto's (Something I've seen used seldom) in where you take missions but meet other people who will then have their own mission storyline so you can decide whose missions you want to finish first. [*]The game ends once you completed all the storylines which will open up the final quest that ends up in you slaying a dragon (The gameplay is the primary focus, so i consider the story to be good if well executed, even if its not original) [*]Real time combat similar to TLOZ for NES, except with different skills. [/list] There is magic in the world, in the form of NPC's such as enemies, allies and magical creatures, however; the player [b]CANNOT[/b] use magic. [size=5][b]Combat:[/b][/size] [b]Attacking and Blocking[/b] Basic Attacks can be performed by left clicking while holding a weapon in one of your weapon slots. Each weapon has a specific attack cooldown. Basic Attack cooldowns do not interfere with Ability cooldowns. Blocking can only be performed while holding a shield in one of your weapon slots. All shields have a toggle mode for shielding, being active as long as the button is pressed, overwriting any offensive ability. [b]Abilities[/b] Abilities are combat movements learned by your character that apply besides your basic attack. Some abilities are learned by completing quests, others can be looted from scrolls and found in the Gameworld, and others can be learnt by getting to certain skill in the specific weapon. Each kind of weapon has its unique secondary condition and stats which affect its effectivenes, such as swords being brittle making them sharper but with less duration.[list] [*]Sword weapons: Bleeding [*]Axe Weapons: Higher Crit chance [*]Club Weapons: Armor penetration [*]Polearm Weapons: "Agression" condition in where the enemy lowers its defense and attack speed or such. [*]Shields: Chance to block 100% of the attack's damage. (Normaly you cannot mitigate damage completely with shields) [/list] ==== [b][i]Would you play it?[/i][/b] There are a lot more assets that could be discussed up to what i have designed. If you want the full read you can check it out [url="http://justpaste.it/1hlu"][size=4][u][b]here[/b][/u][/size][/url]: Ill put some more images with the concept. Thanks for your time. [img]http://s11.postimage.org/6djprc2yp/World_Map.jpg[/img] [img]http://s11.postimage.org/la1319ou9/sprites.jpg[/img]
  11. Newbie Programming Help.

    Thanks a lot for the feedback. I have no real coding experience... as far as i know. i've been messing around with Action Script, some LUA and XML files for a private server of a 2d mmo. Basic Stuff I've done things on Game Maker, and more recently another platform called Stencyl which translates into Action Script 3.0, but that's about it. I've tried finding a team, as an artist... no luck as of now. I'm currently starting college, and im thinking of picking up a "C# for dummies" i guess. Thanks to everyone, specially KazenoZ for bringing up some links and stuff. I'll learn some C# and then i'll lthink what to do after that. Unless you have a better plan, hehe.
  12. Newbie Programming Help.

    [i]Hello. I'm sorry if this post doesn't belong here, but it has to do with programming, and i wanted something more specific than what the FAQ covers.[/i] [b]Introduction[/b] I want to make a game, but I don't know the coding side and i would like to learn more about it. I know how the logic behind coding works, kinda. I know about pseudo-code bits like conditions and booleans and attributes and what not. The thing i never quite understood is what could fit my needs. Do i need to learn C++? C#? Do i need to learn these to use any engine? Do engines come with their own language? Even if they do they are a LOT, like XNA, UDK, SDK. all kinds of dev kits. [b]My Target[/b] My aim is an adventure game, 2D. I'm thinking of a 2d world but with 3d particle effects. I get a team, 6-8 months in development, and i present it to SteamWorks. I'm not trying to be lazy, use a magic wand and poof! game done. I know these things take a lot of time and effort. I would like you guys to point me in the right direction, that's all. Which engine or language would be better? could you give me examples please? [i]Thanks a lot.[/i]