GoCatGoGames

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About GoCatGoGames

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  1. Does my method make sense?

      Three stories and three games is not a method, it's a trainwreck.  Concentrate on telling one cohesive story, even if sometimes seen through three seperate lenses, in one game.  Effectively telling one story would put you far above 99% of idie devs. 
  2. Wasteland 2 blew through around $3M, and that was an experienced design and development team.  The end result can be summed up by a great American poet whose name escapes me:     Do what you can with what you have.  Listen to the above advice from Mr. Sloper, et al.  Also Wasteland 2 is a boring bugfest of a sloppy game.
  3.   I despise iOS and mobile games, so this is an unbiased, level-headed and completely objective review:   There are 0 because the platform sucks.  Look at some of the PC titles that are available, from Shadowrun to the multiple lame recreations of Jagged Alliance.  It's like a turn-based revolution (for better or worse) on PC.
  4. What keeps players...

      I actively dislike MMOs and have limited experience playing EVE, that Warhammer Fantasy one, Secret World, and MechWarrior Online.  I can only tell you what I found compelling and liked about a few of them and what made me run from all of them.   Things that Made Me Want to Stay:  An art style that is tonally resonant with the story.  Good UI design that allows me loads of information when I need it but doesn't clutter the screen when I don't.    Things that Made Me Want to Holler:  The BUY! BUY! BUY! mentality of the item/whatever stores -- I don't like spending real money on imaginary shit.  Obvious grindy game mechanisms.  Characters that MUST progress in a particular way to remain effective.   But, like online forums, it was generally the people who drove me away.    May I suggest that, if my acronym memory serves, you drop an M?  Lose "massively" and you'll likely create an fun multiplayer game.   I'm just an old man lamenting the days of LAN parties...   Good Luck!
  5. Designing the Overworld

      Combining the above with the way you described implementing nodes and I think you are well on your way to a very interesting overworld.
  6. Designing the Overworld

    Gotcha gotcha gotcha... I think I'm just getting denser in my old age.   What I meant by "extended environment" was mostly off base.  Like having the Space Needle in an urban background denotes Seattle, WA.  You don't get to go to the Space Needle, but it being there out in the extended or inaccessable environment lends a sense of place to the location.   Now that I get what your saying, I can't add much more to the clearly interesting concept of nodes you've been discussing.  I feel my point about STALKER's interconnected level-based design still feeling open is moot.
  7. Designing the Overworld

    I have read through this thread and I still don't have a firm grasp of what you mean by the word overworld.  Can you define overworld, or at least contrast it with an extended environment or some sort of game map?
  8. Don't hate the game, hate the designer.
  9. Make games with skill, not luck!

    No one would ever play a game that risked actual money based on the random draw of a card.    Oh, wait -- yes they do.  Constantly.  In every casino, all over the world.   Randomness is not the problem.  Poor implementation of "randomness" is a more likely culprit.
  10. Suggestions in Finding an Interesting Game Ideas

    There are numerous books on this subject.  May I suggest you peruse the following:   The Art of Game Design: A Book of Lenses A Theory of Fun for Game Design Level Up! The Guide to Great Video Game Design   Creativity is less like a sudden bolt of lightning and more like diligent, scheduled work.  Put the time in and you'll get results.
  11. The name "Magi" makes me think of Christmas, "We Three Kings", and myrrh.  I understand that most designers pick a name straight away and hold on to it like a lifeline, but I would really consider choosing a more exciting, evocative, or just plain interesting name.   As to your question "Which Engine for a first-person-perspective game?" I'd give my normal advice -- it doesn't matter.  Unreal 4 is great.  So is Cry Engine.  So is Unity.  If you have experience with one, keep using it.  Make a prototype today, right now, without delay.  Worry less about your tools and focus on making games with them.   And, since it needs said, you posted no game design information.  Just vague ideas about puddles and leaning to and fro in wonder at this amazing idea.   The concept?  I'll keep my mouth shut.   Looking forward to the downvotes!
  12. I figure if your characters have wish pearls that can make their will manifest, they likely know some guy is hiding in the bushes!   Seriously, this is a really interesting and bizarre and wacky idea.  I wish you every success in fleshing it out and getting it developed.
  13.   I'm going to only respond to what I think is the basis of your question -- What kind of "camera" would work best? -- and leave the gameplay/wishing for another time (I think it sounds awesomely fantastic, by the way).   I've been struggling with similar issues for close to a year.  Over multiple iterations and prototypes of a tactical, squad-oriented, turn-based game, I've learned one big thing:  Realism isn't all that much fun.    Using games like Silent Storm and Jagged Alliance 2 as a template, I went about trying to improve the line-of-sight mechanics with everything from giving the player full camera control (zoom, pan, tilt, full movement) to shifting to first-person perspective while aiming (a rip-off of Valkyria Chronicles, to be exact).  Everything I tried made my particular game not fun.   I added a system that would put markers on the screen to show an enemy's last know position (See Silent Storm) and incorporated gimmicks from audio cues to "ghost" images to show where an opponent was thought to be.   For my game, it was unnecessary fluff.  After locking the camera (but allowing rotation) and simply displaying all of explored areas, including enemies, actual fun started to creep through.   It could very well be that the fun of your wishes, these somewhat uncontrollable, random expressions of will, might be more fun with the added knowledge of everything the character is up against.  That somewhat "perfect" knowledge of enemy location/movement (or whatever is in your game) balanced against the imperfect results of some other core mechanics could be what you are looking for.
  14. Prototype: Action RPG

      What exactly is a "session"?  Is this a measure of time, an instance of a generated game world, some sort of slang I'm too old to get?     He actually means "Can you hire me to compose music for it" -- he"s already spamming my inbox looking for work.
  15. If I can't say anything nice, then I won't get to say anything at all.