• 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.

Zennoya

Members
  • Content count

    22
  • Joined

  • Last visited

Community Reputation

178 Neutral

About Zennoya

  • Rank
    Member

Personal Information

  • Location
    Cracow, Poland
  1. From the album Backyard Genius

    Background for MainMenu in the game Backyard Genius

    © Zennoya

  2.     Interresting idea. I will stick to that, thanks       Total possible invention is going to depend on how much i can think of, but as Ive said before, i want to keep all recipes in XML files (or something like that), so they can be modded, improved, and expanded by players too. After reaching the goal i plan to make some "congratulation" window with "Continue or Quit" option, at least at the early state of the game.     Yeah, it would be great, but dunno if i manage to do so. It would be quite easy to draw about 20 most important invention graphics and combine them depending on progress, but dunno how to work it out with xml modifications of research tree (if player change some of those 20 inventions, game can "lie" about who received that invention, right?) I need to think about it how to resolve it, because i really like the idea.   And for addition - main menu screen graphics (bigger one in my gallery):
  3. From the album Backyard Genius

    Backyard Genius Logo

    © Zennoya.

  4. From the album Backyard Genius

    Mark Glassberg - player character in a Backyard Genius game.

    © Zennoya. If you like it, and want to use it, or want me to make similar for you, just contact me

  5. From the album Backyard Genius

    Mafia representative in diplomacy screen

    © Zennoya. If you like it, and want to use it, or want me to make similar for you, just contact me

  6. From the album Backyard Genius

    Corporation representative in diplomacy screen

    © Zennoya. If you like it, and want to use it, or want me to make similar for you, just contact me

  7. From the album Backyard Genius

    Army representative in diplomacy screen

    © Zennoya. If you like it, and want to use it, or want me to make similar for you, just contact me

