PrimalX3

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About PrimalX3

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  1. Any games that come down to "grinding" will force a large number of players to use "A.I." known as "BOTS" in those communities. And when your game forces people to use "BOTS" you know there is quite the inherent flaw in the game. I played a game where half the population was "BOTS" in their training time, and only appeared for the important aspects of the game, such as when they go to "war". I myself never used a "BOT", but its also the reason why I never got to a high level the entire time I played the game. Those who looked down on bots where proud of the many, many, hours they spent leveing their character to ridiculous levels and through ridiculous amounts of "experience", (literally in the millions!!!!!) I myself, kind of saw it as a waste of time to have to go through such unfathomable numbers just to get to the "enjoyable" part of the game. HENCE, my loathing for the level up and experience system. I was rather irked that to get to my favorite part of the game, which was being able to use a multitude of techniques to make your fights more strategic and just ENJOY the fighting, you had to go through hundreds of hours of obliterating sprites over and over again! If I can't get to a good part of a game in less than an hour, and stay at that level afterwards, then something is definitely wrong here!
  2. How to create a balanced card game?

    From what I know, physical card games are hard to balance. Especially say if a single card's value is different from another, it's extremely difficult to balance the cost versus the strength of the card since the card uses up a slot in your deck, the overall deck is weakened compared to somebody that has stronger cards. Some games try to balance this out by introducing abilities that benefit weak cards (For example, in this game I played, there were passive and technique cards that made it so that weak monsters/low level monsters were able to move and attack while leaving monsters with medium and above attack power unable to move. Most average players use monsters with above medium attack power, and thus this "deck" made it so that the player would have difficulty attacking while the player with the weak monsters would focus on their special abilities to attack. I actually ran such a deck, it was kind of fun, but a match for me would last 30 minutes to an hour before the war of attrition led to victory. My brother on the other hand could end his matches in literally 5 minutes due to his monsters attaining obscene attack powers, allowing him to end the match in a single turn once the opponent showed a moment of weakness and after he set everything up for the monster to achieve such attack power. When I pitted my team against his team, it would always come down to if I could pick away at his hp for a KO before his monster achieved both insanely high attack power and he finds a turn where the special cards are disabled or removed. The only upside to a game being unbalanced is when an "underdog" player with "weak" cards/characters/etc. wins against a player with "broken" cards/characters/etc. The game I mentioned, the early generation cards are horribly weak, they'll have an underwhelming ability WITH a cost to it like your hp AND the card being used up. Later cards with have a SUPERIOR ability with no cost other than the card being used up!
  3. I had a book like that, but you were a fox and depending on your choices, you either got home or you got killed by a hunter, trap, other animal. : D Ah, the 90's. The book is basically pictures with texts saying "Go through this fence hole" or "go to the stream", and will tell you what page number to jump to next based on your choice. They were quite fun. I also now remember that there were NOVELS like that. I especially remember the story of some guy who got the ability to slow down time. And when you got to a point where you made a choice, just like with the picture book, you go to a particular page based on your decision. A very interesting story. : ) Thanks for reminding me of it. Also, I think it would definitely be a good idea to make a digital version of such things.
  4. A possible solution is to gain "power" based on how skillfully you defeated an enemy. So player's who defeat an enemy skillfully will gain more stats than somebody who "grinds". Personally, in my game, you don't get "stronger" by beating enemy's over and over again. You gain strength through other, varied methods. Growth comes from within rather than from without. In this way, fighting will be done when it really means something, and you don't really have to go out into a field and fight infinitely spawning things unless you felt like doing that for fun.{Although the "power" gain is minimal, it isn't because you defeated the enemy, but rather because your character is doing something.} For example, based on an action your character might have taken, it will randomly gain a large amount of stats, making it stronger than others around it. It won't be apparent at first how this power gaining is done, and it will appear random, so a few players might have a stat advantage over others. I thought this would be interesting, because it would show who uses their superior stats to help others in co-op, or if they would use it to grief players. If the latter, theres another feature built into the system where if you are threatened by a griefer who is x2 - x10 more powerful than you, and they're about to land a killing blow, if you yourself are a player with good karma, then you will gain stat values which would put you around 95%-125% of the total stat value of the griefer, giving you a chance to fight back against them or to run away safely. This will discourage griefers from attacking weaker players who will just become as strong as them and possibly defeat them should they dare to find entertainment in picking off the weak. The weaker player only gains these stats temporarily, until the danger isn't present. I was also thinking that perhaps make it so that some players actually do have faster stat growth rate than other players, but have a poorer ability to learn techniques, while players with slower growth rates have a high capacity for learning techniques. I thought it's an interesting feature and it's present in some form in the game design I'm making.
