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Posts posted by badpotion

  1. Search online for a colorblindness simulator. I found a couple that allow you to upload an image and then it shows you what sort of effect different types of colorblindness would have.


    That's what we ended up doing. In end we chose our four player colors as very common red/blue/yellow/green but we set the tones and exact hues based on several simulations.


    No gradient issues to worry about - the colors are quite bold and very much either a specifically colored hazard, or not.


    Cheers for the input.

  2. I'm working on a four-player multiplayer game and hoping to utilise any collective wisdom on best use of color.


    My four characters (and linked level elements) are visually identical in structure, but color-differentiated. I'm currently using:




    YELLOW(warm end)



    Anyone able to offer a sense check on whether this is a good choice? From what I can gather, green hues seems to be biggest trouble maker both in red-green and purple-green relationships.


    I thought about looking for a Unity shader to simulate all the various configurations of cones so I can see it and make adjustments, but not sure it's necessary if it can be solved with some informed choices.


    I've never thought about color-design in my games before now, but for this project the readability is immensely important, both for character color and corresponding hazard colors.



  3. Pretty much any that show concept art sketches (Morrowind is a good example) or anything similar. Always enjoyable to see something new come into the rotation, or just appreciate some of the best art that went into the game's production.

  4. Would it be fair to say that your initial description of the heat mechanic is pretty much just stamina?


    If you think about the mechanical implications of stamina in say Dark Souls for example - you can "fire" so many times before you've swung out and must recover. What you described didn't sound any different really, but maybe your heat system is a much more gradual process (both depletion and recovery) ..?


    There are some nice combat principals in Souls combat that I think work really well - namely that if you deplete your stamina, you not only can't strike again, you also can't block properly. You're vulnerable to guard-break and staggering, and can't roll/dodge either.


    You could do something similar there where your shields operate poorly (or not at all) under high heat. You could let the player continue to fire (perhaps to a point), but they'd be completely derailing their defences. What I think makes that fun is that you give the player a lot of latitude to set their risk level and play with a gambit kind of mentality.


    Another thing that might work is using a recovery curve rather than a linear rate. If you can keep your heat in the mid range, you can keep recovering it quickly.


    Also your idea about heat seeking weapons being more effective against overheated ships is nice - all of that kind of stuff is good for tactical depth IMO.

  5. Twitter suspended my account due to me not using it.


     On a relative note: Why don't folks create a web site to keep their 'fans' updated on what they are doing ? Twitter seems like it's a very cluttered promotion platform.


    Please don't tell me it's too hard to code PHP web pages.


    Well the thing about putting up your own web site is finding ways to actually have people go there. And even if you can get fans or potential customers to visit your site, they may do it once and then never recheck. You'd need a huge amount of work to make something people constantly look at.


    And the thing about twitter is that there are millions of people already there, already reading, looking for something interesting.

  6. Marketing is covered by Business and Law; if we were getting so many marketing questions that they were drowning out other topics we would definitely consider a separate forum, but surprisingly marketing is a minority topic in the forum at present. smile.png


    //EDIT: I've edited the forum description to more clearly reflect this.


    Ok, thanks. I'll know my questions are in the right place then if I post to the business (and marketing) section. That'll work, cheers.

  7. I thought about this for a while, and I think it might be:


    Xploding Plastix - Omar Sharif Bonanza


    Every time I listen to it, it evokes something different. Often absurd and bombastic nonsense. That's the way to go out.


    Game Definition Document

    A what?

    I think GDD stands for Game Design Document FYI.


    But badpotion is essentially right, your above post is not a GDD as it does not describe the gameplay mechanics.



    Indeed, my bad. for some reason I've heard "game definition document" rather than Game Design Document a bunch of times recently and I think in that moment it stuck.

  9. I think you should write a Game Definition Document now that you've written some conceptual stuff down. Your post reads as a sort of romanticised game experience, but to figure out if you can build this (or more importantly if you want to build it), you need to lay it all out to understand all the things that are required to execute it.


    People take different approaches to GDDs, but I like to think of it as something I could give another person and have that person build that vision in a way that's fairly close to what I have in mind. If that sounds like a trivial task, it isn't. It's a surprisingly difficult task and requires a kind of painstakingly disciplined thinking to recognise and eliminate any assumptions between the lines.


    Even if you intend to build this yourself, it's a really helpful exercise in understanding your own game. In your post you're describing quite a lot of art and several unique behavioural entities, with huge leeway for interpretation on scope and style of experience. It could be executed minimally in 2D, or it could be 3D (I read it as 3D), it could employ a degree of imagination on the player's part, or it could be a very literal and vibrant space modelled in high detail.


    If you want any really specific feedback or thoughts on aspects of the game, you'll need to have some way of presenting a non-abstract breakdown of exactly how it runs. If you don't feel comfortable sharing that level of detail, again I highly recommend you write it all down anyway even if just for personal use. You'll be surprised how many details didn't come to mind while imagining the core concept.

  10. I think the best rule of thumb is to just to use any art style within your means that interests you.


    There's a vocal (I'd like to think minority) in the "ugh.. another 2d pixel art game" camp, but mostly what people want is a game that's just fun and has some kind of compelling experience. There's also a section of gamers that avidly adore pixel art, as long as it's good art.


    In my experience, most people don't care about an art style, as long as the art is good, and even that's not always a deal breaker if the game is good.


    So, I think only madness lies in trying to preempt complainers, rather than just following your own interest and letting that fuel your work.


    It's also much more important to understand good color theory, sense of space, and visual design than it is to stress over the methods you deliver those things in.

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