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  1. Sorry if this is redundant with the previous links, but I find this manifesto from the creator of Gunpoint very inspiring:   http://www.pentadact.com/2012-06-08-suspicious-developments-manifesto/
  2. Fictional country of Galicia? I bet some Spaniards will find that one funny :P (Galicia is a region in northern Spain).   Looks great!
  3. I really recommend you check out this video:   http://www.youtube.com/watch?v=tWtvrPTbQ_c   It gives some nice insights about how Skinner psychology (operant conditioning) is used in MMO design, and why it's a lazy substitute for actual fun.
  4. I am in a similar situation, although much less extreme.   I've had some issues with game compulsion (thankfully they haven't harmed me as much) and I've also faced that ethical dilemma when I decided to get into indie development (as a hobby).   If you're willing to enter the industry of MMO development, I think you should forget about those "ethical" design principles right away. Most MMO are designed with operant conditioning in mind; they're glorified Skinner's boxes. Even when a feature appears designed to enforce casual play (think WoW's "rested" system) it is often implemented with the idea of giving hesitant players an incentive to log in. "I don't really feel like playing, but I should have a full rested bar by now so hey".   Not even EvE online, which has been jokingly referred to as a game that doesn't want you to play it, is free from this sort of stuff. Okay, mechanically it may not necessarily reward obsessive players, but it is built with social interaction in mind, and you will eventually get to a point in which your corporation requires your presence.   If you want to develop in an ethical way, I think MMOs are a complex issue. It is unlikely you'll get to lead the design of a MMO without doing a lot of grunt work first, and even if you do, it's doubly unlikely any publisher or investor will back a risky enjoy-but-don't-get-addicted scheme. However, there are many other genres that are focused on giving the player a great experience, without attempting to condition him or her to become a slave.   That said, some people will become addicted to anything, and you shouldn't let that reality haunt you. Just think of the quality of the experience. What makes it compelling? If it is addictive because it is a blast to play, rejoice. If it is addictive because it deliberately exploits the way your brain reacts to short term rewards, social pressure... Then you have a problem.
  5. Hey there!   I'm sorry if there is a similar thread elsewhere. I couldn't find it!   I just thought it could be fun to write any game idea that comes to mind (the more out of whack, the better) that can be described in less than one paragraph.   It's not meant to be about groundbreaking ideas, just some fun brainstorming. Don't take anything seriously, and feel free to rate each other's ideas.   I'll start:   --Zombie tycoon game It would be based on an apocalyptic zombie scenario, except instead of survival, it's about harnessing the power of zombies in a tycoon game way. Build contraptions that zombies can power up with their own motion (from a chariot powered by zombies following a brain on a stick to zombie-driven generators). Of course the bigger the number of zombies you use and the more powerful they are, the higher chance something will backfire, so you also have to make traps, baits to redirect "zombie flow" and so on.   Yeah, that came up more stupid than I initially thought. Your turn!
  6. Thank you guys, really really awesome feedback here!   @sunandshadow: Great list of taboos! Some may be a bit out of the scope of the project, but others are spot on. In fact, I have to thank you for broadening the idea of taboos, I had only thought of them as conversational taboos, as in things you can't really talk about (such as sex in a really conservative Whisperer village). Your ideas really expand on that, and I particularly like stuff like the seasonal one (the game will involve deity festivities and events that might impose temporary taboos like that).   @Orymus: I certainly want to convey the image that Shining People are thoughtful, but it wasn't my intention to show them emotionless. In fact, the Whisperers would be closer to the Vulcan idea of emotions than them. I picture the Shining People like less evil Dark Elves from R.A. Salvatore novels, intellectual but also very prone to passion and emotion (often negative). In contrast, the Whisperers behave more like Japanese society; polite, reserved and calm.   You're right that in case of The Shining People it may be hard to put together these two concepts. I think it works best if you picture them in a frame of moral ambiguity (not sure if I'm making sense there) they're highly ambitious, and often see themselves above good and evil, so if killing an "inferior" foreigner is needed to protect their people, they will not hesitate to do it.
