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Syrena

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About Syrena

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  1. Syrena

    How Would You Reconnect with Old Friends

      I didn't dump them in the first place. I was happy when I was with them.
  2. I don't want to get too over dramatic, before I get advice let me provide a little background info.    I had two very good friends in college, lets call them Chandler and Rachel . Long story short, we sort of lost contact after awhile. Both of them went on to University, and that's when our relationship slowly started to deteriorate. You see Chandler was around me too much. I didn't know how to tell him in a friendly way that sometimes I need space for myself. We got into an argument one time because I came home from school and was very tired. He said that I always leave him after we chat only for a few minutes (This was back in the day when MSN messenger was still around, so when I say chat, I mean by computer). While in university, his attitude sort of changed from friendly guy to being sort of tough. I guess he felt  he didn't people to push him around. Rachel, she was more friendly, and has a sense of humor. I attempted to reconnect with her before, and she was funny about it, but again we lost contact. She lives close by, I sometimes used to see her when she was taking the bus to school. If I suggest we meet for a cup of coffee, I don't see her saying no.   I wanted to reconnect with them because my life is slow. Other than job searching, there isn't much too do. I go outside for walks, and yard work from time to time, but overall I'm not that happy. I was really good, and quite happy when I had my friends, more specifically Chandler and Rachel.   My real issue is, when she asks me what I've been up too? What should I say? I don't want to reconnect with them and have them think that I'm only using them to get a job and then dump again when I have a decent career. I don't mind reconnecting with Rachel, and then maybe with time reconnect with Chandler.  
  3. To me anyways, it seems fantasy RPGs are everywhere. I don't understand why people like them so much. To me, they all seem to share the same basic Tolkien inspired fantasy world. The developers of Pillars of Eternity just announced a sequel is in development, but on the surface how is it any different than Sacred, Dungeon Siege or Neverwinter Nights? The same could be said for other game genres as well.  Are developers scared of trying something new? If they do try something new, are they afraid people won't like it/try it?
  4. Syrena

    Stop the Player or Punish Them

    Oh, forgot about that part.   Reminds me of Resident Evil 4. If you shoot Luis too much, you get a scripted cutscene where he shoots Leon to death.     Interesting game play mechanics, so punishing the player isn't that uncommon as I thought. It also seems that the dynamic has changed over time.    I don't know if this counts as punishment, but in MGS, after Meryl has been shot down by Wolf, if you attempt to help Meryl(although, even if you could approach Meryl, I don't think you could have helped her regardless),  Wolf will immediately lock on and shoot you, to me that indicates that you're not supposed to move forward or help Meryl, if you do, you'll be shot.
  5. Syrena

    Stop the Player or Punish Them

    You're talking about Meryl when fighting Psycho Mantis? Actually, Meryl has her own health bar and attacking her depletes that. If she dies, it's game over. When it comes to "punishing" players for kills, the Metal Gear series makes it so that your score gets deducted and getting higher ranks is impossible. In later titles, such as Peace Walker, you lose Heroism points if you kill the enemies and Heroism is needed to raise your base's reputation and attract high-ranking recruits. In The Phantom Pain, you no longer lose Heroism for killing enemy soldiers but you lose them for other actions, such as letting hostages die, killing them yourself or have your support chopper destroyed. Play around a bit with how you want to discourage players from killing but be careful to not make it too tedious or annoying.      In the first one, if you hit Meryl randomly, she will slap Snake and deplete his health.
  6.   Many thanks for the help.   I don't need that level detail, but it just slightly irritates me that I've been trying for so long and unable to write a story. I was thinking of dropping my text adventure game for a educational type game. I understand you're not going to write your greatest story on the first draft, but my problem is, I can't even get a first draft. If you can gather those links, I won't mind taking a look.   Also, my goal was to write a story that made players think, I wanted my game to the equivalent of if Christopher Nolan decided to create a game, my game is what it would be. I don't want just any random RPG, that's why I chose a spy text adventure game rather than the traditional medieval/fantasy RPG.    I don't want to go off topic and on a rant, but I think I "bit off more than I could chew" with this game. I was thinking for awhile now to focus on more business type applications rather than gaming, because writing is only one of the many barriers to completing my game(again, don't want to stray off topic).  
  7. Syrena

