Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

231 Neutral

About KenjiSenpai

  • Rank
  1. KenjiSenpai

    Game Design Theory Podcast

    Thankyou for sharing will look into all of them.
  2. To me the core of the experience is that 1. You have no progression outside of a single game (meaning youre not objectively stronger on your 100th Game than your first) 2. RTS Camera view (Rotation, zoom in/out, and tilting camera may be permited) 3. Combat mechanics Are basicaly Auto-attacks + Abilities (number of abilites may vary) 4. You're in a restricted environment (Basicaly a map and not an open world.) Type of objectives, map layout, level progression inside the game, item buying, farming gold and all that stuff are all stuff that can be removed or modified.
  3. I favorited a @YouTube video http://t.co/gxXrL6vk Yngwie Malmsteen - Fender Nylon String Stratocaster
  4. I'm not sure I like the criteria you put to define a skiil. I think instead you should go with a more technical grid and try to make all possible combination 1. Targeting type ( (Delayed) Line Skillshot, Targetted Ability, Delayed Aoe Skillshot, AoE Around Player, Closest Enemy or Ally Target, Cone Skill Shot, Self Cast) 2. Dammage or not ( Yes or No) 3. Dammage Type (if Yes) (Magical, Physical, Direct, %HP, Mana Burn. 4. Buff Type (Heal, Speed Buff, Attack or Magic Buff, Armor or Magic Resist Buff, Mana ''heal'') 5. Debuff ( Same as buff but inverted) 6. Crowd Control (Stun, Slow, Snare, Push, Pull, Exotic target moving, Fear, Silence, Charm, Taunt) 7. Special Effects (Gap Closer, Invisibility, Stacks, etc...) I think you will achieve alot of skills very fast with that. Yes they will be sort of generic but you still have the posibility to make Thousands of Skills with that and they can be relatively original. Anyway you will always need to keep a sense of familiarity so that people can learn your champions fast enought.
  5. If you want to strip off everything thats un necessary its not even necessary to keep the nexus destroying objective and the lanes. you can do a MOBA thats all about death match with no minions and no structures
  6. I favorited a @YouTube video http://t.co/jTiBRjJF Samurai - Miyamoto Musashi Documentary (Mark Dacascos)
  7. KenjiSenpai

    Corp-States Design Doc

    First of all i see this as a presentation document and not a design document. Theres no information on how the core mechanics work and how the game systems work you might want to work on that (In fact not might. You want.) Second since this is seems like a presentation document tons of stuff are missing like Target Audience, why this idea is market-able/profitable the costs and the human ressources required.
  8. KenjiSenpai

    Need Name For Hacking Game

    you misunderstood how 1337 means leet 7 is not t, 7 is L rotated pi Rad in any direction. and 1 is the t because you can sometimes write 1 with a horizontal line on the bottom and rotated pi Rad it makes a T
  9. Experience in the game inudstry is over-rated and an excuse for the old guys to not hire newblood and just bring in their friends.
  10. Help make it happen for Starship Corporation on @indiegogo http://t.co/bvqJuMPg
  11. I favorited a @YouTube video http://t.co/YoMuupYr Neil DeGrasse Tyson - Keynote Speech - 28th National Space
  12. I would argue that there is no or almost no exploration in main paths for most games. One reason being if you are told to go at a certain place you are aware of where you go and you have a goal. This ''mission'' is what is on your mind and not exploration. I would'nt call going from point A to objective B exploration because you are looking for something specific. When you're exploring you're consciously deciding to go in a direction rather than a place your mind is not focused on any objective but finding on something new that you are not aware it exists or are unsure of what lies somewhere. As for combat, if you want to have a equivalence of exploration you need to remove redundancy from the combat system as much as possible. In fact the only games I know who give a sense of exploration or discovery in combat would be Demon's Souls and Dark Souls. The reason being that when you discover a new enemy you don't know AT ALL how this enemy will attack you and you cant read his moves therefore you have to ''explore'' his behavior to discover how to kill him.
  13. KenjiSenpai

    Inventory Screens...

    put cursor over item in inventory put description and stats in the upper space.
  14. J'ai ajouté une vidéo @YouTube à mes favoris. http://t.co/bQCzrO4i Victor Wooten: Groove Workshop - an Introd
  15. Gotta say. I disagree with your team. Allowing direct dammage ruins the concept. As for corridors and such the simple answer is why does this ''HAVE'' to happen? build levels according the the gameplay and you won't have this kind of problem. Also melee weapons would be cool. As for the levels putting edges you can fall off would be cool too but you have to make the Ranged weapons projectile have a dodgeable speed. Personally i see this game being better if you can jump as high as in halo 2 and if its third person lol. Good luck.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!