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Adam Moore

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  1. Questions 1 & 2 are pretty closely related actually:   With this prototype, I recommend picking your engine based off of which language your programmers are most proficient in. This strikes me as a tech-driven project (and as Tom Sloper mentioned, may get better answers in For Beginners).   However, I don't think you shouldn't be choosing your engine this early in the development. You need to nail down some of your design choices before you select your engine, or you may find your project limited by your choice of engine.   So now for the design feedback, which is probably the most important question to answer at this stage of development. This game has already been designed for you! It's called Rock Paper Scissors...or in this case Rock Paper Scissors Lizard Spock.     You can use this structure to balance the elements so no one element dominates play so players have to continuously change up their strategy. What can make this more interesting is using your magic to affect the environment, such as throwing lightning at a puddle of water your enemy is standing in, or freezing the ground to make it slippery.   What you need to nail down is: What elements can the player control? (5, 7, or 9 elements should be good. 3 may be too few to keep things interesting, and any more than 9 is too many to keep track of in a fast-paced game) How do these elements interact? (do elements only tie with the same element? Do fire and water cause steam to fog up the arena?) How can these elements affect the environment? (can the ground be made slick? Can walls be created?)
  2. Have you ever played Journey?      I'd like to add weather to that list. Snowstorms or dust storms that obscure player visibility. High winds that push the player back into the level.
  3.   I think you just answered your own question. It may look pretty sweet, but I think the player would just prefer the number. The alternative is no number and allow the player to "test" their weapons in combat by shooting enemies.   Have you considered throwing together a rough prototype in Flash to test it out?
  4. It looks like what you're in need of is some variety to break up the monotony of the environment. Highways and streets tend to be boring without a lot of interesting buildings, vehicles, and people. It can also be hard to create the illusion of speed without landmarks passing the player by.   Compare your video with the following   In Mario Kart 8, the camera is placed low to the ground to enhance the illusion of speed. Lines can be seen drawn at the camera's periphery and the visuals are blurred slightly when hitting a boost.   This is also an area where we can turn to film to get advice, such as What makes a good chase scene?
  5. You'll need to minimize the scope of your game, especially if this is your first go at making one. No matter what you want to make, it's going to take you longer than you think.   You should start by making a few small arcade games. Work your way through the decades of game development.   Build Pong. Build Space Invaders. Build Pac Man You have the advantage of not having to build them in 6502 assembly.   Once you can build games like these, then you can start building your own arcade games. Learn to walk before you try to participate in a decathlon. Going straight to MMO development will doom your project to failure. You might be able to pull off what you want to do as a MUD, but know that it may take a long time to develop.
  6. MMO means "massively multiplayer online."     I think powerneg may have been making a joke about MMO budgets. 
  7. By "something like homework", do you mean a game company's design test? If they had you sign an NDA, then you probably shouldn't be discussing the details of the questions with us...and if you are struggling with this question, then this position may not be a good fit for you. When you're working in the industry, you won't be able to reveal confidential details of the projects you're working on to ask for help on public forums. This sort of algorithm shouldn't take you an entire month to describe.   GD.net (this website) is a great starting place - do some searching through the articles and you may find some useful sources.   I also recommend searching through Gamasutra's articles. I know there a few good ones on procedural content generation there too.   The GDC Vault has some good talks on procedural content generation, but the majority of them are members' only videos and membership isn't cheap.   To see an indie game that already does this, check out Dwarf Fortress. Analyzing its method may help you come up with your own.
  8. Is this thread a parody of some sort? 
  9. I have a good Gamasutra article to recommend:   Anatomy of a Combat Zone
  10. Coming up with titles should be easy for you, especially since you know more about your game than any of us.   Copyright and the word "craft" rule out Starcraft. Starbound is already taken too.
  11.   It's not the theme that cripples them so much as the studio's desire to pump out sequels to milk their cash cow to death. Why take a risk on a new IP when you have one that's already successful?   There have been some innovative new IPs in the FPS genre in the last few years. Perhaps the most innovative change to the genre has been in games where shooting is no longer the player's primary method of interacting with the world around them.
  12.   Have you considered creating your own assets?
  13.   I participated in GGJ.   I did all the programming for my team, and I learned a lot about flashpunk, AS3, the OGMO editor and 2D platformers.
  14.   Here is my advice: Start small. Pong small. It took the game industry 40 years to get to where it is today, and you'd do yourself a disservice by trying to make a modern game for your first game. Slowly work your way through the decades and generations of games. You have to learn to walk before you learn to run. Your first 30 or so games are going to be terrible. You've never done this before. You're new at developing games. The more you make, the better they will get and the faster you will develop them as your skills improve and you learn from experience. Make sure all your first projects are very small. Try a 48 hour game jam or limiting yourself to 1 week of development time. You can't learn to program in 24 hours and any book that purports to be able to accomplish this is lying to you. You can learn the basics, but it takes about 10,000 hours of deliberate practice to master any skill. Teach yourself programming in 10 years. EDIT: The Global Game Jam is coming up. You might want to look into participating in it to get a feel for what development of a small 48 hour project entails.
  15.   Excellent question ambershee. Applying the movement cost at entry makes more sense to me than using it as a cost to exit the square.   Calculating the movement cost at exit makes it more difficult for players to take advantage of terrain to keep their opponent's units out of range.