  8. I don't think the game is too complex and huge - i may even say that ist quite easy, because even with big content its still procedural, and repeatable. It also depends in what order I will code it -> first I want to make it playable at all, and then expand, so priority for me is to make backyard digging, building, equipment placing etc fully working, so it will be playable in the simplies manner. Next thing i want to add is to add researching engine, and enable player to do researches and sell blueprints (no prototype building yet). After that im going to make graphics for all workstations, and fully expand research engine, including keeping all techs with requirements, workstations needed, materials needed, base time, base price etc in xml files, so it will both make it easier for me to expand tech tree, and give players basic modding possibility. At this point game should be quite playable and even give some fun, to player. As You see to this point its not as much as it seems, while still beeing playable and giving some fun.   Later on harder work starts -> adding factions, diplomacy, events, robberies, game goals, prototypes etc. And yes, I agree here - it will be huge amount of time to write it, but maybe at that point i will both have more experience in game making, and maybe i wont be alone anymore too.
  9. Only games I made at this moment are some platformers I made with friend on IT classes at school, and some dirt digging ant game to learn what Unity can and how 3d and 2d voxels works and thats all about games Ive did, but... I may not have experience in games, and maybe Im a bit overambitious, but as Ive said before I have experience in both coding ( i work for over 6 years as full time developer ), and graphics ( i made a lot of sprites for friends, also a lot of graphics for websites, etc.).  Because of my experience Ive chosen to make game like that which does not require 3d graphics (which obviously i have no practice with so its nearly impossible for me to make), not as much 2d graphics, to overflow my possibilities (and obviously if it will be possible im going to use some free art too instead of drawing everything myself, but main character is quite required to be mine), and as little action/pathfinding/AI code as possible. Ive chosen approche where I can use my code skills (so mainly statistics, research algorythms etc, but it would be boring without some lab building right?).   Also I don't mind is someone dev or artist would like to join me in this project, but I suppose that the fact that someone joins me at the state of "idea" is more unrealistic than that i will finish it alone, right?   And thats how Corporations, Army and Mafia representatives at Diplomacy will look (it was made using Mark layers, so it looks similar, and time efford to make it was only like 20 mins each):
  10.   Maybe in some other game modes - scenarios or something there will be time limit, but Im not planning it in main game, but it doesnt mean that You have unlimited amount of time. What I want to achieve is a world invention timeline, because Youre not the only inventor in the world right? If You will be lazy, than someone else can invent some fuel, engine, bacteria or energy source before You, and You wont receive any cash for it. Your inventions can also affect world timeline, because your inventions will speed the timeline too -> this makes game more flexible, because You need to choose -> "Do I need money now, or maybe I'll keep my invention on my PC.. but they may be stolen, or invented by someone else" etc. So no clear time limit there, but depending what You do it can happen, that at some point of game, reaching the amount money to win is not possible to be achieved anymore, and You wont even know about it. But possibility of winning stays with "Glory" way -> Donating a lot of inventions to Society wont bring You much profit but You can win "Hobel Prize" (dunno if its legal to use Nobel Prize name ingame, so I decided to call it this way).      Hmm, I hope that main incentive will be that he likes the game, and want to explore the tech tree, and try to winning different way. As the goal of the game is not "reach tech xxx" and I want the tech tree to be quite expanded (at least more than civilisation and xcom research trees together), so theres multiple way You can win, and the victory doesnt uncover whole tech tree. Also finding easy way, and using it always to achieve victory isnt so simple because a lot of stuff is going to be randomized -> global invention timeline i wrote before, robbery attemps, and even inventions cause to simulate unpredictability of inventions i wanted to set time of each research to base + random (from 0 to me base). This way, there wont be two same games.       Basicaly its open and player can do whatever they want, BUT still remembering that world wont wait for them with its own inventions. And i plan some "Scenarios" later on, but as a different game mode. Maybe some zombie strike at Your lab, where You need to find a cure, before they reach You, or some space station rescue, where You need to build Your spaceship prototype fast. etc. But as Ive said - when the main game mode is finished.       At this stage Im not planning to add any areas with different legal restrictions -> only Your backyard. Hiding from enemies is basicaly to hide underground with covered enterance or use your inventions to protect Yourself (Set traps maybe - but still thinking about it - dont want this game to be too much "action style"). Also in this times "robbery" doesnt need to be direct strike - You also need to think what computer You use, is it connected to internet (the one You use for buying stuff needs to be - can You afford another one, or risk some hacker attack?), how deep it is etc, - or You can keep Your most important discoveries in Your pocket (using pendrive - thats why theres only 5 inventory spaces ;) ). And about legal restrictions, resource avability - as Ive partialy said it before i want to resolve that by factions that youre selling your inventions too. F.e. making weapons is illegal... until You sell it to government or have good relations with them. Some resources prices would depends on relations with corporations, and terrorists can help you protecting Your backyard by sending You couple of armed hitmens. I plan to make diplomacy tab to manage faction relations, their awardness and enable some actions you can do to affect those, other than just selling them your inventions. Also they dont like each other (terrorists and government, corporations and society etc). About of addign some outside lab minigames or missions where you use Your inventions.. why not, but it will be at very end, when main game engine will be finished, and game will be already playable I can add those to improve gameplay - not all at a time.   BTW i finished drawing Mark, and started to make animations for him -> he will look this way:  
