mdamman

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About mdamman

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  1. If navigation of the game largely revolves around clicking on a piece of furniture then working through a menu associated with it, you'll want to make sure that the furniture pieces stand out from the background in some way.  They could have an outline.  You could put a small "New!" icon over them when there is a new activity or customization option.  In your type of game, smart visual design is everything.  You should also make a point to use items that can be easily associated with the menu beneath it.  For each of the ones you mentioned (minigames, clothes, food, medicine) you can use (a playset, a closet, a fridge, a medicine cabinet) and so on.
  2. How do i become a writer?

      As some have said, to be a writer, one must write.  Whatever your preferred medium of writing is (stories, articles, scripts, etc.), start composing regularly.  Make it a hobby and always look to improve your ability.     It is also crucial that you put your work out there to be read.  Blogs are great and free.  I would recommend looking into sites that welcome user content and have people willing to read and critique your work as critical feedback is a must.  If your main source of it thus far has been yourself your friends and your high school teachers, that's not enough.  You need people that are willing to tear apart your work to force you to improve.     Keep writing, build a portfolio of your best pieces, and don't settle for less than your best.  You're welcome to submit yourself or your work for freelance publishing, though it will likely be some time before you're going to be paid for it.  If you come across  an offer to write for free, take it.  It's experience and a good way to make connections.  I'm not speaking from experience, but I expect nearly all paid freelance writers have previous relationships with the editors that hire them.  The best way develop these kinds of relationships is to get your work out there.  Since you're going on to university, definitely have a look at any school connected outlets or writer's groups.
  3. How about 'Candy Saga'?  Oh wait....   I think first you need to decide whether you want the title to be something very on the nose: "Jewel Tower Defense", "Gemstone Defense", etc.   ....or make it more abstract or representative of a particular art style, game function, or story premise (if there is one): i.e. "Defend the Jewels!", "The Gem Citadel", "Shiny Things of Destruction", "Heroes of the Gemstone Path", "Of Jewels and Swords".     Either way, a thesaurus is your friend.
  4. I think it would be a fun notion that all of the earning methods are some form of "begging".  For example:   - You beg on the streets - You have orphans beg on the streets for you - You have musicians/street performers - You have Salvation Army type collectors at store fronts - You place tip jars inside businesses - You crowd fund ideas on Kickstarter - You run school fundraisers - You own local churches - You run university alumni associations - You own evangelical television networks - You run IRS (taxing) systems for whole countries   Obviously this is missing a lot of middle layers, as well as any real game logic, but hey!  Free ideas! Maybe a better title for this would be "Money for Nothing" with a midi version of the Dire Straits song playing nonstop in the background... ok I'm done.  That's the 'clicker' game I would make anyway.
  5. Title for game? [Solved]

    An outcast wolf returning to the pack, huh?  Well there's always "Call of the Wild."
  6. The beginning

    Love that art style.  Best of luck to you folks.
  7. In the Deep - FREE ... FOREVER!

    The card looks nice, but yes, language errors.  If you want to correct it, allow me.   Hello, Xmas is here! A great occasion to give presents to everyone.   We decided to give you In The Deep for free! No advertisements, no offers, no in-app purchases - FOREVER!   If you like the game, just let your friends know about it. We are very pleased to receive your support and your likes.   Happy Holidays, Team Narrow Street Games   It still reads a little funny, but I expect people would be more responsive if you made some of those corrections.
  8. Voxel Sandbox Creature Name Ideas?

    If they are primarily miners/diggers, here's a few options.   Diggles Diggums or Dig'ems Diglets DigDugs Duggles   Or some other random ideas.   Veeps (Voxel peeps) Voxems Geomes Oomans or Umans
  9. Does this work? (clear enough)