  5. Yeah, there are some mock-ups at the bottom of this post that I'm posting from another thread for some of the features. I gotta go to work soon, so I'll have to make mock ups for the stat screens and menus later. Features:[list] [*]The Krono meter: A time system that keeps track of every present action and possible future actions. For example, it lets you know the most optimal time for your attack by marking it on the meter, which right now, is shaped like a clock on the G.U.I. [/list][list] [*]Anytime Action: Most turn-based games and RPG games only let you attack when it's "your turn", the system I designed allows you to make moves at anytime. The parameters of your character will dictate how you'll interact against your opponent in terms of speed, power, and reaction time. [/list][list] [*]Freeze-Framing: In fighting games, you only have half a second to react to your opponents attack. In Ultranimu, if your about to be hit by a technique, you will automatically go into a "freeze-frame" mode, simulating your characters reaction speed. The higher the reaction speed, the easier it is to react. During Freeze-framing, you have several options to choose from, such as dodging, parrying/defense techniques, or using your own attack techniques to nullify the attack. A normal RPG either just lets you "take" the attack or auto-dodges for you. [/list][list] [*]Real time positioning: Just like an action or simulation game, there is real-time positioning, as in, you can move around freely during the fight{only stopped during freeze-framing of course}. Ranged and Melee attacks will mean even more than if it were just an RPG. [/list][list] [*]Frames and collision detection: Even though "freeze-framing" sounds like an rpg feature, the attacks occur in real time like a fighting game. All attacks have multiple frames. Combining this with freeze-framing and the Krono Meter, you can hit somebody at their weakest frame or charge an attack to collide with an opponent's attack right at the start of their active attack frame.{Since attacks all have start-up frames before the attack becomes active, it will really give more-depth to what moves you use against an opponent. [/list] These are just some of the features found in the system that I'm using for Ultranimu. Even the parameters{stats} aren't the usual "attack, defense, etc." I'm using a set of parameters that best interprets the style of this new system. I'm still trying to decide if dodging will be collision based like in a simulation or fighting game, where getting out of the way really means getting out of the way rather than having a stat that calculated if you dodged or not. I actually like both, so I'm still trying to decide. I'm especially excited about a feature within the Krono Meter, which doesn't become apparent until later in the game at higher levels, but is the most interesting design point to me. For some concept art that I've made on the game, heres a link to the thread: [url="http://www.gamedev.net/topic/625472-based-on-the-designs-would-the-game-benefit-from-2d-or-3d/"]http://www.gamedev.n...-from-2d-or-3d/[/url] [b]Mock ups.[/b] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/c470bc77486d47c1a215af116ea42caf/renditions/1024.jpg?md=1339441635000[/img] A menu pops up from your character, in the form of a speech bubble. Here is where the action menu would be listed. When this menu pops up, time freezes, similar to how everybody stops for your turn in a turn-based game. The screen doesn't get greyed out as in freeze-frame mode. It's more like your character, in a split second, is thinking of his technique. So even if you take 10 seconds to select a technique, its more like your Animu instantly thought of what move to use, which is why time freezes. The speech bubble will contain commands such as: Play{takes you to another menu with options of what techniques to use}, Move{Unfreezes the game and returns you to free, real-time movement on the map.} I'm still deciding how to organize techniques when you hit play. But some guaranteed options which are for the bottom bullet points: Use Last Move, Most Used Moves. The main options are for it to be ordered as: Offense, Defense, Special. With Offense containing Attack techniques{Both damage and seal types}, Defense containing defense based techniques{both active, passive, and seal based}, and special containing Dodge, Miscellaneous{Power Ups, seal power ups, and anything that doesn't fit other categories}, and healing techniques. BASIC moves will be found in both Offense and Defense with basic dodge being found in special. When you select an action option such as offense, it will list out all the offensive techniques you have, either organized by type, or having them all listed out{there will be an option for how the order of techniques would appear. Such as if they appear by style} So it would go Offense > BASIC, FIGHTING ART{Would contain all learned techniques from a martial arts type school of techniques.}, Normal{attack techniques learned individually without being related to each other in some form of fighting art.}. The other way would be OFFENSE > BASIC, MELEE, RANGED. Either way, a player can hotkey their most used moves or just use the "Most Used Move" option to select from a list of said moves. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/99c381aa51e345d2be552fa622dc943e/renditions/1024.jpg?md=1339441642000[/img] A distant opponent will be displayed your screen, having a panel border between you and them. The mini-map at the bottom would show their location. