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hyrumwilson

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  1. The first thing that came to my mind was the old LucasArts game "Loom." I remember the music scale being integral with that game, but its been a long time. Might be worth looking into for inspiration. As for your overall idea, it is very intriguing, but I still don't have any impression on how the game plays. You mentioned it being a side-scroller, but how does the musical scales feature in it? Are they an integral part of the gameplay or just the setting? A Mario clone would be less interesting than a more tactical game, where you use music as an ability to overcome the obstacles. For instance, if you are in the land of C, calling a C (perfect consonance) would give you one result, while calling an F (perfect fourth) would give you another, and a G (perfect fifth) would give you a third. Perhaps all the perfect consonances would be defensive, imperfect consonances would be distraction/illusion, disonances would be aggressive, etc. (My music theory is real rusty, sorry). Start the player off with a few notes and as they progress they open new ones. Plus, as you advance in the world to the lands of F and G, your current notes would no longer have the same result since the key changes. So your perfect C might become a minor sixth in the key of E or a dissonant note in the key of C-sharp. Just realized I didn't answer any of your questions. So... 1. Yes. Yes. 2. Mobile puzzle. 3. Yes, I think people would be able to get it. 4. Depends on the gamplay, but I would get frustrated. 5. Figure out what type of game it is. You could get vastly different games from the same idea.
  2. Thanks, those last couple of options definitely are worth looking into further.
  3. Ok, I took the plunge and downloaded it to my iPad. Overall, it was amusing and good for a few minutes of gameplay, but like you said, there is no "want to keep playing this" factor yet. Here are my thoughts after a half-dozen or so play-throughs. The biggest detractor for me was the size of the playing field. I felt it was way too small. Plus, I didn't care much for the low ceiling too. I wanted to hurl a zombie 1000 feet into the air and see if I could make a basket. Also, after getting 3 in a row and unlocking the 250 hoop, that hoop kept getting in my way where if if remained locked it wasn't. Also, it was a minor irritant that I had to unlock everything again every time I played a round. I realize the reasoning behind it, but it still removed any sense of accomplishment I got from it since I knew all my progress was going to be erased. This may be part of the lack of "want to keep playing" factor. Gamers want to see progress and over come challenges. A high score board might not be sufficient. Some of the physics were a little weird. I would land a zombie on the rim, and after a second or two it would shoot off back towards me like it was electrified. Hope this helps!
  4. [quote name='frob' timestamp='1310274749' post='4833244'] Digital goods absolutely have value. This has been both assumed and stated in the courts many, many, many times. I remember hearing cases about it back in the mid 80's. Today just look at the number of DMCA lawsuits out there. A thing can exist only in digital form and yet be the subject of multi-billion dollar legal penalties. [/quote] DCMA deals with copyrights and intellectual property, not gambling. And the OP clearly asked about gambling laws, not IP laws. Ultimately it boils down to where the OP is located at and what level of risk he wishes to undertake for his project. But with no one able to cite any sort of legal precedent, the overall risk appears to be very low. Unless he engages in IP theft, which then raises the risk level to very high.
  5. You may wish to check you specific state's/coutry's laws, but a quick internet search found me this (from Nevada, since they are the world center of gambling). [quote] NRS 463.0152 “Game” and “gambling game” defined. “Game” or “gambling game” means any game played with cards, dice, equipment or any mechanical, electromechanical or electronic device or machine for money, property, checks, credit or any representative of value, including, without limiting the generality of the foregoing, faro, monte, roulette, keno, bingo, fan-tan, twenty-one, blackjack, seven-and-a-half, big injun, klondike, craps, poker, chuck-a-luck, Chinese chuck-a-luck (dai shu), wheel of fortune, chemin de fer, baccarat, pai gow, beat the banker, panguingui, slot machine, any banking or percentage game or any other game or device approved by the commission, but does not include games played with cards in private homes or residences in which no person makes money for operating the game, except as a player, or games operated by charitable or educational organizations which are approved by the board pursuant to the provisions of NRS 463.409. [/quote] and [quote] NRS 463.01862 “Representative of value” defined. “Representative of value” means any instrumentality used by a patron in a game whether or not the instrumentality may be redeemed for cash. [/quote] So, according to NV law, as long as the instrument can not be redeemed for cash it should be fine. Which I suppose is how Chuck-E-Cheese gets away with it. You can only exchange your tokens for items and not cash. Ultimately, due to the incredibly large amount of gambling simulations out there, I would expect you to be fine. Just do a check and see if Zynga's Texas Hold'em Poker has ever been litigated against due to breaking gambling laws. But, if Mr. Sloper has some actual links to such cases instead of anecdotal evidence I would be interested as well. I know that in this [url="http://www.cracked.com/blog/the-7-biggest-dick-moves-in-history-online-gaming_p2/"]article at Cracked.com[/url], a guy stole almost 150,000 USD in in-game goods which [u]can[/u] be exchanged for cash and hasn't had any criminal charges brought up against him. Edit: Here is a link to the [url="http://www.ots.treas.gov/_files/422372.pdf"]UIGEA[/url], the US Law that governs Online gambling.
