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NaturalNines

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  1. I see where you're coming from in regards to the business/law vs programming and I definitely worded this post poorly.  Amazingly you've still all managed to answer the gist of my concerns.  Was largely just trying to see if there were any aspects to programming that I'm not considering as I'm working largely in the dark here and didn't want to sound like a total idiot when bringing in a programmer.   So sorry about the crap post, but thanks for all the help despite it.
  2. Graphics will be very low.  As high as I can get them, of course, but it's at the bottom in terms of importance.  As you said, Goran, I'm aiming for a very straightforward RPG.  As simple and easy to play as possible while still maintaining the general experience of exploring a dungeon or vault.   Apparently I didn't explain myself well enough as I was only listing a few features I was designing into it to drop the need for heavy programming.  Further I'm asking for programming expertise, not business or law.  Neither am I looking to copy Fallout, but was using it as a reference for the general experience I'm aiming for.    Guess I can't explain the concept without going into full detail, which is way too long for me to expect anybody to read.  Thanks for the help either way.
  3. Found you programming literate types insanely helpful with the last question I had about, you know, programming, so I figured I'd seek out your assistance again.   My intent is to take the entertainment and experience of a game like Fallout and provide it on a much smaller, and obviously cheaper, scale.  Consequently I'm aiming to have as little of a programming burden as possible so as to keep the team small and production fast.  The aim is to be able to produce the game with only myself and a programmer, as sound will be restricted to effects and I am capable of both writing and art.  As follows are the major elements of the game:   -stationary background: camera may move a little but not much.  Enter and leave rooms by clicking on the exit.  If enemies present battle begins and continues until all enemies are dead, cannot solve puzzles while fighting. -stationary enemies: stand still (possibly varying levels of cover), muzzle flash (or similar graphic) indicates attacks, each enemy attacks with a set pattern. -field stat checks: exploration/puzzle solving, so not utilized during combat.  Very basic (example: strenght stat to move an obstruction, intelligence to fix a machine, etc.,  no more than basic math, and there won't be many stats, though I may combine different stats on certain checks) -information checks: your character only knows what has been told or what he/she understands.  This includes your mini-map, which will only be unlocked (and not necessarily all of it) if you gather the information in town.  This also overlaps with stat checks in general as your character will not be able to identify the short-cut allowing devices if incapable of recognizing them to begin with. -combat stats: what I'm most concerned with as I don't know how much the math will burden the system.  My initial idea was to keep enemies as static as possible, no % chance of hitting, just damage per second applied to the player while the enemy is still alive, possibly mitigated by an endurance stat.  I do want some sort of gun skill to affect the player's ability to handle the gun (reload time, sway while aiming, etc) but am willing to simplify or drop these if it requires too much calculation.   You gather information/supplies in town, leave for the dungeon by clicking on the exit which brings you to the dungeon (no travel).  Click to enter the dungeon, clear the room if enemies present, then have to find your way through the different options that will be made available and attempt to find the big prize, with most rooms containing either enemies, some element/piece of a puzzle, or both.    So I have three questions:   1) what's the general plausibility of this game being completed with a small team in under 6 months (at least a first level to kick it off)? 2) what level experience of a programmer should I be looking for?  3) if these don't cut enough programming to be possible as stated above, any advice on how to alter them so as to cut the burden?   Any guidance or advice is greatly appreciated.
  4. Don't ruin your game trying to include something that isn't integral to your gameplay.  As Lorenzo said you could include it as story and plot moreso than a combat element if you think your intended consumer will react negatively to a completely magic free game, but that's hardly worth ruining a combat design you believe stands as is or overwhelming yourself with new features.
  5. Another good question to ask is the mobility of units in the game.  Will accuracy be diminished while moving, emphasizing cover, or will it be more strafe oriented?  And what kind of damage will units be able to sustain before death?  Which knife method you use should complement those aspects.
  6. Here's a taboo I faced in life before: Hassidic Jewish engagement party, made the mistake of extending my hand to a woman I was being introduced to.  They were very nice and patient while explaining it, but it was incredibly awkward.  My point of this being: have different methods of how the culture reacts to the taboo.  I wasn't stabbed or anything, but the room got very quiet and conversations died.  Would be creepy as shit, even in a video game, if you did something wrong and every NPC in the viscinity stops and stares at you.
