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florinanghel

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Posts posted by florinanghel


  1. No offence, but what you have there is not even a design treatment, let alone a GDD. I've seen longer one-pagers, for God's sake! :rolleyes:

    First of all, add your name and the document's version on the cover. Next, if you have a table of contents with numbered pages, put the numbers on the pages, too. It may be a PDF for now, but when it's printed, people don't count the pages to see which is the current one.

    Don't just add a sentence to each, um, category. A game designer's job is to write. So you do that. Add as many details as possible: all of them, that is. You see, a GDD is not necessarily a technical document. It describes everything the gamer will see and do in the game, in a manner that allows everyone to understand it.

    I'd say more, but I'm running late. Good luck! ;)


  2. I am not very good at making 3d models, so is there any software out there that makes it easy and quick for people like me?


    If what you're asking for is a piece of software that generates a 3D model of whatever you want, well, sadly there's no such thing yet. :) 3D modeling is an art and a science, just like sculpting. It's something you have to learn by practice and at the same time something you may never figure out (it requires talent, at least for less technical stuff like humans, animals etc.).

    Bad news being said, let's get back to business. You could try Blender, people say it's easy to use, though I personally find it more difficult than 3D Studio Max. You could also, like KingLuke24 said, try Google SketchUp, as it is a pretty good way of getting used to a 3D environment and basic modeling tools. If you feel artsy and creative, you should definitely take a look at Sculptris.

  3. Hello, everyone!

    I've been having this idea of a simple and fun 3D cartoon action-adventure game for a while and a couple of days ago I managed to put it together in a Design Treatment. My plan is to actually end up with a playable result at some point (with the help of an indie team), so I tried to keep it as simple as possible. Anyway, feel free to give feedback, ask questions, or make any suggestions you'd like. What I'm looking forward to know especially is if the fun factor of this game will make up good enough for the (almost) lack of purpose and, therefore, if you'd play it just for being fun. Thank you in advance!



    Fat vs. Zombies (Working Title)

    Design Treatment, Version 1.0

    February 17, 2011

    © 2011 Florin Anghel



    Basic Game Concept

    Fat vs. Zombies is a cartoon game where a fat and apparently clumsy character (that the player controls) has to save the world from a zombie invasion. Fun events throughout the game capture the player’s attention, while the lack of sense in the game world entertains him in a way never-before seen. When the zombies turn out to be even clumsier than the main character, a feeling of relaxation sets in the player’s mind.

    But the game does not lack challenges, as with time the zombies learn to group and organize in a hierarchy, from ordinary soldiers, to special troops and even highly protected leaders. The fun factor together with the slightly challenging gameplay will be enough to hold the player captive in the immersive world of fictional characters and events.



    Look and Feel

    Fat vs. Zombies is a 3D cartoon Third-Person POV action-adventure game with fun events, characters and gameplay. The almost realistic world hides not-so-ordinary secrets all over the place, in more or less visible places, making the words “Easter eggs” seem out of place, as the entire game world is a massive Easter egg itself. But the visual part of the game is not the only one entertaining the user, fun music and hilarious voiceovers playing a big role in Fat vs. Zombies.



    Gameplay

    Fat vs. Zombies is not a story-based game like most productions nowadays. As its main focus stands on providing the player a fun, even senseless experience, it could be called a gameplay-based game.

    The player controls the main character using either a standard keyboard layout (arrow keys or WASD for walking, mouse for camera control and player direction, space for jumping etc.) or a gamepad. A minimal set of keys/buttons is used for controlling the character in order to allow instant playing capabilities with little to no need of a training session beforehand.

    The character interacts mostly with the enemy NPCs and the items they drop when they die (HP boosters and special abilities). Other interactions involve doors, breakables (glass, wood, unstable walls) and triggers that users are not directly aware of (i.e. enemy spawns).

    The player receives a series of objectives (as verbal suggestions from the character), such as killing all the zombies in a specific area and, later on in the game, destroying the zombies’ source of energy.



    Mechanics Overview

    The game’s mechanics are very basic. As mentioned above, the player controls are kept to a minimum. The combat system is not very complex either. The character can only perform a couple of basic direct attacks (hitting and kicking), the rest of the attacks (special abilities) being performed without the need of direct interaction with the enemy. The AI is similar to all of the enemies, the main difference being in the amount of HP they take from the character, followed by their speed. Simple physics are sufficient for all of the actions in the game.



    Target Audience

    This game is designed for children and adults, male and female alike. It does not contain any explicit or suggestive material, so it can be played by absolutely anyone. Even though its main theme is zombies, these characters are not displayed in a manner that may affect young children. Parents’ approval is still recommended for children aged 12 or below.



    Platforms and Technology

    Fat vs. Zombies can be created using any decent 3D engine that accepts shaders (required for implementing the cartoon look of the game). Similarly, any free or commercial physics and sound libraries can be used, as they are only needed for basic tasks.