  7. Hey there!   I'm working on a design document for the hobby isometric RPG I'm planning to make. I'll introduce it slightly so you have some context:   It's going to be a social-oriented roguelike. This means there will be permadeath and a fair bit of procedural generation, but very little combat. The idea is to focus on the slower paced element of exploring new villages, interacting with its NPCs, solving side quests and so on.   Villages will be procedurally generated, but obviously I know what the limits to that technology are, and I can't pretend I can use PCG to create entire cultures and architectures because that will just produce a random mess. So the idea is to have certain loosely defined races, or more precisely ethnic groups, and have the particular villages be variations on these. So rather than orcs and elves, I'm talking about the general distinction you could make between, say, south eastern asia cultures or mesoamerican pre-columbine cultures.   Since this is going to be a social game, it's not about combat related abilities and racials, it's more about how these races would tend to behave, how their languages and architecture would be, and so on. It should be a general guideline, since each particular village would be slightly different (one may prefer to paint the walls black, while other may have a particular god or idol, and so on). One important mechanic, by the way, are taboos, which are stuff you shouldn't say or do on a village. They are randomly generated based on the culture, and they're important to the nomadic player as the main task of the game will be to adapt to different NPC cultures.   So, I have a first draft of three of these races (by the way, they're all human). I'd love to hear feedback on the concept, as well as possible names (the ones you'll see are rather lame placeholders), and any ideas you may come up with. It's obvious I've put a bit more thought in the first race, so the other two are a bit lackluster. Also, I apologize beforehand for my poor descriptions, English isn't my native language:   The Shining People   Inspirations: Islamic Golden Age Ancient Egypt Dark Elves (specially the Forgotten Realms interpretation) Mediterranean / western European.   Physical traits: Tall and slender, their skin tones range from pearl white to a sand-like tan. They're agile and athletic, but often fragile. Natural hair colours are usually shades of brown and yellow. The most common eye colour is also brown, with the occasional honey or light orange.   Architecture: Architecture is decidedly Islamic (as in 10th century Persia), with some Egyptian (and even steampunk) influence. As you will see now they tend to be the more technologically advanced people, and so their buildings are taller and more intrincate.   Social traits: They are intellectual, proud and independent. The Shining People place great value in knowledge and protect it as their strongest asset. They are the least religious race, dismissing adoration of gods and idols as a sign of weakness. Instead they focus in studies of sciences and the arcane. Their libraries are the most detailed and complete, but they strongly restrict the access to foreigners. They're smart, provocative and enthusiastic, but can be arrogant and treacherous.   They have a tendence to technocratic and aristocratic governments. Meritocracies based on academic achievements also happen.   In conflict, they attempt to resolve disputes through discussion and logic, but they aren't afraid to poison or stab a rival in the dark when a compromise can't be found.   There are few taboos among the Shining People, but they are the most dangerous. When they find themselves unwilling to mention a certain topic or eat certain food it's often because of a mishap related to arcane experimentation, and they may easily murder a foreigner on sight before risking a second catastrophe.   Their weapon of choice is usually the dagger.       (Name pending): Medieval/Nordic guys   Inspirations: Medieval Europe Norse / Viking   Physical traits: Loud voices and muscular builds. Their skin tone is tanned by work on the fields. They have the highest variety of eye colour, with black, brown and blue being the most common.   Architecture: Medieval European mostly. Sorry, can't expand much here: think Game of Thrones!   Social traits: They are temperamental but generally good hearted. They are open to experience and have a good sense of humour, but can also get really angry really fast. They're prone to violence, choosing to resolve their disputes through dueling. However they also have a natural sense of justice. They love to eat and drink, and their culinary products are well known.   They usually adopt monarchic or democratic regimes. Their government is often unstable.   They are indifferent when it comes to both religion and magic, and a village may lean towards either, both or none.   Among the races, they're the least concerned by taboos, although they can be superstitious.   Their weapon of choice is the sword.       (Name pending): Whisperers   Inspirations: Celtic Mesoamerican Hobbit-ish architecture     Physical traits: They're usually short and have gentle facial features. Eye colour is most predominantly green.   Architecture: Architecture should always merge with nature. Anything from cave-houses similar to hobbit dens in LOTR to tree villages would work.   Social traits: Whisperers are quiet (thus the name) shy and attuned to nature. They are caring and thoughtful. They make good and loyal lovers, but have trouble when dealing with conflict. They can also be hermetic and mysterious, showing unexpected abilities in critical moments.   They are the most religious race, fearful of their gods and idols, but also most favoured by them. They generally reject the usage of magic for being unnatural, sometimes to the point of prosecution.   Whisperers are extremely respectful, and have many costumes and taboos. By breaking them, a foreigner can expect to be ostracised and kindly asked to leave, but very rarely directly attacked.     Their weapon of choice is the bow.     So that's what I have for now. Thanks for reading! I'd love to hear any ideas you have to give these groups more character. Keep in mind all that I said are guidelines: Villages will be randomized, and ethnic groups will impact the weights of each factor, but it will still be possible to land on a religious Shining People village, or a particularly peaceful and devout Castle/nordic village.