  7. I have to agree with Orymus.  A tactic should never rely on whether or not units are simply lucky enough to be more or less effective with any given set of rolls.  If a lesser force defeats a greater force based purely on luck, where is the sense of accomplishment for the player controlling the lesser force?   Case in point: I had a 1v1 Starcraft game where the other player had to leave early, so we agreed to meet our forces in the center.  Turns out the other player was vastly better with economy and preparation, and had a much larger army including a crap ton of Carriers.  Based on resource expenditure I was completely outclassed 3/2, but by properly utilizing a group of Scouts (my only advantage over him) I was able to attack from the rear and eliminate the majority of his Carriers early on, allowing me to (very) narrowly win the battle.   I'll never forget that match, but it was because I solved the problem of being overwhelmed with tactics.  Had I simply watched my inferior forces decimate a larger one it would've been an empty victory quickly forgotten. 
  8. [quote name='AlanSmithee' timestamp='1351259047' post='4994135'] Rearrangment of skills on hotbar for a small period of time [/quote] Absolutely not. Nothing worse than disturbing immersion, in my book. Though there may be a way to utilize this without disturbing immersion depending on the specific system, I suppose. [quote name='AlanSmithee' timestamp='1351259047' post='4994135'] Inversing controls (move left by pressing right)for a small period of time [/quote] This one I like a lot. Secret of Mana had confusion spells that would reverse your directional control when hit by them. At first it was crippling, but you could adapt and navigate just fine during that period after you were hit by the spell a few times. I like this idea because it doesn't ruin immersion, but it forces the player to adapt to small shifts in the game. Expands the mind. Generally I think it's a great idea. If you make it part of the gameplay then the player shouldn't feel cheated; it's just another obstacle/challenge the player must overcome to excell at the game.
  9. I agree with Haps on the cheating issue. People will always find a way (I was thinking more of Ruxin in The League wearing the running gauge while masterbating, but same concept, haha) and spending all of your efforts preventing it may cause your gameplay to suffer (or make the exercises required boring). If you're looking to encourage exercise through your game you could also consider simply applying the player's physical fitness to their in-game stats. In place of being forced to do pushups or squats infront of the Kinect or with equipment strapped on you could have a translation between certain real life physical feats and the player's character stats. How quickly the player can run a mile could indicate the character's stamina, # of pushups/pullups under a minute can be strength, 40 yard dash agility or speed. As the player enhances his physical fitness he enters his new stats and the game translates that to increases in the character's stats. By making it multiplayer groups of friends can police themselves, encouraging eachother's fitness levels while enjoying the results both in real life and in game. This will also prevent you from discouraging non fitness oriented gamers, as they could, well, cheat. Either way the concept of integrating video games and fitness is an admirable one that I believe should be explored, so good luck.
  10. Sexism and racism. Just shit tons of it.
  11. You could also abandon the transfer rate approach and use in game events as chronological triggers.
  12. [quote name='alnite' timestamp='1349313395' post='4986618'] You artists have the benefit of working on a constrained environment. [/quote] That was actually the basis of my concern, so I'm glad you mentioned it. I can look at a picture, an animation, scenery, whatever, in a game and get a pretty accurate idea of how the visual aspect was completed and the time and tools it took to do so, but I won't know if there are 10 or 10,000 lines of programming behind it. The good idea fairy must be a pain in the ass for programmers. Again, thank you all for the continued assistance.
  13. Perfect. Well that answers my question. Can't imagine an answer I like more than "no work necessary" or "don't use words you don't know" or "English", haha. I haven't had any miscommunications with any programmers I've worked with, by the way, but I was anticipating it would eventually occur. Guess not, good to hear. Thanks, all.
  14. I'm solely creative. Art, writing, design, but little to no programming knowledge although I am computer literate (solely from using them). While I don't intend to begin programming, probably ever, I nevertheless do want to be able to communicate with any programmers I may be working with as well as create/design in a manner that facilitates their work (or if nothing else doesn't aggravate it). Is there a preferable language for this goal, or is this goal achievable through knowledge of programming jargon alone? I guess the best way to ask is: has there ever been something you wished a creative member of your team knew, be it a language, program, whatever, that may have facilitated development or at least communication? Thanks beforehand for any time or assistance.
  15. [quote name='glhf' timestamp='1348853713' post='4984786'] but he can still say in a nice advice how its generally done [/quote] I'm no lawyer, but I studied law as an undergrad. First thing I was taught: never trust free legal advice. Now to the free legal advice: patent law is incredibly complex. Any advice you receive from someone not currently practicing, even if they were formerly a patent attorney or paralegal, could be outdated and therefor incorrect.