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theBenni

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  1.   I think party members should influence combat mainly in what they do. If you bring a healer and he heals you he has an influence. If you bring a melee fighter he can deal damage, tank damage, tie up opponents and potentially interrupt ranged/support opponents. This is plenty of influence. I don't need +phys dmg or something on my main guy on top of it.     Awesome. My thoughts exactly, it's nice to hear it from someone else. Cheers for the help. 
  2. Thanks for the in-depth response powerneg, appreciate it. The game will have a relatively high visual fidelity, we're using unreal 3 for mobile and we've released a game with it before so characters should be fully actualised.    The issue I'm having is devising a system in which the Player's choice of party members affects their performance in combat. It's important for the characteristics of the party members to affect the player in some way. I guess I'm just interested in ideas for party members influencing their leader in some way.  I'm a fan of the "less is more approach", so it has to be just the right mechanic for us to add it to the prototype list. 
  3.   It's a license I'm afraid, the lead character is already established and the story is told from his perspective. So... I don't think there's too much chance at the moment of changing that.    I was thinking that if someone was more interested in a party member's personality and character, then they might be less interested in stats. So, the models I was exploring were along the lines of:   More Stats = Impersonal party members or Fewer stats = Party members as characters.    My thinking is that if there's lots of stats to assess, you'll be spending time doing that rather than getting to know the party members.   Thanks for your input btw. 
  4. We're currently in pre-production for an RPG upcoming in 2014/15. At the moment we are discussing the finer details of a party system we've planned to implement, however the details are still very much in debate.    Quick Summary: A 3D Action RPG for mobile devices which uses a party system to command 2 AI team mates during combat (the team mates are not playable at any point, but can be swapped for others throughout the game). The party you have with you also affect elements of the gameplay outside of the combat system. Currently, player's would choose from 3 broad types, each of which having an affect on an facet of the non-combat gameplay. Within combat the broad types also serve particular functions, and have skills and behaviours defining them as such.   Would love to hear opinions/comments on:   Should the party composition affect the stats of the Player's avatar? (E.g. Increased health for the player if he has 2 healers in his party). Should the party members be characters in their own right, or are they purely tools/buffs for the lead character? (story is told from a first person writing perspective). What would you be most likely to choose a party member for? Their appearance, combat abilities, out of combat abilities? Anything else? Do you like to see all the effects and benefits of a particular party set-up or do you prefer a softer, less overt approach.   Any advice, suggestions or opinions would be great.     
  5. My brother has a concept for a game he wants to create. The primary mechanic being, the leading of the player through the world by means of sound. I've told him I'll help him white box some test rooms in udk tonight, but I was wondering if you folks have any more ideas for how to manipulate the sound.    I have:   - Cue sound on location (trigger it when a spot is reached). - Attenuate between two locations (fade in or out depending on where the player is). - Cue sound on action (trigger when something happens in the game world).   Can you guys think up of other ways to manipulate sound in a game environment?
  6. Surely it's not a case of using the best available graphics to accompany design, but more along the lines of: What style of art best complements and is appropriate for the design / and vice-versa.   I think that establishing a theme between art and design, something which works for both disciplines is necessary.
  7. Top Scrolling games are an interesting format.  Perhaps you could do an endless runner where you're trying to escape from something? Maybe you're a fox being chased by hounds or Bonnie and Clyde trying to outrun the police.    Or if you wanted movement along the X and Y axis together you could do something where the start point is an origin, maybe you're tethered to a post, and the further away from the origin you move, the higher the danger. If the tether is elastic, the further away from it you move the less responsive the controls are and if you let go you're pulled back to the origin. 
  8. I saw someone mention the quicktime event based dodge further up the thread. I was really impressed with the Gears of War approach to reloading (anyone unfamiliar, you are able (but not forced) to press the reload button a second time during the animation and if you time it correctly can reload faster with more powerful bullets. However, if you time it incorrectly reloading takes significantly longer).   This had an impression on me, simply because of the risk/reward element to such a commonplace and fundamental mechanic of the combat.   You could try swiping backwards on a character about to receive an attack to dodge, but if the input is not received within a window the character takes increased damage for the hit. This would also allow enemies to make feints and appear to attack one enemy but instead attack another at the last moment.   (On a personal note, I had purchased Bushido Blade when I was quite young and it had stuck in my minds for years without me able to recollect it's name. Thanks for the reminder!)
  9. I think that providing accessibility in game design is admirable and sensible in certain markets, i.e. the particularly competitive ones (mobile). However, if you're creating a small game and you hope to be original, I don't think there's any problem with allowing a greater complexity of design. The reason being, that big developers and publishers are knocking out all the genre stereotypes for us. Adding some of these features can sometimes make games feel a bit like under financed versions of their macro-scale contemporaries.    Sometimes the mainstream dumbed-down features just work with a game, and in that instance they should be used. However, if someone has to opportunity to do something different, a twist on an established convention, it should be seized.
  10. Forgive me if someone else has posted this, but I found this video absolutely staggering.  The Known Universe by the American Museum of Natural History: http://www.youtube.com/watch?v=17jymDn0W6U   Truly, what Atoms are to us, we are to the universe. 
  11. Seems like an interesting set of inputs. I like that you use a thrust leaver to controller to acceleration of the ship. I imagine that this must feel like the player is really piloting the ship. 
  12.   I think this is particularly interesting. Many of the games we see on tablets and smart phones are novel in design, and so players don't have an intuitive grasp of what controls should be there. Developing a WASD for tablets (a touch based alternative standard) seems to be trickier as there's so many different designs for the games.    Perhaps it needs to be more about messaging, like Haps mentions above. We don't really do too much in terms of showing the player how to use the inputs in our game so maybe it's our fault for improper messaging. 
  13. My company recently released it's debut game. We're 7 guys working out of a tiny office in the UK. It's also my first credit as a game designer so has a special significance for me.    When I first started on the project, the lead told me about our objectives in developing the game. One of the key ones was to come up with a control system which was more intuitive for a touchscreen platform than virtual sticks and/or buttons. Our issues with these traditional inputs were as follows:   Virtual Sticks and buttons occupy screen space  which could be used to view the game. Playing with these inputs can be quite uncomfortable on the hands.  Virtual sticks are a legacy concept from different, physical input pad platforms.  Number of inputs is limited by the available screen space for buttons and sticks.    It was our aim to improve on this by providing a range touch and gestural controls to manipulate the character.   Our game has been released, and we are pleased with our feedback thus far. However, one thing which seems to pop up quite often, is the request for virtual sticks and buttons. We designed our game controls specifically NOT to implement these traditional modes of control.   Some videos of people playing our game have shown them holding the device as though it were to be used with virtual thumbsticks and buttons, and so they have a harder time mastering the movement and camera of the game.    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------   And so I ask,    Do you think virtual sticks and buttons are the best inputs for touchscreen devices such as tablets and smartphones? Have we overestimated the importance of non-traditional inputs for touchscreen devices? Should we consider adding these methods of control to the game, despite it being contrary to the design philosophy we developed along with the game? -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------   I hasten to add, we've appreciated all feedback from our users and only hope to learn from the information and suggestions they provide. 
  14. Cheers guys, all good ideas. I've already incorporated one of them in the design. Thanks a lot for your help.