    Personally, I like the weapons symbols more than the person outlines, though those latest images seem distinguishable enough.  I just think it gives it a "pure strategy game" feel if the display serves to tell you exactly what you need to know.  If you're looking to sell the game though, some visual flare is certainly a good idea.    Instead of a life bar beneath each unit, you could put a green ring around the unit's circle icon.  As they lose health, a portion of the ring turns red.  Just make sure the red and green portions won't blend in with either the rest of the unit's icon or the background battlefield.
  10. In my opinion, it would look better to commit to some standard measurement of time: be it days, hours, weeks, etc.  If that's not precise enough for something like "Travel to a neighboring village" you could always drop down to half days or quarter of a day, while still maintaining the day measurement for processes that require 10 or 30 days.  It may lead you to a point where something like "burn the enemy's fields" gets an unrealistic designation of 10 days, but if it's just 10t or 10 time cycles, I think it breaks immersion and doesn't relate the time mechanic to the player as effectively.   You could take the clock display approach you mentioned, though honestly I would imagine a player interpreting one clock rotation as 1 day anyway rather than 1 time cycle.  That's not to say it's a bad idea, especially if time management is a key aspect to the game.  I just think it's effectively the same.
  11. A diffrent type of rts.

    This type of system sounds to me like it would work more in a strategy rpg rather than an rts.  If you are micromanaging the creation of individual units so heavily, you'll want to get more out of them than one typically gets with an rts unit.    Some other questions:  Is there a growth period for newly born units, or are they popped out in fighting condition?  How vulnerable are units to being killed?  How big of scale are the armys and battles?   I'm not saying it's not do-able, but I expect the actual rts battle mechanics would need to be different than the norm.  You would need something that's more Warcraft 3 and less Empire Earth.
  12. First post! Intro and initial design concept

