• 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.

Alexandre Martel

  • Content count

  • Joined

  • Last visited

Community Reputation

138 Neutral

About Alexandre Martel

  • Rank
  1. Why can't russians fight against russians, and us vs us? Are people teamed up with others from their own country?
  2. Always rely on luck to accomplish key objectives in your game. Skill is overrated anyway
  3. [quote name='Mratthew' timestamp='1348070661' post='4981726'] The cats could each have unique abilities as well (like the different ghost AI in pac-man) [/quote] Not sure about this. I will have to balance every ability to be exactly as powerful as the others (Because a speed boost is going to be better than placing wards in most cases, so you will cringe your teeth when you get the "ward-placing" cat because you're at a disadvantage. I don't want that, do I? ) I want each cat to have an equal chance of capturing pacman: giving cat-specific skill would introduce a great amount of luck into the game (for getting the right cat) I'm not sure either which item to give the cats. Should I give a random item, or let the cat choose their next item? Should I give out items depending on the situation of the cat? (Like a dash when close, but separated by a wall, a ward when far away, etc) [quote name='Mratthew' timestamp='1348070661' post='4981726'] This would keep the cats from just turtling around the cheese and power pellets [/quote] I should mention that each time a half of the maze is eaten, a fruit appears. When it is eaten, the cheeses of this half will reappear. When all pellets are eaten, there will be 2 fruits and 2 power pellets to defend, so the cats are outnumbered anyway (If I implement my idea of powerpellets appearing when the mouse is hidden, it would discourage turtling, because the cats would not want additionnal powerpellets to appear) [quote name='Mratthew' timestamp='1348070661' post='4981726'] as the mouse gathers more cheese he relies more on power pellets more since he gets fatter and slower [/quote] I currently have a mechanic like that, but the opposite. For each 1000 points the mouse gains, the cats get faster and they have more vision, which will make it more difficult for the mouse. [quote name='Mratthew' timestamp='1348070661' post='4981726'] I like this project, do you have art assets already? [/quote] I am currently drawing all the art by myself. I'd like to get rid of the Pacman theme someday (although I haven't thought of a replacement theme yet) and additionnal artists would be nice (I'm not a very talented artist, so I usually keep the art at a basic level) If anyone is interested in participating in this project, feel free to pm me, we'll see what needs to be done.
  4. [quote name='jefferytitan' timestamp='1348022299' post='4981513'] or for time kept mouse away from cheese. [/quote] What if there's only a few cheeses left in the maze? How do I know that the cats are actually preventing the mouse to reach the chesse, or the cheese is just far away?
  5. [quote name='CommanderZorvox' timestamp='1348016807' post='4981495'] but didn’t reward them at all when the mouse was in their sights? [/quote] Then nobody would want to have the mouse in their sight, would they? What's complicated is that I have to find the right balance between competition and cooperation between the cats. In a majority of cases, there [b]has [/b]to be a cat following the mouse to keep it pressured, so I can't punish a player for taking on that role. I think we're getting closer to a suitable design, thanks for helping out! Any other ideas on how to deepen the strategy (while keeping the complexity not too high) I have also edited my question, because I'd also like to talk another topic of interest: the tutorial
  6. [quote name='kseh' timestamp='1348008884' post='4981462'] I don't see what would motivate a player to go for the actual capture. It would be more worthwhile to just get as close as you can and stay that way until you either hit a cap [/quote] The cap is going to be significantly lower than what the mouse is making by eating cheese, so it is penalizing to not capture the mouse (Plus, there's a bonus for the time it takes to catch the mouse, the lower the better) [quote name='kseh' timestamp='1348008884' post='4981462'] What if the cats each had specific cheeses to protect? [/quote] I hadn't thought about that. However, I can't think of a way to make this not a camp-fest kind of thing. Thanks a lot for the great tips. Keep them coming!
  7. [quote name='CommanderZorvox' timestamp='1347995883' post='4981360'] What if you fused the in-sight/out of sight idea with your item idea? Instead of rewarding the sight concept with straight-up points, it could fill up a special meter. Once the meter reaches certain points, you could spend your acquired “MP”(meter points) to activate one of 3-4 “items” or skills in your arsenal (if you waned to make the game even more in-depth, you could add pseudo-RPG elements, where a player’s built-up scores from many past games could be used to buy new, slightly more potent skills). [/quote] I have indeed thought about unlockables (skins, powerups and color themes) via a system of achievements. Your idea is very interesting, although it's missing a few elements. Who is getting meter points when pacman is being seen? All cats? Only the cats in range? That would only encourage plainly following Pacman to rack up MP. Plus, why would you need items when you're very close to catching pacman? I had an idea while studying yours though. What if the cats who can currently see the mouse got points, increasing every consecutive second (up to a cap, to make it not too profitable to plainly follow the mouse), while the other ones would rack up MP, based on how far they are and to help them catch up? When the bar is full, they would get an item (like you said). Obviously, when no cat sees the mouse, no points nor MP are awarded). The cats would have to choose between chasing the mouse head on, or waiting and striking at the right moment. The AI controlled