  4. One more reason for guys to pretend they're chicks. I can already imagine the players:

    PlayerM: f**k you
    PlayerW: huh?
    PlayerM: that's right n00b
    PlayerW: sorry, u can't
    PlayerM: y?
    PlayerW: u dnt have the level
    PlayerM: chicken
    PlayerW: that's it, let's f**k!

    Three minutes later:

    PlayerW: haha, i won! n00b!
    PlayerM: cheater![/quote]


    Sorry for the slightly off-topic post, but come on, this topic asked for it! :D

  5. Hello Romnia007,

    First and foremost, I recommend you to keep working, no matter what. Creating a Game Design Document for your "soul project" is okay, but you shouldn't stop there. Design small games too, for computers and not only. Also try to create card (and even board) games. Why? Because this way you gain experience and you actually finish a project without the need of programmers, artists or any other developers. Teach your friends these card games that you create and, if they really like them, keep the design document in a "Featured GDDs" folder for the moment when you'll eventually be able to make an e-version out of it.

    Secondly, if you have any artistic skills, work on developing them too. Draw as much as you can. Make doodles at school. Make doodles at home. Heck, make doodles even on the road. But don't stick to drawing! Art is a great way of enhancing your creativity. Sculpting, crafting, even playing a musical instrument can (directly or indirectly) influence the quality of your future work.

    Thirdly, you may or may not wish to also learn programming. It's absolutely optional, but just like your drawing abilities, your programming skills might also help you become a game designer (be it that you first start as a programmer, or simply that you have an additional skill to mention in your résumé).

    And lastly, but not least, research as many topics as possible. Pay attention in your history classes, enhance your writing skills (because game design is mostly that), learn about geography, biology and other subjects that might at some point give you an outstandingly original idea (i.e. there's a very educational and fun to play game about the human body, where you travel through veins and arteries and fight bad cells - unfortunately, I don't remember it's name). I hope you now understand why knowing as much stuff as possible is useful.

    As a bonus, learn about the history of games. Watch "I, Videogame", a five-part documentary. Play old arcade games (try to find the originals - you'll need emulators to run them). Even write reviews of these games, as this will help you figure out the fun factor (and also practice writing). And once again, work and work some more.

    I truly hope this will help you, even the slightest bit. Good luck!


    Florin Anghel.

  6. It's not necessarily the amount of features the game has that might make it too difficult for you to make. It is the complexity of all those features - how they work together, to be more precise - that will work against you.

    If you are a good enough programmer and you take your time at first to create a well-thought system of how things will work and in which order to create each and every thing, you will eventually succeed.

    But don't expect to have a playable game (even if unfinished) too soon. If you're only motivated by quick results, you'll fail to finish the project.

    Oh, and by the way, if you plan on doing it all by yourself, think again. :unsure:

  7. Here's a quick list of stuff you should read if you decide to take the path of C/C++ (and you probably should, as it looks to me that there's more help out there for C/C++ beginners than for Java newbies):

    1. Start by reading the tutorials from here;
    2. Go ahead and read the ones from here too;
    3. One you have a basic understanding of C/C++, read Thinking in C++ (both Volume 1 and Volume 2 are available for free as e-books).

    After reading all of the above material, you'll most likely understand C++ well enough to start coding basic programs and even games. This is a continuous learning process, so keep reading. The next step after this would be to get into more game-specific issues, but you've got a pretty long way until there. First "take care" of the sites and books above, taking your time and then I and many others will happily help you stay on the right track.

  8. Hi there, yurikoma,

    I'm new to the forums too (I've been reading them for a while now, but never posted), but I hope I'll be able to help you a bit. We all have our "soul project", a game that we'd like to once make, even if we're producers, designers, programmers or artists. But, in order to be realistic, we must put that big idea aside and concentrate on what's possible right now.

    As you are a new member, I suggest you to read the sticky topics of each and every forum here - be it rules of conduit or simply interesting topics on different subjects. This will help you make an idea on what the community is expecting from you and what you should be expecting from the community. Things like proper grammar and spelling are already considered moral issues (stuff that you should know about even if nobody told you). Running a spell-check on your posts before submitting them will prevent most flame comments from even being addressed to you. Same for carefully structuring your posts in paragraphs.

    The posting conduit being taken care of, let's get back to your question. I recommend you to learn the C programming language (C++ also), which is, in my opinion, the language every serious programmer should know (even though not necessarily use). This is a subjective choice, so the final decision, I'm afraid, is yours. Experiment with different languages (and learn the difference between a programming language and a scripting language!) and find out which suits you best. Take your time, as patience is something you must master in this industry. After all, believe me, this is not a waste of time. It will help you on the long run.

    First make small programs, then start with games (text-based games), continue with graphics programming and the rest, while slowly moving towards 3D game programming. Or, well, something like that. I'm not going to lie to you - it will take a lot of time. Years and years of hard work are needed for you to become a good enough programmer to work on a MMORPG. And even then, you won't be able to do it on your own. But don't give up and use that big project of yours as a source of motivation. Good luck!

    Cheers,
    Florin Anghel.
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