    Wasn't planning on having an ammo restriction, though that could make for some interesting situations.  I've been back and forth on including clip sizes and reloading though.  That may make for a way to promote creativity.  What I'll probably end up doing is getting the base level mechanics to work then experiment with levels and extra bits.    Yeah, the cinematic potential is a big part of what makes me like this idea.  Anyway, thanks for the feedback and interest.  Success or failure, I'll update as I get more into it.
  13. I rather like Servant's idea of the merchant guild.  The majority of the gold you earn goes straight to your guild account as "credit" towards guild related purchases.  It hides the two currency format behind meaningful in world reasoning.   Another take on this if you'd rather not put a merchant's guild in your game world.  Early in the game your adventurer is introduced to a financeer who makes what sounds like a good offer (for interest on gold gained or an initial investment) but doesn't realize right away it requires him to pay x% of his earnings, leaving him little in the way of spending money.  Later in the game the financeer opens up options for spending that money on larger purchases.  You could also introduce risky "under the table" quests you complete where you keep all the gold.
  14. ****Copied from a post in the Indie Games forum**** Hey all, I'm still fairly new to this site, though I'm liking it so far. This is my first post for a game idea I've been kicking around for sometime and am feeling ready to break into. Pardon the disorganized nature of this post (and myself in general). I'm flitting away my last week at work before break and the ideas keep coming. I'm posting this now for two reasons. First is to get the ideas out of my head and onto a screen, and second is to call for outside ideas, questions, criticisms, or things that I just haven't thought of. If the idea sounds cool to you, feel free to say so, though I'm mostly looking for input that challenges what I've already layed out. First off, the elevator pitch: The game is a 2d side scroller, sprite based, where the main character's physical abilities are somewhat steeped in realism. That is, running, jumping, and diving capabilities are closer to 2d Prince of Persia than say Contra or Shadow Complex. The shooting element is the main differentiator here. Aiming direction is controlled with controller's right stick (or mouse location), though the player cannot freely shoot anywhere at anytime. Rather, the aiming is used to select a target, and pulling the trigger puts a single bullet in their head. One shot, one kill. If no target is present, or there's an obstacle in the shooting path, the player character will not pull the trigger. He doesn't like to miss. Other player character mechanics: - The player may "paint" several targets in a sequence (not unlike the two most recent Splinter Cell games, though in 2d). Then, if those targets are shootable, they will be automatically aimed at. The player only needs to squeeze off a shot, then the next target in the sequence is selected. I'm thinking there will be a set amount of time between when each shot can be taken. Three perfectly timed shots = "BANG tic tic tic BANG tic tic tic BANG". - There will be a slowdown effect that can be engaged in which the player can paint a sequence of shots and/or make a critical move out of the way before the enemies have a chance to gun him down. How long the effect lasts and how it is restricted I don't fully know yet. - The player character can run left or right, jump straight up or forward while running, dive while running, climb up ledges within reach, cling to the side of a ledge off a jump and pull himself up, drop straight to the ground from a standing position. I plan to allow the player to still shoot in any direction during most of these animations. - During slow motion, the player has an option to aim somewhere other than the head. Shooting an enemy in the shoulder will spin them around, causing an enemy that's about to fire to unload a clip behind them (friendly fire is on of course). Shooting an enemy in the leg will drop them to their knees, opening up any targets behind them. Not sure yet how to make this effectively different than simply shooting them in the head. - I may include some sort of point earning mechanic. Executing several kills in quick succession or during a dive earns more points or some such thing. I should probably focus on making it all work first, ja? Enemies: - Enemies are also armed, largely with automatic guns as they do not share the same bullet conservation agenda. They have a quick response time to seeing the character and opening fire. There will be some sort of shooting pattern and animation tells when each one is about to fire/reloading, etc. Right now I plan on them being fairly stationary, maybe some will take cover if it's available. - Other weapons or behavior are possible. Shotguns, snipers, rocket launchers, grenades are all things that might be fun to include if I can come up with a way to make them meaningful additions to the gameplay. Maybe grenades to flush the character out of cover, rocket launchers for key enemies. Level Design: - Metroidvania style sidescrollers are all the rage these days, so I thought, hey, let's totally not do that. I plan for the levels to be a linear sequence of rooms/encounters with a checkpoint at the start of each. I want each room to feel somewhat like a puzzle with (hopefully) multiple solutions to clearing it out before moving on to the next one. Some may call for a quick, well timed run and gun attitude, while others require slowly and methodically working your way through platforms and cover. Time to break out the graph paper. Art and Style: - Clean and crisp, well animated sprite graphics. Well, that's the ideal anyway. I am not much of an artist, though I like to think I have an eye for what looks good and stands out. If the actual game part comes together well, who knows, maybe I'll consider bringing an artist on. Expect stolen sprites or visible hitboxes for a while. - I'm a big fan of the character designs and art in Ghost Trick, as well as that in any 2d Way Forward game. When I think of the main character, I see of stylized, tall, lean guy (or gal) in a black suit and tie. I'm sure I'll hack together a visual example when I get tired of coding. Technical Aspects: - Up to this point, I've really only thought from a design and style view point, so no technical details are determined. I'm loosely planning on using Unity 2D since it's available and I've been wanting to learn the engine. About Me: - Just in case anyone is actually interested in knowing, I am a recent (8 months ago) computer science grad, now working as a software engineer for an engineering software company in the US. I've long had a passion for games and this is my first real crack at developing my own (outside of simple game projects done in school). I'm very much looking forward to the process and learning all the ways I'm completely off base with what I think I know. - Most of my programming know-how is in C++, Java, a little C# with XNA, Perl with HTML: Mason. I've played a little with 3d game design and editing via the Torque engine and Blender. If you've made it this far in my post, I commend your patience. Let me know what you think of the idea and/or any suggestions for seeing it through. Thanks - md
