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Reactorcore

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  1. Reactorcore

    Free game design consulting

    Free game design consulting www.reactorcoregames.com
  2. Reactorcore

    Getting Started with Duality

    This looks really cool, I want to take a closer look at it later. Bookmarked. : )
  3. Reactorcore

    How to Think to Design Infinite Games

    Seriously, I don't understand what I did wrong here.   This article is a continuation of the previous one, titled "The infinite game", which explains the thought process of designing such a game, since thats what game design is about, thinking in a certain way. I can't just spoon-feed you with particular examples when the point is to understand the bigger picture of the concept, which will allow you to figure out what decisions to make for each particular situation.   The feedback from the previous article showed clearly that some folks either misunderstood the topic or have prejudices about it, so this is why I wrote this article.   The part about false infinite games, like the ones Zynga made being "disgustingly immoral and is outright destructive to humans and the society" is a fact. Just look at the logic of how they're designed and how they play. I can't believe you would actually endorse those types of games and think thats okay. You're being totally irresponsible as a game developer if you do.
  4. Reactorcore

    How to Think to Design Infinite Games

    Hopefully that's a good hint on how you need to revise. "Debunking Prejudices" ... etc.   I have no idea what you're talking about or what is the problem.
  5. Reactorcore

    How to Think to Design Infinite Games

  6. Reactorcore

    How to Think to Design Infinite Games

      This is one of those articles for crying out loud. Its giving you techniques, methodologies and concepts how to think when designing an infinite game.   Before you gets your hands dirty in developing a project, you need to develop the correct mindset and attitude for your work to make it succesful. This is what this and the previous article teaches you.
  7. Reactorcore

    How to Think to Design Infinite Games

    Whats bad about crusades? According to the dictionary crusade means "a vigorous and dedicated action or movement in favour of a cause". Any form of teaching could be considered a crusade and its always a personal thing for the teacher, since you gotta have a reason to teach to begin with.   It also seems you're not entirely paying attention to what I'm writing here. The answer to your example question about uniformity has already been stated both in this article and the previous one too.   The answer to persistence varies from game to game, but the point of persistence in a game is about having an impact on the world that counts and has a meaning.   In your example of chopping down every tree on a continent, if it were minecraft, it would feel pretty bullshit to have the entire forest you just cleared out for space spawn right back in. If it were a planetary warfare game where you nuke entire continents from orbit, those trees don't really have much meaning and you wouldn't mind if you left that nuked place alone, then came back to find the forest grew back while you were gone.   You only apply persistence to things that the player would care about, like his progression or the changes he made to the world around him consiciously.
  8. Reactorcore

    The Infinite Game

      While that is a real thing in game development, infinite games are immune to this issue. The thing is, infinite games are essentially a robust framework for a consistent universe. They are emergent by nature and encourage it. Gameplay and goals form by themselves mostly, while only the objects and environments are perfectly defined, which is totally normal and makes sense.   When making an infinite game, your task is to define the world, the rules of the universe (gravity, physics, interactions), the objects, the behaviour of characters and hook up the player with controls. All of these elements can be designed very accurately to convey the experience you want the player to have. As for the entire system as a whole, it runs purely on emergent gameplay.   The reason how and why it works is by designing the above elements with a strong sense of consistency and standards from the very beginning. Its like when you begin to create a model in a 3D, you set up clear rules for measurements you'll be using as you create it, which always gives you a result that is compatible and makes sense with any other model you create using the same rules.
  9. Reactorcore

