• 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.

weymiensn

Members
  • Content count

    15
  • Joined

  • Last visited

Community Reputation

180 Neutral

About weymiensn

  • Rank
    Member

Personal Information

  • Location
    Herenthout, Belgium
  1. Training, learning, training, ... http://t.co/kytzjfPyTd
  2. Are you Pondering what I am pondering? http://t.co/lccir03Tq6
  3. #French is such an impossible language! Too many little words.
  4.   In the time period this game is taking place...there very few cities, most regions were mostly self-reliant since trade and travel had nearly died out. Like mentioned in the text:      While the whole constructing is one feature of it and certainly one that should be enjoyable, the main focus is placed on the management of the fief/estate. Fail to do so and harvest will fail, your home will fall in disrepair, ... generally bad things will happen if you rule the land without any care. You yourself have little control what your peasants are going to do for a living on their own. They just take up their land tenure and start living their lives, the only impact you have on them is deciding what their obligation is towards you yearly for that tenure (most often help harvest crops on your land during harvest season).   However, the feudal contracts also forces you to uphold many obligations such as protecting them from any harm such as famine. As feudal lord you are obligated to offer relief during times of famine. You will have a choice there: will you give them food or not? Doing so, will make it harsher on your family, but refusing to do so might cause a rebellion that might cause a game over, or kill many of your subjects, subjects that are not easy to replace. You will also have to protect them from exterior threats such as bandits or Norse raiders.   And finally, you will have to ensure that your land will be productive enough so that you will be able to uphold your duties as a vasal to your liege for every year you too will have to pay tribute, failing to do so will also cause a game over.   While village/city-building is the genre, like most their is a strong management aspect to the game and most of the focus will be spent here. Secondly I am not aiming for a big game... I am doing this on my own, you know.   weymiensN
  5. Perhaps the term city-building simulation game would be inappropriate, because the time frame and the scale of your settlement in no way will repressant urbanisation whatsoever.   However, it does have some elements of the genre in what you as player will be doing, "subinfuedation". This is zoning lands into plots open for tenure by freemen or villein. (terms for these differ vastly from region to region). This and ensuring services are avaible such as a mill so that the produce of your land the demesne. Peasants (the villein) will have to work as their tenure often so dictated. In fact the majority of the game is managing the peasants, ensuring your estate/fief enters a condition called autarky, self-reliance. This is something landed nobles in the olden days, did do.    Perhaps the term city-building and word choice in certain sentences gave the wrong impression, but you are never in any way building a city. Populations above 1000 would pretty much be impossible in the game and if they were would take a looong time, since population grow depends on the natural course of things (no immigration).
  6. Time to start my week of #French.
  7. Would it not be better if the physics class holds all the information involving the physical condition of a game object such as velocity, gravity and have the physics class hold all the methods revolving around this specific topic. This way, the Update function, could also tell the physics object: "Dude, see if you need to alter our velocity".   This might be a silly way to do it since I am not an expert, but that is how I would have done it at a first glance.   PS: Point it down if it is a stupid suggestion, this way I know I was being silly. *grins*
  8. These are interesting ideas that we might be able to do -- it'd be a fair amount of work, and we might not be able to manage it for every newsletter depending on how often we're publishing, but it may be something we can do sometimes.  Similar ideas might be short opinion or editorial pieces (either written by staff/mods, or contributed), or even industry relevant jokes.   Depending on the frequency of the newsletter you could perhaps have the unique content do round-robin type of thing: Week 1 - A; Week 2 -B; Week 3 - C and Week 4 D. This would give you the editiors a month time for each specific unique content, because each content type would only be recurring once a month only. This should give ample time to prepare for each topic, though it would, of course, still be a lot of work.   Though it is not quantity that matters here, but the quality. A short funny bone added to the newsletter to lighten up the mood, would be pleasant to read every week, no?