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/28ff5f8713f941ba845d9c64ffb1fad1/renditions/1024.jpg?md=1339441648000[/img] An attack is launched in real time and also appears on the mini-map. At anytime during its travel between you and the opponent, you can freeze-frame at anytime manually. The game does auto "freeze-frame" when it reaches your characters Reaction Limit Bubble. The RLB is the minimum distance your character can react with an action in their repertoire. The distance of the RLB is dependent on your speed and reaction parameters as well as the techniques you possess. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/33aa7e94006d4fbda9e1a1a92353f7a7/renditions/1024.jpg?md=1339441656000[/img] Attack collisions. Basically, if you use a technique that clashes nearly equally with another technique {The difference in power must be not greater than 25%}, you'll have a technique clash in which both of you pump energy into the attack continuosly until one overcomes the other. Obviously, somebody with less attack power will be losing this "reverse tug of war", but during the clash, you can utilize techniques to empower your attack, or just pour more energy into the attack itself until you run out of active energy{the metered energy capacity draws from a hidden meter that has a limit, when this limit is reached, you get "energy depletion". Although I'm thinking of letting that meter appear as a timer on the screen, showing how much time you have left before energy depletion. Either way, each Ultranimu has a different timer, some have lengthier timers, while others, who are very resource hungry with their meters, will run out faster, but have the advantage of higher specs. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/c53cce72e44245a1b31a218f8da8ba97/renditions/1024.jpg?md=1339441663000[/img] The visual panel of the enemy is relative to their location on the minimap. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/7a3cdecaa4bd4ffda297d91564c3e730/renditions/1024.jpg?md=1339441668000[/img] At higher levels, "freeze-framing" takes on a whole new meaning. Note the green streak on the mini-map. In reactionary versions of "FF", everything except your character is greyed out. I'll explain this to the programmer of the game, as its quite an extensive explanation. EDIT: Also, if I use sprites, which sprite size is better for something like a mobile device like android or ipad, something like this? [IMG]http://i.imgur.com/qxrFE.png[/IMG] [IMG]http://i841.photobucket.com/albums/zz337/FragrantX/Animal%20heroes/ApeAndMonkey.png[/IMG] Or something smaller like this? [IMG]http://i.imgur.com/bWV0l.gif[/IMG] [IMG]http://i.imgur.com/azFSt.gif[/IMG] ^I've drawn in both sizes for testing purposes, just in case I manage to get a working model of the system soon.
  6. Hi, I'm no programmer, I've tried several times in the past, most I could do was a small program that calculates damage by using a formula that requires inputing attack and defense values. I recognize that it wouldn't be in my best interest to learn programming as every minute spent programming is less time for art, which is my primary ability. [img]http://i.imgur.com/Yt3Lv.png[/img] Now, I want to know how long would it take to program this stat system, eventually I'll get a programmer for this game project, but for now, I ask for predictions on how complex this could turn out? I'm gonna post the simplest version of the system. In this game, there are three ways to win. The traditional KO, energy depletion, and being sealed. Animu Stats: Metered Stats. Life Durability: The equivalent to HP. Energy Capacity: The fuel for techniques. Mind Focus: The fuel for "turns" if you can call it that. Static Stats: Frame: The Strength of the Physical body. Power: The strength of the Spiritual body. Psi: The strength of the Mental body. Technique Stats: Intensity: The power of a technique, wether it's offensive, defensive, or special. Aim: The attacks stability to hit a target. The higher it is, the easier it is to hit with it. Even a fast attack can have low accuracy. Speed: The attacks speed. The higher it is, the faster it gets to the opponent. The technique's cost are cooldown, energy drain, and mind strain. It can vary between the three, depending on the technique. A technique with incredible Intensity, will leave the user with a high cooldown afterwards{not the same as mind strain}. Techniques that require incredible aim or reactionary speed, use up a lot of Mind Focus. Soul Abilities: These are what determine how your character attacks, defends, and moves. You have a grid where you can put various form shapes unto your character in order to determine how they act during a fight. An animu can be a simple ball with eyes and nothing more, or they can be the standard humanoid shape, with arms and legs, or they can be animal shaped, the possibilities are numerous. Here are form shapes you can pick from: Frame Head{helps with accuracy, etc.}, Frame Eyes, Ears, Psi-gland, Arms{Depending on the type, wether its speed arms or strength arms, will determine the offense or speed stats.