    The Infinite Game

      I understand, but the problem with that is that every infinite game will be vastly different.   Specific techniques you're asking for will depend entirely on the design, meaning its not possible to pin-point the solution that works for every situation. It will always differ from game to game.   The purpose of this article is for you to better know what design decision to make when faced with specific challenges. Its about seeing the big picture and having the thought process you need to make the correct desicions to achieve an infinite game.   Do you understand what I mean? I'd be interested in seeing an example infinite game designed step by step.  Not necessarily as part of this article, unless you wanted to work it in piece by piece for each section of the article.   Hmm.. That gives me an idea.   Yeah I could totally do that, but its going to be huge, to the point to where it needs to be a multi-part series, with each article going over each seperate phase of building an infinite game.   Thing is, I already had started a series like this long ago and got half-way done before I had to set it aside when I got into building my own projects and ended up knee-deep in studying advanced programming, which took all my time. Its very old and back then it wasn't specifically defined for infinite games, but it certainly is designed to make them. It also lacks images for the most part, so reading it may be daunting.   You can check out my ancient and abandoned blog here, but I'm looking forward to writing a more upgraded version of that guide specifically aimed at making an infinite game. Its the posts marked as "MGDA" which I talked about.   However, I'm not going to start with it yet. My next month will be heavily involved prototyping my game project, so that guide will not be made for some time until I get my other priorities sorted out.
  10. Reactorcore

    The Infinite Game

      Good questions, but the answers depend on a project by project basis. The whole point of an infinite game is to be infinite, both in the sense of being timeless, having endless content and gameplay good enough to allow you to play it infinitely.   You design an infinite game having a clear idea of what kind of emotions, experiences and atmosphere you want to get when you're playing it, so the individual aspects of gameplay and overall game design you mentioned will be custom tailored to fit their purpose of achieving those emotions, atmosphere and experiences.   For example, if you want to make a game about being a jet pilot, you identify the feelings and atmosphere that you would experience as being a pilot and recreate the relevant mechanics designed to deliver that emotion to the player.   And when trying to identify those feelings and atmosphere, look deeper below the surface from a psychological standpoint, what makes a person feel so and so about this and that. Jet pilots are about manipulating a machine as an extension to you body, being able to fly and feel free and be playful as a result, going fast and doing exciting maneuvers that may be considered risky to give a sense of danger and thus give you an adrenalin rush. When you find these hooks what exactly is the cool thing about being a jet pilot, you can then figure out how to translate that to a computer game in terms of necessary mechanics, interface and interactions to deliver that emotion you're looking to emulate.
  11. Reactorcore

    The Infinite Game

    I don't disagree but tend to work in ways which wouldn't apply anyway.  I write most of my articles in Scrivener because I rough them out just kinda thinking and typing which leaves a disorganized mess.  Then I start using the cork board to chop everything up and put it into individual thoughts.  Then I finally lay it out in line point by point rewriting for clarity.  By the time I get to GameDev, usually it is just a matter of proofreading and inserting images/h1/h2 etc.   I wrote this article in wordpad before I put it here, so I'm doing the same thing as you.   The point is, people weren't satisfied with the initial formatting of the article, which meant I had to edit it when it already had images and headers set up, so taking it back to wordpad was not an option.
  12. Reactorcore

    The Infinite Game

    I just noticed that message above the article telling you guys want me to fix the article before its released.   Upon hitting the edit button I also remembered this place does not have WYSIWYG editor when editing articles, just pure HTML code. This may take a while.   Is there any chance at getting a WYSIWYG editor in the future for editing articles too? The comments system already has one.   EDIT: Alright, that should do the trick. But seriously guys, add a WYSIWYG editor for articles. Doing formatting by hand in pure HTML is so tedious.
  13. Reactorcore

    The Infinite Game

      Point taken, I actually thought it would be easier to read when the text is broken up into smaller paragraphs, but maybe thats just me being very tired at looking a huge amount of text while I was writing, all the while trying to keep a clear train of thought on a very complex topic.   I'll try to improve the style with my next article.
  14. Reactorcore

    The Infinite Game

      I understand, but the problem with that is that every infinite game will be vastly different.   Specific techniques you're asking for will depend entirely on the design, meaning its not possible to pin-point the solution that works for every situation. It will always differ from game to game.   The purpose of this article is for you to better know what design decision to make when faced with specific challenges. Its about seeing the big picture and having the thought process you need to make the correct desicions to achieve an infinite game.   Do you understand what I mean?
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