  9. While I am happy you are going with the simplest approach, which in my opinion for your case would be best, is to ignore any attempt to explain ressurection whatsoever. I do want to post a follow up on your post.   When you started this topic you chose as title "reviving/resurrecting players in a semi-realistic rpg". Because, you wanted a more realistic approach you basically eliminated the ability to ressurect/revive from a deceased state, since that is pretty unrealistic. Now in your follow up post, I have to question just how realistic is your game? I cannot imagine any realistic situation where you could explain the need for someone to intentionally die, unless he/she is suicidal.   Since your game is from what I can tell a shoot 'em up type of game, I really do not think you will have to bother with explaining why the player can try again and again. These type of games are carried by the impact the action has, never their story and/or lore. Though more experienced people with this genre can probably give examples that refute my point. What you need to focus on is thus the impact of the game, ensuring the killing is fun and you can do it in a numerous fun and creative ways, because if you make that part boring your game will fail.   I have been told Killing Floor is a great example of the genre, perhaps check it out, though I think you already have.   Conclusion for this is to focus on the killing and less on the lore, because in shoot 'em ups the action/flow is what is important.
  10. I would suggest you take a page from the XCOM series. Perma death can add more immersion than any ressurection method can ever achieve. If you have spent the past several missions to perfect the skills and such of Character 'Y' to perfection and suddenly that character dies, you will suffer an enormous feeling of loss. You made that character, you loved that character, but now it is gone, never to be seen again. Sense of loss is a truly powerful feeling, which should never be ignored.   Futhermore, perma death is in fact a feature quite a few gamers truly enjoy, because as mentioned it adds to the immersion, but also adds value to each individual character, which is often not present when characters just ressurect once a mission is over. Because, why worry if he'll be back up on his/her feet when all this is over? Of course, while quite a few players enjoy this aspect, others do not because they cannot cope with that sense of loss in a game. However, this choice of course should be made based on the audience you want to attract for your game.   If you want resurrection, sometimes it is better to just not explain. This time I refer to the gamer favourite Skyrim. If you die in Skyrim, it just reloads a previous saved game state, you just restart. No magic, no gods, no science, no explanation whatsoever. It is just a reset so the player can try again.   I hope this rambling helped you in some way!   weymiensN
  11. Thank you MrSkullz and Camilo for your input,   Indeed as you said, MrSkullz, my primary goal is to learn C++, though as I was writing down this little idea and I still am writing it down but far more detailed I am beginning to get more and more excited, because it is really a game I think could work, though that may be because it is a game I would want to play. I want to learn C++ for software development, not just for grpahics programming, which, by the way, would be the first time I am really getting into the whole graphics programming in my life. Not many business applications require awesome graphics! As you said the things I am really struggling with in C++ are the differences it has with languages such as C# and Java. Some things I am struggling with are pointers, references and generally how one writes a class in C++ which is quite different in C++, while still being the same in the end.   As I mentioned the choice of the language was made from a learning experience point of view, not because C++ is faster at what it does than C#, because for simple games this really does not matter. Though I think most likely I will come to the conclusion that the idea would be better if I were to program a game like solitaire first... just to grasp the thing.    First I am going to write down the entire idea I have for the game down on paper,  so I have a better picture of the idea I have in my head with clear defined borders. So I can better plan my course of actions. I will certainly think about all what you have said MrSkullz and Camilo.
  12. It is a good day today...deleting infernal Facebook account! #facebook
  13. Thank you, Dragonsoulj, for pointing that out, you read my post correctly. I will certainly jot that down and have a look at. At first glance it looks very interesting.   But now, I must go to bed... Been working far too long...again!
  14. Perhaps you could be a little more specific by explaining which elements are too narrow... For example, on my smarphone the blue ribobn, which I presume is id="primary_nav", indeed too narrow to be easy to use. However, as I said previously on another post that is perhaps entirely subjective.   The white space on the right side is also vague and I have no experience with such a thing...