} Psi manipulators, Spirit Link, Spirit Heart, Mind's body, Mind's eye, and so on. Depending on what you picked, that body part will have a stat as a %, and that stat will multiply off the Static Stats: Frame, Power, and Psi. The stat will also be classified as either Strength, Speed, Normal, or Heavy. Strength being geared towards offense, Speed towards lightness/quickness, Normal being average, and Heavy towards defense. Heres an example: [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/7a189c7bfd16441cb7134fb071c9f7d2/renditions/1024.jpg?md=1338155584000[/img] Speed Knight: Frame: Frame Head{Speed}, Frame Eyes{Normal}, Frame Body{Speed}, Frame Arms{Strength}, Frame Legs{Strength}. Power: Spirit Link{Power}, Spirit Heart{Power}. Psi: Mind Body{Power}. With these, the value of the part will be used in technique calculations. A Animu built for speed will have a better "Dodge" technique than an Animu built for offense. The reason none of these parts are assigned to something like "accuracy" is due to some of these parts being useable in different ways. For example strong arms would primarily be used for offensive, melee attacks, but they can be utilized for dodging if the user has a dodge technique who's value depends on strength. Not a good replacement for normal dodge techniques, but it will help a slow but strong character from being useless. Another example: [img]http://i.imgur.com/jeX6t.png[/img] H-beetle. Frame: Frame Body{Strength}, Frame Arms{Strength}, Frame Legs{Strength} Power: Spirit Heart{Power} Psi: None This Ultranimu is geared towards offense. It gets around using mobility techniques that use the strength based abilities for maximum top speed, although it lacks any real agility, its small size helps it out. Anyways, how difficult is it to implement all these things? And how long would it take? Please take a look at this thread too to understand how movement and the dynamics of the system are achieved: [url="http://www.gamedev.net/topic/626216-hybrid-game-design-updated-now-with-mock-ups/"]http://www.gamedev.net/topic/626216-hybrid-game-design-updated-now-with-mock-ups/[/url]
  7. It's going to be: HP: Durability Limit. EN: Energy Limit. FO: Focus Limit.{Involved with reaction} ^ All the above stats are constantly regenerating every tick/frame. Offense: Attack Power, doesn't matter if its power based, or strength base, those will be determined by technique and form stats. Defense: Defensive Power. Determined by both hide and weapon. Even though weapon defense from parrying is added, because of the frame states feature, the defense number will drop to the base hide defense sometimes. Accuracy: Aiming Ability. Determined by technique and form stats, such as if the character has bird's eye vision, psychic intuition, and so on. Agility: Dodging Ability. Not always about light and fast. Some characters can achieve good dodge rates via other means. Reflex: Reactionary speed of the character. Might have the name changed as it also does other things like helping in Psi techs in an offensive manner. Maybe "Mind". Attack Speed: I'll come up with a better name later, but its based on the highest rate of attack of a character or the base cooldown between attacks. Stat heavy techniques will have greater cooldowns, and having high attack speed helps against it. Also multiplies off technique speed, so an attack will move faster. Right now trying to determine if that is actually something seperate or if it belongs in the stat above this. Range and Mobility were originally stats of their own, but they are too closely related to Accuracy and Agility. Accuracy helps with a techniques range. For mobility, although not the same as agility/dodging, still has some affect in overall speed. Mobility is usually top speed, wether the character has low or high acceleration. Range itself is too technique dependent. Melee attacks won't be affected. Form stats, because characters come in different shapes and sizes, this also has an affect on fighting ability. Frame, Power, Psi. These three stats help with the stat calculations of the above and is involved with all technique calculations. For example, two character have the technique "Punch", yet it will behave different for these very two characters due to their differing FPP. Character A has accuracy and attack speed, but low offense. Punch also only calculates of "Frame", and A's frame is average. Character B has similar stats, but their frame is double that of A's, and what occurs is that the attack is far more effective by being higher in overall attack power. A technique will calculate off whatever stats it is relevant too. For example, Punch is offensive, so the FRAME stat multiplies on its offensive power, the fighting parameters relevant are Offense, Accuracy, and Attack Speed. For some techniques, such as Mind's Eye, only Reflex is involved and it's multiplied off PSI. Some other techniques will use more than a single form stat, like multiplying off Frame and Power at the same time. An example of what standard techniques determine what stats they use. Normal Attacks{Like punching{20, 90, 50), kicking(60, 90, 30), tail swipes(X, 120, 10, etc.}: Offense, Accuracy, Attack Speed. Form Stat: FRAME. Energy Attacks{Lasers, energy bursts, etc.