  6. Thanks for the replies. I was looking at some of the Amazon Web Services. I was hoping that the $5 a month hosting would be sufficient, but I guess you get what you pay for.
  7. I am working on a browser based RPG coded mainly in PHP/MySQL, with a little flash thrown in. The current plan is to publish it on a stand-alone website as well as have Facebook integration. I don't expect it to be very popular. I have been looking at servers to host the game and was wondering if there are any special needs a game like this requires. I keep on seeing advertisements for "unlimited storage, unlimited MySQL, unlimited bandwidth" web servers. Would one of those servers suit my requirements, and if so, how 'unlimited' is 'unlimited' (aka are they going to throw a fit if all of a sudden the popularity takes off and I'm moving TBs of data)? Also, if I decided to make it entirely in AS3, could I use a shared web server or would I have to get a VPS or dedicated server? Any thoughts or suggestions are most appreciated. Thanks!
  8. To be honest, what you're proposing isn't a quest at all, its a reverse auction. And its not all that different from the auction houses found in current MMOs, it only adds one extra layer to it. For instance, if I see that Eagle Feathers are selling for 1 gold each (and its a lot of money in that particular game), I'll go and farm Eagles and sell them on the AH. In your system, some guy puts up an Item Wanted ad for Eagle Feathers paying 1g each, which I then accept, farm Eagles, and turn in the feathers for my reward. The only difference you are proposing is to allow XP to be used as an alternate (or complementary) form of currency. This has merit, but like you said, it can easily be exploited. Plus, at as a level-capped player, a single quest that you do might net you 20,000 or more XP, while for beginners, 20k XP will propel you through a dozen levels or more. That takes pretty much all of the 'suffering', as you put it, out of the equation. Your proposed solution is no better. Players who are within 5 levels of hitting the level-cap most likely have better things to do than to run to a beginning area to farm Eagle Feathers for you. If you made a system to allow players to introduce actual quests I think a lot of people would be on board. But, that's a lot of overhead for one little feature.
  9. After reading some more, I'm still not convinced Artists are the special snowflakes people make them out to be. Like JBourrie said, we are all special in our own way, but artists are not better than coders and coders are not better than artists. So to try to say that we need to tread softly with our artists as to not offend them is kind of asinine. I'm still standing by my earlier statement that respect is a two way street. Just because you can do one thing we cannot is not grounds to be disrespectful (at least not the way I was raised, but then again, times change). Plus, imagine how you would feel if you decided to take your hourly wage instead of a 5% stock option and it turns out that project leads to the next Zynga? 5% of 10 billion is a lot more than $20 an hour. Sometimes it just may pay off to take five minutes to see if there's potential in the project.
  10. [quote name='Rodimus' timestamp='1307338631' post='4819984'] I was thinking more of guild internal quests and I'd say those don't need any sort of check from the developers. [/quote] Aha, gotcha. Yeah, I'm surprised more MMOs don't have that option. The only one I can think of is Eve, which has a contracts system where a corporation (guild) can set up buy orders for stuff.