  11. Hi, at beginning something about me and idea history -> I work as developer in business company, creating mostly business software and tools, and Im very passionate about games. Im playing a lot, and have a lot of ideas, and I want to start game developing too (but only in small scale - mostly to learn). I already had some ideas about games, and I even posted one here before, but after my eyes were opened by community, about game beeing too complex, similar games i didnt knew already on market etc, Ive dropped the project. And now I have new idea, so I wanted to know Your opinion of it. At this moment game is in very early stage, but Ive started making textures, coding and planning tech tree. Please tell me what You think of this game concept, and tell me what would You change, and do not hesitate to criticize it too.   The idea of came on, after playing a lot of strategy games - when playing games like f.e. XCom series ones, i realized that at some point I save the game, and start skipping tactical missions, and the plot too just to uncover all the reseach tree - to see how big it is, what it gives me, how my players equipment will change and so on. And I thought "What if there would be a game, when the research is main goal of game, not only part of other game?". So I decided to make such project myself (if there is such game please tell me its name - i will be happy to play it ).   STORY: Story is quite short - You are Mark Glassberg. Mark is a genius, that just recently lost another job, because Your way of "free thinking" did not fit to corporation employee lifestyle. You dedided, that You will be corporation slave no more, and You earn fame, glory and a lot of cash "Your way".    GOAL: The game is about doing researches, and inventions. Your goal is to get Glory (by making several humanity breakthroughs) or Power (by making super/hiper mega combat suit like Ironman did ;), or some mind control equipment, or different stuff that most of movie/game evil characters try to do. Or just earn a lot lot lot of money, cause money is power too). But its not so simple. At beginning You have only your backyard, and a garage with old desk. You can earn cash in couple ways - mostly by inventing stuff, and selling blueprint or prototype. You obviously earn more cash by prototype, but it take resources and require tools to make those.   FEATURES: - You invent stuff if different areas -> chemistry, biology, energy, drives, materials, tools (Ive already started tech tree of those, but still expanding), and they often require each other to be invented (f.e. to make some drive you need both to invent materials to build them, and a fuel for them using chemistry, and to make some fuels you need to do a lot of research both in chemistry and biology tech tree). - Ofcourse You cant invent "miracly appearing materials" -> you need to buy them, or make them from something, using some tools, so You are spending the cash too). Also most of experiments/inventions requires a lot of stuff to be analyzed, f.e. in botany sometimes You have to analyze a plant which You can buy easly for 2$, and sometimes You require plant from rainforest, which costs couple thousands, and You have to wait long time until delivery will reach You).  - You need to watch what inventions You are publishing, cause some inventions can be illegal (like drugs, weapons etc). You can ofcourse sack them.. wasting all effords, or leave them for later. Its Your choice anyway.  - You need to cover/hide/protect Your lab, cause even if Your invention is legal, and You are not protected enough (both legaly and phisicaly), some people may be interested in getting them from you. Government can try to steal your weapon projects, oil companies can try to steal your fuel/energy projects, terrorists can try to steal some of your biology/chemistry projects etc. - Ive already started to make engine using Unity, and at this moment game is sited at 2d voxel (terraria,craft the world, signs of life style) backyard map with garage, with digging option -> You can both build Your lab up, or dig it down (preffered options for safety, and illegal operations), but other than terraria style games, you cant build lab made of dirt only (and you rather wont have enough trees at your backyard, and rather wont dig any metals or oil there too) - you need to buy building materials which costs a lot, and get rid of dirt while digging while it costs even more. Ofcourse you can store dirt too, but Your backpacks can hold max 5 items), and its effective only at beginning, while you dont have anything else at Your backyard. - Your inventions can have different customers (Government, Large Companies, Terrorists, Mafia/Drug Dealers, Ecologysts, or donate it for Society too). Decision You make can affect how much cash You get, but also affect consequences, and affect who and how much is tracing your progress and spy what Youre working on.   I think its all what i want to tell at this moment (or Ive just forgot some things i wanted to tell). Please tell me what You think about this idea, and is it game that You would like to play if it will be created someday.
  12. Hmm, it will be a bit more realistic if using command prompt instead of graphical panels, and i think i would try it at least, but im sceptic. Uplink also has possibility to write commands in command prompt, but players dont use it, cause it takes too much time, while youre traced. I think that to find players You need to decide which audience You want to set this too. Players who would like a command prompt would probably demand very realistic commands and actions, and its hard to achieve if you havent hacked too much in your life (I think HackThisSite.org made some programming cometition to make realistic hacking game - you can check it out). Others would probably think that writing in prompt is boring and wont even try. If I were you, with idea to make hacking game i would rather make it like uplink, with graphic etc, but added some features that arent avalible there and a bit more "on time" -> hacking clone of facebook, or posting fake "tweets" to discredit someone, or even hacking personal computers with trojans to steal data/pictures and blackmail someone. Also contracts with police to track other hackers and so on..   So in short. In my opinion "retro hacking" doesnt tell if i would play it or not. Quality of quests there, maybe some main plot if planned, or some nice career mode "from zero to hack hero" would tell if someone would play it or not. Worth trying.
  13. Such game already exist: Uplink:Trust is a Weakness  until You have any new ideas, that will different Your game from this one, than i think there's no point.
  14. Yeah, not too much action is ok, for players that dont like it, but doing a game about crew member... it would be too boring. By the way I just have another game idea -> first of its kind - noone did something like that before, and i doubt ever will. Imagine this -> Huge spacecruiser, 300 crew on board, middle of the war, middle of the battle, fight is going on, everyone are running, everything exploding, power shortages, and You inside of this mess... the janitor who needs to clean all toilets on board...
  15. Partialy it is, and partialy not. At this moment its actually hard to tell what is that -> It's adventure/strategy/spacesim/manager/rpg game All i need to do now is to put captain on a bike so it will be sports game too       I need to admit that the Captain stats are the thing I havent even start working or thinking on, but with action points it would be even more possible to add those to avatar stats (f.e. agility would reduce action points needed to move, and charisma would reduce action points needed for social actions, ofcourse if captain would have such stats like agility or charisma).       I think thats not good idea -> I mean, that real time even with a pause button gives a lot lot more pressure than an action-point tactical game, its obvious. And now Im thinking, IF someone would like to play a game, who it will be? I doubt that someone who decide play a game where he is managing ship, doing researches, talking with crew etc will like a pressure "holy sh*t! everything around explodes! press pause!press pause!aAAAHHH...". Nah, they would prefer to plan each step, count whats better etc, see what happens - i think action point based would fit it more, but im still open: how the rest of you guys (and girls) thinks ? Maybe Im wrong?     P.S. Also forgot to add, that I've decided to stop working on Ogre, and restarted my project on Unity3D.