• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

sonicarrow

Members
  • Content count

    18
  • Joined

  • Last visited

Community Reputation

426 Neutral

About sonicarrow

  • Rank
    Member

Personal Information

  • Location
    Virginia, USA
  1. What OandO said should be just the thing you need.  If you render them from right to left, then the "edge" of the tile to the right will be under the tile to the left.  This holds true for all 2d graphics -- watch the order in which you render things.   You may have to make your own counting function, but just have the renderer find the tiles with the highest Y and render those first.
  2. Have you tried the game Zork?  It will take a DOS emulator (i use DOSbox), but it's a really excellent game.  Try it out and tell us what you think.
  3.   One way to fix this is the killer gets a 10% bonus to damage/hp/whatever for a minute or two, and the killed player gets a -10% bonus.  The killed player then has to stay back a bit, and work with other players to either cancel it out, or just has to wait off the same minute or two timer.  I think as long as it isn't a 1v1 game, this mechanic could work to great potential.  Really puts into question "killstealing", ie: stealing bonus/levels from your best character. (Dota 2 has a good example of this -- you always want to give kills to the "carry", or best player on the team -- this way, he's a lot higher level than your team, but is also higher than the other team and can lay waste to them in team-fights)
  4. Very good as a first draft, and excellent game concept.     This is my only complaint - multiple times through reading it, I had to flip back up to the intro paragraph where you named/described people.  If you plan to characterize these people better earlier in the game, then this problem is irrelevant.  If this is the beginning, or if you haven't defined your characters early on, it was a bit tough to follow what's going on throughout the scene.  
  5. If you haven't played Kingdom Hearts: Chain of Memories, I would highly advise it.  It's an excellent game as is, but also shows a possibility of how to split a game between a number of characters without hindering gameplay.
  6. Another feature you can implement would be terrain bonuses to attacking and defending, possibly differing for different races/units.  Also give bonuses for morale from squad commanders - it's a random chance that the commander dies, and then perhaps there'll be a chance for a regular squad member to step up and take command, but it'll be unlikely the unit can be saved.
  7. In addition to the mention above about percentages on/offline, there is the (sadly probable) chance of griefers or just newer players.  If a player logs off and one of those mentioned above takes control, they could log back in to find their army decimated, whether purposefully or not.
  8.   I like this idea - you could do something that monitors the level of players in a given area, and if it's under a certain threshold, have the server generate AI troops to join the fight.  That way there's always a decent sized battle going, and players have no trouble with low-population timezones.  When the numbers of players do get back on the server, you can just have the AI troops start falling back/losing ground, and then finally flying out when the players arrive. In addition to this, if you're planning about making this an MMO, what happens to a person's territory when they log off?  Do their soldiers automatically defend it or do the units fly back home and the territory left open?  Is there any value to taking territory that will just be lost later if you don't have friends sitting on it 24/7?
  9.   If you're looking for an example, Eve online does a good job of this: - you can always bring a "lower level"  (smaller ship, less skilled) buddy along in your harder missions (to shoot smaller ships/get combat experience) as long as the higher level player is tanking, and the lower level player knows how to get out when they take aggro.  As well as this, high and low "levels" can go PVP together just fine.  Smart players will always take out the low levels first, but the low levels can still provide a valuable roll by holding down the enemy while the bigger ships get into range. - in addition, in PVP, sheer numbers can always trap and bring down even the largest ship, although tons of the smaller ships will die in the process, and the bigger ships' tank usually gets stronger as the fight goes on, or allies get called in, etc.
  10. Another way to do it would be (depending on the tech/magic levels in your RPG), using different kinds of locks, other than just the simple key lock. Try combination locks (and have the combos hidden in levels/corpses/etc), computer locks (to pick them, you need a device to hack from and software to hack it), magic locks (could be anywhere from intelligence levels to having learned blueprints/lock schematics prior to picking), and more. There are many kinds of locks, and while it's extra work to program more, it adds variety and challenge to the game.
  11. You need to develop your idea a bit more before posting and asking for opinions. - Tournament style (How many players? what scale is this on?) - Skill Based (combat skill? diplomatic? multiple? Describe!) - Guns, Alien Planets, and Futuristic Settings (is this in space? if so, what space? Inter-planetary, inter-stellar, inter-galactic? what kind of weapons?) - Friends and Enemies (How big will the groups be? 2, 10, 50, 1000? Is there any formal system for alliances or just by-word? What benefits come from this?) Try answering some of these and more, and then have people rate the idea - it always helps to have detail!