cats (when there's less than 3 cat players) would obviously follow the mouse blindly (to put pressure on the player) Meanwhile, the mouse could receive MP for every second it is hidden, and when its meter is full, an additionnal power pellet could appear for him to use. Do you guys think that's a good idea? I was also thinking of a quicktime event, but I wouldn't know where or when to trigger these events. [quote name='DaveTroyer' timestamp='1347996205' post='4981363'] You could give the cats a score bonus at the start of the round and deduct points when they collect/use power-ups. This way the player (cat) that uses no power ups to catch the mouse will get more points for catching than the player that needed help. [/quote] I don't know about this. I don't want the cats to feel penalized for using items, especially if the effect is game changing (like destroying walls). I feel like the powerups should be rewarded on good plays and the cats should feel good using them. I really appreciate your insight, keep those ideas coming!
  8. Anyone else has ideas? I'd be interested to know what people think about this.
  9. A built-in harpoon launcher. Why? Harpoons are badass
  10. [quote name='kseh' timestamp='1347905465' post='4980971'] Is there anything wrong with just keeping two different scores and show the mouse and cat scores for each player? A player's skill as a cat would be reflected simplest by the number of times he catches the mouse. If one player is faster than another at catching a mouse, his score will naturally be higher. If a player is able to avoid being eaten when vulnerable, whatever penalty he experiences for being eaten won't get in the way when the mouse is vulnerable again and the score will likely reflect that. [/quote] While it is true that I could keep the scoring like it is, I think it will be more interesting for the cats to get some points while chasing the mouse, instead of only getting them when the mouse is caught. Plus, this is what's going to make the difference between a great and an excellent cat player. I could also drop the secondary scoring system and reward items based on skill. This is a brainstorm kind of question, I'm just trying to see what possibilities we can come up with and choose the best one.
  11. Interesting idea. The game could check every second. If the mouse is seen, every cat gets [Z] points. If not, the mouse gets [Z] points. It would both reward good mouse hunting for the cats and good hiding for the mouse. I could add a (!) over the mouse when it's being seen. Edit: Since the mouse moves faster than the cats, I could have a bonus ramping up for each consecutive second the mouse is seen.
  12. Hi, I am currently developing a networked version of a cat-and-mouse type game (Read: Pacman) where 1 player controls the mouse and all 3 other players control the cats. The mouse must collect cheese around the maze to collect points. The cats must catch the mouse as quickly as possible (obviously). The cats only have a limited vision of the maze (they only see a small area around them. They also have shared vision. The mouse has complete vision over the complete maze. The mouse can score points by eating cheese, or by eating the cats with a powerpellet type mechanic. (Obviously, this game is not meant to be sold, as it is more of an educational project for me) The mouse's score multiplier increases each time it eats all the cheese of the maze (and then all the cheese will reappear for a second round). When the mouse is caught, the game changes round, changing the player who is controlling the mouse. The game ends after 4 rounds, after everyone had the opportunity to play as the mouse. The player with the highest score wins. [b]Problem:[/b] -I am looking for ways for the cats to score points, to reward good mouse-hunting strategies. Obviously, there will be a bonus for the cat catching the mouse, and the amount of time it takes to do so. -I am also looking for ideas on when to increase the cats' score multiplier. Currently, the only way to increase a cat's score multiplier is to not get eaten when the mouse has eaten a powerpellet (Allowing the mouse to play strategically when eating cats) -I also have items for the cats to collect, to help the cats catch the mouse quicker, like a temporary radar, a dash (which can destroy maze walls), a temporary ward, a speed boost, etc. I am looking for ways to reward cats with these items without interrupting the search for the mouse. I don't want to give out the items randomly, because it would be unfair for the other players and I want the game to be based on skill, not luck. Anyway, any ideas will be greatly appreciated! [b]Edit:[/b] I'd also like to talk aboout a problem which a lot of games have: teaching the mechanics. How do you guys think I should explain to the players the details of the game? Obviously, almost everyone knows Pacman and knows how to play. That's why the tutorial aspect of this game is important, because I wouldn't want the players to skip the tutorial, thinking that this is a simple Pacman clone. I'd like to avoid text as much as possible (Who reads text tutorials anyway?) I was thinking of a serie of panels, each containing a little animation explaining a particular mechanic (with a title containing a few words), that could be viewed by the played in the loading screen. Unfortunately, this is a very boring alternative which can be skipped, especially if the loading time is very short. Do you guys have any original ideas? I'd like to hear them! [b]Edit:[/b] I've added some images of my project. I'm currently using Pacman sprites and I may change them in the future [spoiler]Title screen [img]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash4/426723_356702051077303_1827684897_n.jpg[/img][/spoiler] [spoiler]Mouseperspective [img]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-snc7/574595_356702064410635_1257972950_n.jpg[/img][/spoiler] [spoiler]Cats perspective [img]https://sphotos-a.xx.fbcdn.net/hphotos-prn1/523266_356702054410636_1114010623_n.jpg[/img][/spoiler]