}: Offense, Accuracy, Attack Speed. Form Stat: POWER. Less standard technique: Normal/Energy Attack{Sword Slash with energy}: Offense, Accuracy, Attack Speed. Form Stat: FRAME + POWER. Unconventional Attacks would look like this: Energy Roll: {A heavily armored critter does a homing roll like a deranged, sentient bowling ball}: Offense + Defense, Accuracy, Attack Speed, Reflex. Form Stat: FRAME + POWER + PSI. ^With this attack, Offensive and Defensive power determine total attack, Accuracy and attack speed, helps since it its an offensive attack. There are a lot of unconventional attacks in this game, for example, the way "slow but strong characters" can achieve dodge rates equal to a nimble character through a technique that uses Offensive Power to lunge a character. Also, the more stats a technique uses and/or the higher the values of the techniques own stats, the higher the cost of the attack. Techniques have their own, independent stats that multiply off the characters stats, but they will only possess the relevant stats to their function. Their are also independent stats, such as range, velocity, splash damage/area of affect, that is indirectly determined by the character's parameters. Also, this system is a simplified version of the system I designed for the game were it to be 3D. In that system, it's quite different and possibly un-user friendly,{although I myself like it.} For the 2D version, I'm going with this system in order to make it as user friendly and appealing as possible. Also, something I want to borrow from the 3D version is another set of stats that determine values not representable by the above stats. Skill, Spirit, and Intellegence. These three "parameters" are the most relevant to the "frame feature" of the game. For example, Skill and Spirit's values determine some exciting things in the game such as stats that are more stable through out the frame states and from Spirit, Desperation power-ups that last momentarily{several frames} to the rest of the fight{depending on how you set of your spirit abilities, as its actually more like a gride where you fit "abilitis" into, same goes for Int and Skill, which house abilities pertaining to other things.}, but can help an underdog user against a character with higher stats who happens to be trying to eliminate them for no reason or for the "fun of it".{I think its called griefing in some games?} Intellegence houses your technique capacity and other intellegence related abilities. So you could set it to have your character be able to hold over 50 techniques, making them extremely versatile{extremely hardcore players will probably do this.}. It's possible to have up to 200 techs, but at that point, you either watered down the techniques themeselves unless you have the stats to back them up or you set them up in a way that they synergize.{In this system, its possible to shotgun fire multiple techniques at the same time.} So 20 offensive techniques might be combined into a single, powerful technique. This can be done by setting it up in an attack costumization menu. Reason for wanting to do this is if you are unable to attain an extremely powerful attack due to the parameters, and decide to make a pseudo-omni attack by combining various, lesser techniques, or if you just want to eliminate multiple enemies by showing off that you can release a wide-range attack of multiple techniques over a large area. Even if you achieve the same destructive power, you wouldn't really be able to win against a real ultimate attack as it would dismantle the chimera attack easily even if they are equal in power. This is a weakness to being able to have over a hundred techniques and being able to combine a glob of them into an "ultimate attack." Their are many unorthodox features like this in the game. I think the most interesting feature will be the frame states. It will ultimately determine the outcome of a fight if a player can position themselves and attack at the right frames. Here are the previous threads related to this game: [url="http://www.gamedev.net/topic/626216-hybrid-game-design-updated-now-with-mock-ups/"]http://www.gamedev.n...-with-mock-ups/[/url] [url="http://www.gamedev.net/topic/625472-based-on-the-designs-would-the-game-benefit-from-2d-or-3d/"]http://www.gamedev.n...-from-2d-or-3d/[/url] EDIT: I have three versions of the 2D parameters system. But now I'm thinking maybe I should use the other. :{
  8. Hello, I am Fulgrate. I have been studying game design as a hobby for years and constantly designing and redesigning a particular form of game for a very long time. My real profession is Graphic Design, but Game design has a lasting appeal to it that just doesn't leave my system. I'm nearing completion of what I think is a really great game design combining interesting elements from various genres. If I could describe it in a single sentence, it would be that it's an Action/turn-based hybrid taken to the micro level, but not quite. Over the years, I noted gameplay elements from various different games over many different genres, and gathered them together. I had a vision for a game that involved new takes on the "attack" concept and using everything I had ever learned and noted, made something that has a highly entertaining dynamic. I really went to great lengths to get this system right, it took years, but I finally have a design that I feel will interpret the vision I have had all this time in my head. An noteable intention of this system you could say is to capture the dynamics of a fight in way that is more interactive than the standard RPG/turn based system by breaking it down into states. I wasn't satisfied just playing RPGs where the opponents "take turns" exchanging attacks. It's a little more complex, but at the same time, I believe it would be easy to understand once a person plays it. Here are some of the things that differentiate it from a normal RPG, action game, or action-rpg game.