  11. So what keeps people coming back day after day, week after week, month after month? Although I can understand not liking procedural quests, they do give the players something to do at a relative cheap investment (programming-wise). Just for fun, I designed a single storyline that contained 9 quests. It had three quests where you could make a decision that impacts the storyline and makes it more personal. The result? I had to make 39 total quests and had 8 possible endings. Which is about 4 times the work as a procedural quest (unless I'm missing the definition of 'procedural' which is highly probable). And even then, I was starting to see a lot of quests were grinding of some sort: grinding X amount of Y material, X amount of Y reputation, kill X amount of Y creatures. How do you make quests original and (semi-) unique to the player while maintaining an immersive narrative? And while I'm at it, I disagree with having the players create the quests resulting in decreased workload for the developers. Because for every submission it has to be spell checked, grammar checked, reality checked, and lore checked. Plus they have to make sure there's not a huge influx of cool new quests that all happen to take place in a single area, making it congested and frustrating for players.
  12. [quote name='Tom Sloper' timestamp='1307138376' post='4819237'] Before I could answer the original question, I would need a fuller understanding of the business purpose and development model behind the question. The only best universal answer is "execute a collaboration agreement before commencing work." The expectations of both parties must be set forth in writing so as to minimize misunderstandings and missed expectations. [/quote] Agreed. Although it does sound like the conversation has steered away from the original purpose of the thread. Which boils down to developers needing to realize artists may not share the same passion about your game as you do and therefore might not be interested in assisting in the continued development of the game and artists understanding that a simple 'no thanks' is all that's needed (in most cases. If I learned anything it's that there's always an exception and people love to point it out).
  13. [quote name='Tom Sloper' timestamp='1307120136' post='4819137'] [quote name='Songbird' timestamp='1307062310' post='4818928'] if I'm trying to run a business, why am I going to sink $1000 into art that I can't use? How will I benefit from that? [/quote] Wrong questions. [/quote] Technically it is a [url="http://dictionary.reference.com/browse/rhetorical+question+"]rhetorical question[/url]. But all that aside, I would like to point out that paying $1000 is not the same as asking for it for free. Even if I can't get all the art I want for that price, I have to say I have learned a lot about the inner workings of the freelance art business. As for using the word 'exploit', I apologize for assuming that it would be taken in the context of the sentence and not automatically associated with the most negative connotation of the meaning (although I still feel it is the best word for the job, I'll have to pay better attention to that in the future). I guess that's why they say when I assume I make an ass out of 'u' and me. When I get to the art part of my project I'll have to a little deeper digging on DA. Its possible I've passed over a few talented artists with an open policy, so its comforting to know they're out there.
  14. [quote name='ougaming' timestamp='1307056058' post='4818894'] Calling this "exploitation" is your first problem; [/quote] Um, why is this a problem? Isn't that what it is? def: to utilize, especially for profit; turn to practical account: [i]to exploit a business[/i][i] [/i][i]opportunity.[/i] (dictionary.com) Isn't that the point of this thread, that when it comes to art and games it all boils down to money? Also, there was never a point of contention about [quote name='ougaming' timestamp='1307056058' post='4818894'] It is 100% completely reasonable for an artist to say "I own all rights and you cannot make money from this", especially if you are paying very little. [/quote] We all agreed that its the artists right to dictate the terms of how their art is used. But if I'm trying to run a business, why am I going to sink $1000 into art that I can't use? How will I benefit from that? [quote name='ougaming' timestamp='1307056058' post='4818894'] Respect your artists and stop thinking in terms of money you may or may not make later on. [/quote] Once again, I'm trying to run a business. Businesses run on money. I have to think about it. (and might I add respect is a two way street as well) Although I do appreciate your perspective on some of the inner workings of creating art. You're right, as a non-artist I have no idea how long it takes to produce some concept background art. Knowing that will definitely help me budget accordingly. And like you said, its all a balancing act. You've got to get the right mix of detail, style, and quantity at something that makes the project feasible. And it is a relief to find out not all artists charge a premium for commercial work, plus I never considered the ability to buy the rights later. The devil really is in the details!
  15. [quote name='landlocked' timestamp='1307043060' post='4818808'] Eh, I tried to play Goldeneye on my buddy's Nintendo 64 last year and it gave me migraines. That's an awesome game but I simply can't look at it anymore. In that respect I completely disagree that people play games for code and not graphics. Now, both are equally important to the success of the project. You can't have just pretty pictures and you can't have just a well-coded game. It's a black magic sort of mixture for people to play. [/quote] Aww, I loved playing Goldeneye growing up... But yeah, I admit understanding patent and IP law isn't my forte, so I appreciate the brief primer. There is a symbiotic relationship between art and gameplay, I just wish art assets weren't so expensive (from my perspective).