    Stop the Player or Punish Them

      It's a spy text adventure game. So yes, stealth game if you want to call it that.
  8.   I asked a similar question like yours not too long ago. I myself lack a degree after college as it was only a certificate course. Hopefully the link should provide at least partial answers.   All I can tell you is that for bigger studios you need a degree, unless you have 10+ years of programming experience.   Why exactly will you hate about a local job? Is it because they use Unity?  A lot of small studios will use Unity, and if you want, you can buy well written text books and learn from those. If I were you, and really passionate, I would make the effort to learn Unity, and put it in my portfolio. In the mean time, try to find programming jobs at small/mid-sized companies and build up good references. 
  9. In my game, the player can acquire only 2 types of guns, a Sleep Gun(tranquilizer gun) and a charge gun(used for taking out robot guards). My problem is, I don't want the player to kill a human in my game. I could do it so that if the player has the charge gun equipped and attempts to use it against a human, it will just say "command not allowed" or I could allow it but punish the player, for example, diminishing the health of the player.   I know in Metal Gear Solid, if you hit/kill one of the main characters the game, your health will be diminished and it will end if she is killed by Snake. However, in the same game in one of the areas, they disable the use of weapons because in-story it makes sense, but, they could allowed the player to use weapons and just punish them(i.e ending the game or getting caught and having the escape the holding area).   Which is the better approach?      
  10.   Many thanks for your reply and help.   My problem isn't so much structure as it is story writing. I can come up with snippets of scenes, perhaps a few lines of dialogue, but after that I have trouble putting all together, by that I mean, filling in the blank scenes and making a full story. This isn't my first attempt, I previously tried to write a novel which crashed after a few months. To be honest, I'm simply not cut out to be a story writer.     @sunandshadow - Many thanks for the FF7 scene break down.    I will indeed try to write a synopsis and see how many acts it could break down to.
  11. Right now, I'm currently reading The Ultimate Guide to Video Game Writing and Design , in it the author suggests a writing structure thats interesting. I was wondering, can games follow the 3-Act structure? I know that's typically reserved for movies, but are that any professionally released games that follow the 3AS?   Are there any other writing structures that are used for games?
  12. @doghouse - The idea of switching perspectives and allowing the player to play a different characters crossed my mind, but to be honest, it doesn't work well for me. I rather develop and let the player play though one character.    @kseh - I know the mechanic you're talking about, and seen it before. The problem is I'm building a spy adventure, and i mostly see that type of mechanic in RPGs (particularly medieval RPGs). I could work it in another way, like debriefing files or hidden disk/flash drive within the game that contain information.   @Norman Barrows - I will indeed try it out and see what happens.   @Servant of the Lord - I will indeed do that, problem is finding people you trust, not only to give honest feedback, but won't steal your game.  
  13.   Could you show me how you would rewrite my code using entity-component systems? Let's keep it simple with Sword bring a final class.
  14.   Well put! :D   So, if I don't want to, I shouldn't use the factory/builder pattern "just cause"? Correct?  As stated above there should be a legitimate reason to implement it.   Many thanks for the reassurance.   In your humble opinion, is doing this: International international = new International(id, firstname, lastname, documents); Okay? Given that it accomplishes what I need, and I fully understand what it does.
  15.   Unless you have strict rules in place (e.g. homework or coding guidelines stating rules explicitly), no specific pattern should ever be considered mandatory.   Don't introduce patterns if you don't feel they belong. Don't try to make your problems fit patterns you know, just to have a reason to use those patterns.     While all the answers were good, I think this is the best answer I've seen. I also posted this on SO and they didn't even answer it properly. 
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