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  1. This system have a feeling of deja-vu if you allow me the expression.   It's like a dark soul, but instead of one attack, you have three types of attack? Dark souls is a good game, so the combat system you describe should work, probably. Even though having three attack is not really necessary, as dark souls is more based on timing and distance (knowledge of) than diversity of strikes. As long as the pointy end of the weapon is in the bad guy, it doesn't really matter where it came from ^^   So, If I were to do a dark souls clone, I'd focus more on having only one attack strike (per weapon) and works on the tuning of the attack and dodge in order to have the more precise system possible. Else, you could look at the new game of Ubisoft : For Honor. In which they seems to have a nice combat system (from what the video are telling us) based on direction of strike versus direction of defense (if you are defending up and the enemy is attacking up, the attack is deflected). You have to use feint, moves, and dodge to strike at the right time, the right angle) This kind of system would take more sense in the case you have multiple strike pattern.   So yeah, I don't know if it helps, but here are my two cents, or roupies, or euros, or whatever.
  2. Each company has its own way of doing things, but here is how I work with and as a level designer.   What does a level designer expect, e.g. tools, guidance? Tools : not so much as he will probably use whatever engine the game is developed with. Except if he create the level in a third party software (like maya/3ds max) but here it is more an environmental artist than a level designer. Guidance : Depends on the type of guidance. You mean as directive? I'm expecting a level designer to create the level  (as in assemble the assets) from base to end. What should you expect from a level designer, e.g. complete levels, unskinned but working levels, diagrams? I'd say a level design aim for the final version of the level. (Maybe before the lighing and fx artist) As he has to assemble all the different elements of the game. Art, gameplay elements, narrative, etc... How does the role overlap with other parts of the creative process? A level designer will probably have a say on : environment (this props does not fit with the rest of the level), gameplay (this gameplay mechanic is not useful enough), some more, and will also have a lot of bug to report. How does a level designer work with the rest of the team, e.g. do they directly ask for art assets, leave it to someone else, etc? A level designer should already have all the assets he need. His role is not to create assets, but use them the best he can.       Yes. Or at least this is a good start :)
  3. It seems more complicated, than what it really is.   What is the intent of the feature? What did you want to achieve with this?   It seems unfair, losing because you were not lucky enough is extremely frustrating.     This feature, I quite like it, it bring some kind of heroism, and this kind of tenacity is expected of heroes. But the system may be simpler than you describe it. How about :  - every time a character fall under X% health, he has Y% chance to ignore/reduce the incoming damage. (here you can apply whatever special condition) - the X and Y values can be modified by stats (for example tenacity)   Apart from the phrasing (which is very funny), those special condition are kind of odd. If I understand well :   Ys: when in tenacious health, strong attack damage are reduced and weak attack damage are increased Cy : when in tenacious health, damage below 6 are reduced to one and hit the tenacious health. Every damage taken in tenacious state hit the tenacious health first.   Then Cy has two health bar? I don't really see the intent behind this mechanic.   Do you have any situation/examples/schematics? It would be easier to understand. :)
  4. If you are working in a team, having concept art, even if not of a really good quality, will probably be necessary. If you start spending some hours on a characters and the creative director (or the other members) doesn't like the design of the character, you may lost a lot of time redoing your character.   Even a quick drawing to show the general atmosphere, design of a character/place is always nice to show :)  
  5. The idea seems fun, specialy the day/night cycle which can bring nice gameplay opportunity.     1. Yes, playing and playing and playing, with a lot of different possible is required to balance your game. Try to get as many data as possible to put into graph in order to help you balance everything. It is quite tedious, but numbers never lie :D For example, record the statistics of each heroes at each turns (position, number of abilities, life, etc...) for as many games at possible.   2. To make the endgame more interesting :   - Event card : as you said, event that change the game is a good idea, as it prevent player to just stay at one place. Some of those event could be the apparition of a very powerful and evil monster who roam the land destroying every town he sees (Much like the mongol and Chaos hordes in the total war strategy games) To defeat him the player have to either be extremely powerfull or he has to team up with the other heroes (and then taking the risk of being backstabbed)   - Destiny mission :  At the start of the game each hero draw a destiny. A card which give a mission the hero has to achieve in order to win the game. His mission his known only by him.   For example : Kill the hero of light, destroy X town, find W gold, find the object X and bring it to Y   - Leveling and stuffing are easy way to add more weight on the player progression, but it can be difficult to balance. (how a player gain level/stuff, does the monster have to level up? does the reward of quest is leveld up?)     In any case, good luck and keep us informed :)
  6. This could be a solution, but, for it to work each level should be different enough and bring something new (a different theme, mechanics, etc...). Else why having different levels, if you can see everything the game as to offer in the endless mode of the first level?