  15. Hey all, I'm still fairly new to this site, though I'm liking it so far.  This is my first post for a game idea I've been kicking around for sometime and am feeling ready to break into.  Pardon the disorganized nature of this post (and myself in general).  I'm flitting away my last week at work before break and the ideas keep coming.  I'm posting this now for two reasons.  First is to get the ideas out of my head and onto a screen, and second is to call for outside ideas, questions, criticisms, or things that I just haven't thought of.  If the idea sounds cool to you, feel free to say so, though I'm mostly looking for input that challenges what I've already layed out.   First off, the elevator pitch: The game is a 2d side scroller, sprite based, where the main character's physical abilities are somewhat steeped in realism.  That is, running, jumping, and diving capabilities are closer to 2d Prince of Persia than say Contra or Shadow Complex.  The shooting element is the main differentiator here.  Aiming direction is controlled with controller's right stick (or mouse location), though the player cannot freely shoot anywhere at anytime.  Rather, the aiming is used to select a target, and pulling the trigger puts a single bullet in their head.  One shot, one kill.  If no target is present, or there's an obstacle in the shooting path, the player character will not pull the trigger.  He doesn't like to miss.   Other player character mechanics: - The player may "paint" several targets in a sequence (not unlike the two most recent Splinter Cell games, though in 2d).  Then, if those targets are shootable, they will be automatically aimed at.  The player only needs to squeeze off a shot, then the next target in the sequence is selected.  I'm thinking there will be a set amount of time between when each shot can be taken.  Three perfectly timed shots = "BANG tic tic tic BANG tic tic tic BANG".   - There will be a slowdown effect that can be engaged in which the player can paint a sequence of shots and/or make a critical move out of the way before the enemies have a chance to gun him down.  How long the effect lasts and how it is restricted I don't fully know yet.   - The player character can run left or right, jump straight up or forward while running, dive while running, climb up ledges within reach, cling to the side of a ledge off a jump and pull himself up, drop straight to the ground from a standing position.  I plan to allow the player to still shoot in any direction during most of these animations.   - During slow motion, the player has an option to aim somewhere other than the head.  Shooting an enemy in the shoulder will spin them around, causing an enemy that's about to fire to unload a clip behind them (friendly fire is on of course).  Shooting an enemy in the leg will drop them to their knees, opening up any targets behind them.  Not sure yet how to make this effectively different than simply shooting them in the head.   - I may include some sort of point earning mechanic.  Executing several kills in quick succession or during a dive earns more points or some such thing.  I should probably focus on making it all work first, ja?   Enemies: - Enemies are also armed, largely with automatic guns as they do not share the same bullet conservation agenda.  They have a quick response time to seeing the character and opening fire.  There will be some sort of shooting pattern and animation tells when each one is about to fire/reloading, etc.  Right now I plan on them being fairly stationary, maybe some will take cover if it's available.   - Other weapons or behavior are possible.  Shotguns, snipers, rocket launchers, grenades are all things that might be fun to include if I can come up with a way to make them meaningful additions to the gameplay.  Maybe grenades to flush the character out of cover, rocket launchers for key enemies.   Level Design: - Metroidvania style sidescrollers are all the rage these days, so I thought, hey, let's totally not do that.  I plan for the levels to be a linear sequence of rooms/encounters with a checkpoint at the start of each.  I want each room to feel somewhat like a puzzle with (hopefully) multiple solutions to clearing it out before moving on to the next one.  Some may call for a quick, well timed run and gun attitude, while others require slowly and methodically working your way through platforms and cover.  Time to break out the graph paper.   Art and Style: - Clean and crisp, well animated sprite graphics.  Well, that's the ideal anyway.  I am not much of an artist, though I like to think I have an eye for what looks good and stands out.  If the actual game part comes together well, who knows, maybe I'll consider bringing an artist on.  Expect stolen sprites or visible hitboxes for a while.   - I'm a big fan of the character designs and art in Ghost Trick, as well as that in any 2d Way Forward game.  When I think of the main character, I see of stylized, tall, lean guy (or gal) in a black suit and tie.  I'm sure I'll hack together a visual example when I get tired of coding.   Technical Aspects: - Up to this point, I've really only thought from a design and style view point, so no technical details are determined.  I'm loosely planning on using Unity 2D since it's available and I've been wanting to learn the engine.   About Me: - Just in case anyone is actually interested in knowing, I am a recent (8 months ago) computer science grad, now working as a software engineer for an engineering software company in the US.  I've long had a passion for games and this is my first real crack at developing my own (outside of simple game projects done in school).  I'm very much looking forward to the process and learning all the ways I'm completely off base with what I think I know.   - Most of my programming know-how is in C++, Java, a little C# with XNA, Perl with HTML: Mason.  I've played a little with 3d game design and editing via the Torque engine and Blender.   If you've made it this far in my post, I commend your patience.  I'll "reward" you with my working title for the game: Never Miss.  Let me know what you think of the idea and/or any suggestions for seeing it through.   Thanks - md