[list] [*]The Krono meter: A time system that keeps track of every present action and possible future actions. For example, it lets you know the most optimal time for your attack by marking it on the meter, which right now, is shaped like a clock on the G.U.I. [/list][list] [*]Anytime Action: Most turn-based games and RPG games only let you attack when it's "your turn", the system I designed allows you to make moves at anytime. The parameters of your character will dictate how you'll interact against your opponent in terms of speed, power, and reaction time. [/list][list] [*]Freeze-Framing: In fighting games, you only have half a second to react to your opponents attack. In Ultranimu, if your about to be hit by a technique, you will automatically go into a "freeze-frame" mode, simulating your characters reaction speed. The higher the reaction speed, the easier it is to react. During Freeze-framing, you have several options to choose from, such as dodging, parrying/defense techniques, or using your own attack techniques to nullify the attack. A normal RPG either just lets you "take" the attack or auto-dodges for you. [/list][list] [*]Real time positioning: Just like an action or simulation game, there is real-time positioning, as in, you can move around freely during the fight{only stopped during freeze-framing of course}. Ranged and Melee attacks will mean even more than if it were just an RPG. [/list][list] [*]Frames and collision detection: Even though "freeze-framing" sounds like an rpg feature, the attacks occur in real time like a fighting game. All attacks have multiple frames. Combining this with freeze-framing and the Krono Meter, you can hit somebody at their weakest frame or charge an attack to collide with an opponent's attack right at the start of their active attack frame.{Since attacks all have start-up frames before the attack becomes active, it will really give more-depth to what moves you use against an opponent. [/list] These are just some of the features found in the system that I'm using for Ultranimu. Even the parameters{stats} aren't the usual "attack, defense, etc." I'm using a set of parameters that best interprets the style of this new system. I'm still trying to decide if dodging will be collision based like in a simulation or fighting game, where getting out of the way really means getting out of the way rather than having a stat that calculated if you dodged or not. I actually like both, so I'm still trying to decide. I'm quite excited with how the game has turned out and hope to gather people who are interested to bring this game to life. I'm especially excited about a feature within the Krono Meter, which doesn't become apparent until later in the game at higher levels, but is the most interesting design point to me. For some concept art that I've made on the game, heres a link to the thread: [url="http://www.gamedev.net/topic/625472-based-on-the-designs-would-the-game-benefit-from-2d-or-3d/"]http://www.gamedev.n...-from-2d-or-3d/[/url] Possible game poster w.i.p.: [img]http://i.imgur.com/1Tt9e.png[/img] [s]Now for some some mock-ups of some of the features I mentioned. Note that the G.U.I. design is incomplete. I'll have it finished soon once I figure out the best way to depict multiple characters on the same map.[/s] [s]Hmm, I can't seem to display any images from photoshop.com?[/s] EDIT: Okay, it's working now. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/c470bc77486d47c1a215af116ea42caf/renditions/1024.jpg?md=1339441635000[/img] A menu pops up from your character, in the form of a speech bubble. Here is where the action menu would be listed. It will cotain commands such as: Offense, Defense, Mobility, and so on. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/99c381aa51e345d2be552fa622dc943e/renditions/1024.jpg?md=1339441642000[/img] A distant opponent will be displayed your screen, having a panel border between you and them. The mini-map at the bottom would show their location. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/28ff5f8713f941ba845d9c64ffb1fad1/renditions/1024.jpg?md=1339441648000[/img] An attack is launched in real time and also appears on the mini-map. At anytime during its travel between you and the opponent, you can freeze-frame at anytime manually. The game does auto "freeze-frame" when it reaches your characters Reaction Limit Bubble. The RLB is the minimum distance your character can react with an action in their repertoire. The distance of the RLB is dependent on your speed and reaction parameters as well as the techniques you possess. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/33aa7e94006d4fbda9e1a1a92353f7a7/renditions/1024.jpg?md=1339441656000[/img] Attack collisions. I'll update with a description later as I have a good summary of it written on a file I don't have available right now. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/c53cce72e44245a1b31a218f8da8ba97/renditions/1024.jpg?md=1339441663000[/img] The visual panel of the enemy is relative to their location on the minimap. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/7a3cdecaa4bd4ffda297d91564c3e730/renditions/1024.jpg?md=1339441668000[/img] At higher levels, "freeze-framing" takes on a whole new meaning. Note the green streak on the mini-map. In reactionary versions of "FF", everything except your character is greyed out. These are just quick mock ups. The real graphics will either be sprites or vector-based art that is rendered into sprites. Soon I'll make a thread asking if anybody is interested in working on this project. Once I do the finishing touches to the game design.