  8. Sounds good! I'm not sure I want to write a log per se, though. I would like to read feedback on the idea before I get on to actually working on it, so maybe a log isn't the best way.
  9. I can't decide where to post a new thread, I would like to know whether it belongs on Your Announcements or Game Design.   I want to write a fairly lengthy description of my game project so I can have feedback from anyone interested. This sort of request for feedback seems to happen in the Game Design section, but for small parts of particular games, not for the entire project and its premise. Writing about an entire game looks more like a My Announcements thing, but there isn't really much to announce, this would be a first sketch of a very long term project.   Where should I post it? Thank you very much!
  10.   Awesome!   That's more what I had in mind, and the way I suspected Wakfu was developed.   I just wasn't sure gear would work for so many different anymations when drawn at such a set of "basic" positions, but I guess it's enough.   That sounds like an easier way for an indie team to approach it, I guess. Thanks!   If there was a tutorial for this sort of workflow anywhere, I would be ecstatic.
  11. Thanks for the reply! Now that's interesting, I didn't expect 3D-2D conversion to be the way it is done.   Is that always the case? It is a bit scary since the artists I've got access to are traditional artists without experience in 3D modeling, but I'll se what can be done.   Is there any specific software to make this conversion efficiently? Or is it done in Blender for instance?   Your asset page looks fantastic! I'll check it out in detail if my project goes beyond prototype stage. By the way, is there any place I could get 3D human models with multiple RPG-like animations that I could work with, in the manner you described?  (with a suitable license of course) so I can skip the steps of working on the base modeling and animations and focus instead on equipment.
  12. Hey there!   I'm planning to develop (as a hobby project) an isometric 2D single player RPG, and I'm willing to partner with an artist. The game is going to involve very little in terms of monster variety (it's pretty much all human characters) but I would like enough variety in terms of equipment, armors and weaponry.   Since it's going to be a small project, I want to keep the artistic work down to a bare minimum. And this brings me to my question: When it comes to a 3D game it's easy to work on armor pieces in a modular way. However, what I have no idea about is how to handle armour pieces and equipment when developing for a 2D isometric game. Think Diablo 2, or a better example: Wakfu.   Here's a wakfu trailer:   [spoiler]https://www.youtube.com/watch?v=sWEF6CR1b5Q[/spoiler]   And a picture with some gear choices: [spoiler] [/spoiler]   All characters are animated the same way, regardless of the gear they wear, and new animations are being added to the game constantly (like new skills or emotes), so I'm wondering, how do they manage to retroactively make it work with all of their sprites? Do they draw their gear pieces in different orientations and then stick them over the character in the way that fits best? Or do they draw them for every animation frame? (unlikely).   I honestly have no idea, any guidance is welcome!
  13. Thanks! I also changed my display name so everything is pretty much the way I wanted.   Hope the underlying issue can be fixed.
  14. Thanks for moving it to the appropriate section :)
  15. Hello there!   I've recently registered an account in gamedev.net, under the name "Steel Neuron", and I am not getting the e-mail verification. It's been three days of constantly clicking the "resend verification" link without success. The email is written properly and it's not an issue with the spam filter.   Thankfully, I remembered I had this old account. However, I don't want to use it because I abandoned the email account that is linked to it.   I would really appreciate a mod looking into it. If there is any information I have to supply please let me know.   Also, forgive me if this is the wrong place; I couldn't find a subforum for tech support.