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Poitertjuh

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About Poitertjuh

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  1. I'm currently working on a top down shooter inspired by (among others) "Mercenaries: Playground of destruction". I want to give players as much freedom as possible when it comes to finding a playstyle. I've already added the possibilities to break windows or blow up walls to gain entry to a room/building. After destroying most of the walls, it makes sense to have the building collapse, which poses a problem. Since this game uses a top down perspective, the roof is invisible. How can/should I let the player know he needs to leave a certain area before he's squashed by the falling ceiling? I'm thinking about shaking the walls that still stand and/or letting some debris fall from the ceiling using a particle system. Does anybody have any other good ideas?
  2. Poitertjuh

    Feedback on my Alpha (2D zombie survival)

    I haven't downloaded the alpha (I'm browsing the forum on my phone right now), but looking at the screenshots, I hot one suggestion. I'm guessing "few" zombies is less than "some", but I'm not sure. Maybe you could make it more graphical. Take for instance the network strength indicator on a cell phone. 4 out of 5 bars: ok thats a lot. 1 out of 5 zombie heads? Not so much. Just a suggestion. I like the UI style!
  3. Poitertjuh

    Missions vs Quests

    I am currently in the process of writing a mission system for my game, and started questioning if I should adjust it, and make it into a quest system. Missions: like GTA and assassin's creed. While you're working on a mission, you can't start other missions. Quests: like World of Warcraft and Skyrim. You've got a bunch of people asking you to do things, and you decide when to complete each one. Obvious pros and cons: quests give you more freedom and allow you to more efficiently plan your journey, while a cluttered quest log can seem overwhelming, and make individual quests less memorable ('why am I killing these creatures again? Who asked me to steal this document?'). What are your thoughts on the gameplay implications of quests vs missions? Do you enjoy the focus of having one objective, or do you prefer the freedom of completing multiple quests at once?
  4. Poitertjuh

    Game themes

    Anyone doing so would not understand a go board.   The fields of the board are slightly longer than they are wide to compensate for your point of view. The black pieces are a bit smaller than the white pieces to get a proper balance on a board with clusters of white and black. I forgot about the colour of the original go board, but surely that has been taken into account too for a balanced view too.   This is how you recognize a cheap western mass-produced Go board from a proper Go board. Western mass-produced boards have square fields, and all stones have the same size (and often are flat instead of rounded in height as well).     Where I come from, Go isn't very widely known. As a matter of fact, I've only played it on pc once a long time ago. Obviously, you're right and I don't understand a go board. I had no idea this much thought has gone into the game's design. Thanks, that's interesting.
  5. Poitertjuh

    Arcade user timing challenge...

    If someone should want to come back to the game, there's a good chance they don't just want to step away from it for a while. A reason to step away would be a leaderboard system. Person 1 sets a score, and asks his friend (Person 2) to see if he can beat his score. When he does, Person 1 will definitely want to get the highscore back on his name.  With a traditional leaderboard system however, there's alway this one guy that's played the game a lot and  has amazing scores that nobody can beat. With daily leaderboards however, there's always also a challenge for mere mortals.   A tournament game style is also one to get multiple people in. Everyone signs in. First, person 1 competes with person 2, the loser is out, the winner continues. Person 3 plays vs person 4, etc. The winner of match 1 plays vs the winner of match 2.   Just some ideas.
  6. Poitertjuh

    Game themes

    I assume you're talking about changing the look & feel, while keeping mechanics the same. If that's what you mean, then of course. It's not even a debate. Thousands of different physical chess games have already been made. Animal chess, Warhammer chess, Marvel Super hero chess, etc. I don't think there's that many different kind of go games out there, but If you make the go pieces bottle caps, and make the board all rusty metal, you've got yourself a fallout-themed go game.   So yes, I think a theme could be created for any game. Not every theme would fit every game just as well though. In a chess game, it's 1 team of characters vs another team of characters. That would lend itself greatly for some kind of war theme. Allies vs Nazis for a WW2 theme, DC vs Marvel for a theme where you'll get sued for copyright infringement, and alliance vs horde for a warcraft theme. It doesn't really make sense to apply an animal theme to it, where it's white elephant and white cheetah vs black elephant and black cheetah.   Perhaps, if you provide the motive behind the question, we can help you find the answer you're really looking for. 
  7. Poitertjuh

    Non-english game design document

    This should probably be in the "business" forum, because it's not about your game's mechanics, but it's about how to break into the international market. With that out of the way, I would advise you to get someone to translate it for you when you're ready to show it to a potential international partner. Your English is decent: you can communicate. However, the document you're making also needs to sell your idea to a potential partner. (Even if they don't pay you, the same principles apply)  You'll have a better chance of selling your idea when it's written well, and reads easily. A small forum post is fine, but reading through a multiple page document that's written poorly becomes difficult and annoying. And if you're trying to sell something, you really shouldn't annoy your potential customer.   Apart from that, I applaud you for trying. You speak more than one language. That's great!
  8. Poitertjuh

    Help me decide - shadow under hood/cowl or not?

    Thanks for the replies guys!   It's clear to me that there should be a shadow, but the way I've done it is just not the way to do it. I've decided to take a different approach: when the player wears a hood, I'll change the texture of the face, which is the exact same texture, but with a little ambient occlusion added. The result is attached.   I think it looks more coherent to the rest of the "art" style.  Anyway, thanks again for helping me out. I needed the nudge  :D . Oh and if you want to see more of my game, check out the facebook page
  9. Hello everyone! As some of you may be aware of, I'm in the process of making a video game called Beaufort. It's a game about building a sailing ship and blasting other ships to smithereens. I've been working on a character model and can't decide between two looks. I'm not sure why I'm having such a trouble deciding between the two, but I would like your opinions on it.    On the left; option 1, on the right; option two. As you can see, the only difference is an artificial shadow under his cowl.  What do you like better?   Thanks in advance.      
  10. Poitertjuh

    Looking for a good textbook

    A quick google search sent me to www.gamemakerstudiobook.com with much newer publication dates. As for the quality: no idea. I hope this helps.
  11. The crystal matter and credits, do they only serve as points, to allow people to work for a highscore? Or are you planning to add some kind of shop where players can upgrade their ships by spending credits and/or crystals?
  12. Poitertjuh

    Designing ownership

    I don't agree. If birds come across a nice place to build a nest, only to see half a nest already there, they assume some other bird is building a nest there, and they move on. They don't respect ownership when they don't recognize ownership, but neither do people. We understand that everything man-made has an owner, but with unused patches of land, most people wouldn't know what to assume. That's how I think about it anyway. It all depends on the type of game. In what context are you thinking? What's the concept of the game?
  13. I really can't tell you what's going on without seeing code. But what happens if you make both players, and only draw the first one? Does it draw in the same spot as when you don't make player 2? Or does it draw player 1 at player 2's position? Or maybe it doesn't draw player 1 at all?
  14. How would we know your drawing call is wrong if you don't show us the code? What you could also be doing is accidentally changing both players' parameters (like position) to the same value. By any chance, are those parameters shared between multiple instances of the same class?
  15. Have you tried microsoft visio or libreoffice draw? Those programs were pretty much created for process flow diagrams. Also, maybe prezi.
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