  9. Only experience with game development is in two forms, as a hobby, where I spent nearly all the free time I had in highschool working on a game. 4 years of work = 2 hours of game story with illustrated cutscenes, and 200 different attacks and an entire land map drawn out using tiles to differentiate environments. I might as well put that time spent learning about game design and graphical components to use. That project showed me how time consuming working alone is and the output that results from it. The second was when I got here on Gamedev a while back, I did some graphics for about three games, only one actually making it to the final stages of development. You are correct in that I don't know about all that you have listed{although I had a handy book on game design that talked about those things, such as marketing the game. Its dated though, late 90s/Early 00s. It had a lot of neat tidbits of information. Interesting book. I still have it, but haven't read it much since highschool.} [url="http://www.amazon.com/Game-Design-Secrets-Sages-Guide/dp/1566869048/ref=sr_1_3?ie=UTF8&qid=1339292151&sr=8-3"]http://www.amazon.co...39292151&sr=8-3[/url] As a kid, I had already begun doing game design without knowing it, I had cut out cardboard to make a board, then on a seperate board, cut out many squares, drew different species of cetaceans on it, and had practically made a board game about whale survival. It was the first game I ever designed. I sort of modeled it after monopoly I believe, but had made many changes. I think I was in the late single digits when I had done this as at the time, I had no access to any kind of games so I had to make my own with whatever materials I could find. Even though I'm a graphic designer now, I never let my interest in game design go and would from time to time, {every few weeks or sometimes months}, I would write a document for a new system fighting system from scratch. Something different from the tried and true formula of RPGs, but borrowing elements from various other genres. It was sort of an obsession, I really wanted to depict fights in a more exciting, dynamic, interactive way while keeping the smarts required in an RPG. I think I might have finally made that design in the past few weeks. Just trying to work out if its going to be in 3D off the bat or if going 2D, the initial design would have to be a bare bones version of it, but still give an idea of what the 3D version would be like. I'm working on mock ups to show what the game would look like. Only thing I can attest to is the both my game design and art skills have had years of refinement. Now I just have to find a team to help make the game happen. I have a friend who is a musician, but other than that, I don't know of any other people that have skills that pertain to game development. Essential elements to the project, such as a programmer and sprite artists.
  10. It depends on if it goes 2d or 3d, but more or less, its a mix of action and rpg, but not in the same way as an action rpg though. I have a game design with a specific fighting system set. Here are some other playable characters.{Although, in multiplayer mode, a person is able to choose any character that appears, including enemies and bosses with all their techniques and abilities, but not their exact power if its a high level boss.} An Ogre looking monster, Lobster, Bee, Jesters, and Dragons are among the playable characters you can start out with in the game. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/a6c5bee2aaa04548a672b6325b593360/renditions/1024.jpg?md=1338159750000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/1444615cb56443e69fde58486cf9fb76/renditions/1024.jpg?md=1338405344000[/img] [img]http://i.imgur.com/ldb4b.png[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/8a0435bbd9634ef0ab9541de16ddc961/renditions/1024.jpg?md=1338405533000[/img] [img]http://i.imgur.com/D62Xs.png[/img][img]http://i.imgur.com/3HO09.png[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/0d2c4b78450c4a34b2eef787466574b1/renditions/1024.jpg?md=1325207199000[/img] [img]http://i.imgur.com/vUBwK.png[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/a4318d91097c458e95535a99265c60f0/renditions/1024.jpg?md=1338159685000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/e265125499f04e58b176612d4156138d/renditions/1024.jpg?md=1338171404000[/img] [img]http://i.imgur.com/u52UN.png[/img] [img]http://i.imgur.com/66SeR.png[/img] [img]http://i.imgur.com/Yt3Lv.png[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/bc1ab09c35f744b6b28d4dc18eda3397/renditions/1024.jpg?md=1338069376000[/img] BOSSES: [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/d0e569543fa043efac6a40616c7e4c6e/renditions/1024.jpg?md=1338171398000[/img] More Bosses, some of the playable characters are in these pics though: [img]http://i.imgur.com/LAJQt.jpg[/img] [img]http://i.imgur.com/jyaii.png[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/4d9530ef8908466e888406033328bc06/renditions/1024.jpg?md=1326679831000[/img] Don't be fooled by this boss, it will be the small, but fatal type. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/31ea2c41a56b4c719a321c49d30c625e/renditions/1024.jpg?md=1325207187000[/img] [img]http://i.imgur.com/A1k39.png[/img] Puppet Master Boss. [img]http://i.imgur.com/bxWLO.png[/img] [img]http://i.imgur.com/DbqW5.png[/img] High Defense Boss: [img]http://i.imgur.com/Jy8oh.png[/img] [img]http://i.imgur.com/NsVUD.png[/img][img]http://i.imgur.com/2ecC5.png[/img] Funny boss: [img]http://i.imgur.com/bVi7Z.png[/img] [img]http://media.drunkduck.com.s3.amazonaws.com/users%2FPrimalx3%2Fcomics%2FUltranimu%2Fweb%2FUX-3-15.jpg[/img] [img]http://i.imgur.com/2dq3N.png[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/9f9013f1da4847c2acef85bde303f2cc/renditions/1024.jpg?md=1322493002000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/b440a14c27854c8b924685ea0bf01ab8/renditions/1024.jpg?md=1336860448000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/47a62c97bd634b28b858aa4b7c7d3658/renditions/1024.jpg?md=1336860441000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/22ef8444dc5947298e3d7a85e65530e6/renditions/1024.jpg?md=1330216747000[/img] I also believe in the use of unorthodox "weapons", like a magnifiying glass, which goes good with energy projecting. [img]http://i.imgur.com/2gFO2.png[/img] [img]http://i.imgur.com/FmSV3.png[/img] Generalized: [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/54db778bc8214b10a4ea87f4d068bdb3/renditions/1024.jpg?md=1321145738000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/eb1a5682dea74ade9950f781cda80436/renditions/1024.jpg?md=1326856093000[/img] Also, to give you an idea about the size differences found in the game, here is a chart showing the actual sizes of some of the characters in the game. This is important because a feature I want in the game is destructible enviroments like a paticular 2D PC game I played a few years ago which the name I can't remember at the moment. It was a game that was an emulation of a popular game from the 90s/80s I believe. I want the maps big enough for team battles, and I'm not sure what's the minimum requirement for graphics so that things can run smoothly on a handheld device. I hope I don't have to give up such a gameplay feature. Sizes: [url="http://i.imgur.com/4NRMi.png"]http://i.imgur.com/4NRMi.png[/url]
  11. I wanted to know, based on my designs, if the game's characters would work better in a 3D enviroment or 2D enviroment? I decided that, if I ever make a game, I would provide the concept art, while somebody else would either turn them into 2D or 3D art within the game. The game design's gameplay works in either in 2D or 3D. These are, by the way, antagonists in the game, bosses if you will. [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/88be2845b5f84508b9c2b2212a437d9d/renditions/1024.jpg?md=1338149794000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/711ff576ef0d469fa00331fd6784570f/renditions/1024.jpg?md=1338149806000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/027a3c14da594618a7c1fba6423fc26a/renditions/1024.jpg?md=1338149815000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/ddc7434f87834a7596435bdee982513b/renditions/1024.jpg?md=1338149823000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/fb92e12bebc845c2907efe512aa932c5/renditions/1024.jpg?md=1338149829000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/17f08f0598cf42b6b1c2f57cea82574c/renditions/1024.jpg?md=1326679700000[/img] And now here are some of the playable characters{although a future version of the game is to have full customization, so the player can make whatever they want their character to look like within the confines of the game's system, but for now, I'm just focusing on whats neccessary}: [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/7a189c7bfd16441cb7134fb071c9f7d2/renditions/1024.jpg?md=1338155584000[/img] [img]http://api.photoshop.com/v1.0/accounts/58b333c444514870ad19b5d2225dee4f/assets/4252509d63a24fbb993f51f3abbaa480/renditions/1024.jpg?md=1318091000000[/img] The knight is good in melee and is fully focused on that aspect while the princess is good at long range. [img]http://i.imgur.com/bWV0l.gif[/img] [img]http://i.imgur.com/azFSt.gif[/img] There are other characters with different playstyles, such as being balanced and having both melee and ranged, or being highly defensive while relying on counter and return moves for damage dealing. If I make the game, it would most likely be on a mobile device for its platform of choice. So given those specs, would it be better to just make it 2D or 3D? Is their a reccomended platform, like XBOX live market?{I don't have an Xbox of any kind.}
  12. Is it easier making 2D art?

    I was wondering this too. What I myself wanted to know is, how much time does it take to make a 3d sculpture? How much more time to rig it? I've timed myself in 2d art and know how much quality I'm able to get from the amount of hours I put into an artwork. Is it possible to make a 3d sculpture in an hour? Also, to the topic maker, is it possible to see this 3d model that you've made? And how much time did it take you to build it?
  13. News on The Duck: THURSDAY FEATURE --> Ultranimu http://t.co/q95pV1HL
  14. Oni with tetsubo and the Fennec Kitsune with her yumi daikyu. - http://t.co/tUguW6za #PSDC #Ultranimal #Oni #Tetsubo #Fennec #Kitsune #Yumi