  7. Really? I didn't know kids these days were into game design. That's nice to know :D      Comparison of the different version of unity, check for yourself, but I'd say that the free version is largely enough for an indie game developper.     Test with your current graphic cards, and if you can't run smoothly your game, pick a better one. A little research on google would tell you more.     Unity requirement   I hope it helps, and that you and your daughter will manage to do some nice games :D   Ps : I don't really mind, but most of your questions could have been answered with a quick research on google. Try making those research before coming here, you'll learn a lot by doing that ^^
  8. A little out of topic, but I would like to add an anti-frustration feature from The last of US. This game being a sort of escort mission for a huge part of the story, Eli (the one you escort) is not the huge load that escorted character tend to be. Thanks to some clever tweak, for example, Eli can't be detected by enemies. It is unrealistic as an enemy will walk right in front of her and not see her, but it prevent the player feeling cheated by the computer because he has to endure the consequence of not his action, but a computer action.   Even if the objective of an escort mission is to escort a NPC, if he willingly and stupidly jump into danger (like fighting a boss character with bare hand and hundred level stronger because the boss dared step in front of the NPC) it is only frustrating to see him die and the mission failing. The most important questionis : do you really need escort missions? :D
  9.   Well, that escaladed quicky ^^   What GeneralJList said was totally justified. Not finishing a project is a very common flaw and should be worked on as soon as possible. Mostly by working on small title (1 or 2 weeks of dev) and making sure to finish those project. An Idea Guy is a common type of person with no skills but the (auto-proclamed) best idea of the world. So not a very useful person ^^' (so when he said you were'nt an Idea Guy, that was a compliment.)   No older person wants to trust a 13 year old coder with code.   Also don't assume his skill level when you have absolutely no idea how long he is working on games. That is just pueril :) That said, on to the real critic/advice.   1. As the people above mentioned it, you need game demo on your website. You could said that you are the best programer in the wolrd, witout concrete resuls to prove your worth, well, your claim is worthless. 2. Your website is rather nice, simple, clear. Keep it that way. 3. Be nice. It sound a bit generic as an adivce. But people on this site are trying to help you the best they can, and won't bash you without reason. No need to be aggresive.   Good luck on your search for an artist!
  10. I personaly prefer endless type of games over level-type. Altough level-type allow a more clear progression, the endless type is more engaging, especially if you are fond of beating high-score.   Good point, I played a few games who had a store you could access between each try. You could spent the point you earned in previous try to unlock power-up or item. In the case of a 'go as far as you can' type of game. (like burrito bison (dat example....))   This mechanic works well with the genre. For each try you will go a little further than previous try, meaning more points to buy better item which help you go further, meaning the next try you will go even further, etc...   This mechanics also prevent the tedious start, as some bonus item allow the player to skip the first part, like a super rocket.
  11.  Why not? I tend to adhere to the K.I.S.S way of thinking. If you need a novel for each and every idea, maybe your idea is to complex, or you are not efficient enough in your explanation. And if the listener does not understand, then maybe you didn't explain it well. And it is your role to make sure he understands. If you are not willing to make this effort, then you'll have to work alone. (which is not bad per se)   Plus, having a huge GDD does not garantee either that everybody will understand correctly what is written. (to be honest, so far your writing is really hard to understand, maybe it is because I am not a native english speaker, but still)   I don't understand this sentence.     In the end, you are saying that the "new way" are not good because it involve oral explanation rather than refering to a GDD? Or is it because there are multiple people involved in the creating process?     Sorry, I don't understand what you are trying to say here. What is likely to change? Die roll in a tic-tac-toe? I seen the word Rube coming very often in the discussion, what does that mean?
  12. I followed the thread from afar, because too much "I AM OF THE ANCIENT CIVILIZATION MIGHTY AND POWERFUL RESPECT MA AUTHORITA!!!" and one-sided conversation, but still, I wanted to react on the following passage, where you describe why a team can't comes up with a succesful idea.     Why? Why, as soon as multiple people are working on a game design, it automaticaly makes it a generic idea? Sure it can. But the echange can also go like :   - Hey I thought about this. - Funny, but I think this idea is better. - Mmh, if I take your idea and modify it a bit, it make a fun mechanic. - Oh, you are right, and it inspire me for another mechanic.   This conversation is a bit ideal, but the point is, by going back and forth through several people ideas can change and get better. (notice the "can" and not "will")     - I am right today because I was right yesterday.  - Then why were you right yesterday? - Because I was right the day before. - ...Nevermind.     Also, I'm curious to see the GDD you are talking about, you said you could send it if asked to.
  13. What about Dofus? it is a strategic MMORPG as they call it. You navigate freely in the world with a character (and other player) similar to any rpg, and the combat are grid based similar to a tactical.   Else, there is the Valkyria Chronicles series which are a turn by turn tactical but with no grid. Each character has a amount of action point he can use to move around, attack, etc...
  14. There are games in which the apocalypse is happening, but it is a part of the story rather than the focus (typicaly you have to stop the apocalypse happening, à la final fantasy 7, if I recall correctly), or the prototype series which happen during a small scale virus apocalypse in Manhattan. But no complexe ai interaction in those.   Else, there is Alone in the dark 5, which happen during some kind of apocalypse. There was also a particular way of handling inventory in Alone in the Dark 5, you didn't have any menu, but rather when "opening the inventory", the character open his jacket and look inside his pockets. Is this the kind of mechanism you are looking for?   As Avalander said, the behaviour tree is an alternative (the article is very good also) I am actually working on an AI which use the information it gathered during its life (know this place, that person, know that the player is dangerous), its mind state (happy, optimist, suspicious) and event that happened (the player threatened its family, its dog died).   But this require a really huge amount of text.
  15. It is a rather classic setting, nothing really new there. A dark lord and an evil Empire/Kingdom, corrupted church, player is a rebel. It is not a bad thing, especially if the rest of the game is well built, but I personaly like it when the world in which I'm playing has something different from all the other medieval-themed game. How is used the magic for example? What is the network of "refuse" you are talking about?