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krb

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About krb

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  1. krb

    A Science Fiction Galaxy

    I didn't mention them because neither were created as game franchises which is the medium you want to excel in. Star Wars and Star Trek both started out as film and TV franchises. The amount of lore people going into a game based on either franchise is substantially more than the average video game. If I had to watch 3 2 hour movies and a Christmas special just to get the original lore which isn't even the beginning of the timeline for a video game I would skip that one. Those franchises are old enough to both have had games on the Atari 2600. They are iconic, I think Star Trek has a little more creative depth to it but it was a running series that viewers spent far more time with so that's to be expected. You can see Star Wars' obvious inspirations and they're well made movies (the first 2 at least) and they weren't meant to be over thought. I do agree everything after the 2nd Mark Hamil one was a cynical cash grab but George Lucas had to make the first 2 and they were so successful because of the special effects. Avitar was successful for the same reason, until the last Avengers it was the top grossing film in the US. James Cameron wrote a huge universe, 2 worlds, Earth and the other one with the blue people. No body's favorite movie is Avatar. Aside from blue people and giant rhinos fighting some robots and maybe Sigourney Weaver no one really remembers. We all went to see it because it was it came out around the same time the new 3-D technology came out, same with 300, do you really think the average public cares about an obscure historically based comic book? At least the 300 people struck while the iron was hot and made a few more movies before fizzling out. James Cameron has been working on Avatar 2 for over a decade and unless he times its' release with the advent of some new VR or hologram futuristic theater I think it's going to be a flop. Same with games. You need to give people something in the medium to make them give a shit about what you've written, especially if you are going to just phone it in and make space samurais or space Columbus or whatever.
  2. krb

    A Science Fiction Galaxy

    I think video games franchises are successful before the in universe world is fully fleshed out. Look at the obvious Sonic and Mario instances. When I was a kid Mario had a live action show where he was a Brooklyn Pizzeria owner and Sonic began life cool. Angry Birds started off as a catapult reskin and had very little story in the actual game, people had to sit down and think of a movie to write around it. Minecraft was made with no story or endgame and that's what gives it longevity, it really is just gameplay. Even the GTA franchise, which is just a parody of the real world, is real fast and loose with their in universe rules and cannon. Sports games are a bad example, they are guaranteed to sell to people that are fans of the thing they are based on and there is 0 writing involved besides figuring out how to frame microtransactions, if anything they break in game immersion and make for a worse experience but are still successful because of the loyal fan base. I won't go on with examples but it really seems like the horse if being put before the cart here. Good luck with everything.
  3. krb

    Game design high school curriculum

    Not all games communicate values but of the ones that do some do it in a more subtle manner than others. The suffix "ist" denotes perpetuating demeaning or discriminatory ideas. It is impossible for any work to convey those two things in the content of your work and not communicate any values. You may see them as neutral values if they are ones you share, kind of like how no one thinks they have an accent, but that still doesn't change the fact that it is attempting to communicate a world view. The content doesn't have to overshadow the game either, FFVII has a very environmentalist message and even puts you in charge of what are essentially a rag-tag group of eco terrorists fighting a corporation that runs the world and powers war machines by sucking the lifeblood from the planet, hamfisted writing at its finest with almost no major breakthroughs in game play other than being fully 3-d at a time when that was a novelty, everyone just remembers it for cool hair, big swords and chocobo races, no one cites it as shoving an environmentalist message down their throat. Pac-Man and Minecraft communicate almost no values via game play or mechanics, I agree with you there and they are both what I would consider some of the greats, but they have little to no story. The more you write the more the world view of the author will be reflected and everyone has opinions and values and those will come through via your writing. That being said I don't think that "what values were the creators communicating in this game" is a good question for a game design class, maybe something like a video games as art class where you did literary critiques of video game stories or something. Basic games you want to start out teaching have little to no story and thus little to no representation beyond whatever visual assets are used. The medium is still finding recognition as a legitimate form of art so good on you for teaching this class and legitimizing it in an educational setting, but I feel class time would be better used to teach techniques used in game development, possibly ones that arose out of system limitations and have an interesting history behind them, nuts and bolts type stuff.
  4. krb

    Help on crafting a game plot and setting

    First off this is going to sound ridiculous but hear me out. Look up a synopsis of or even watch the last 2 seasons of Riverdale. They were objectively bad and I only watch it to punish myself for liking TV but I think they did a good "world within a world" thing with a D&D like game being used by a religious cult to get kids to do their bidding, which is in turn being controlled the bike mafia as a way to sell drugs or something, IDK it gets convoluted and is over serious like everything else on the show but that's what makes it camp and fun to watch I guess. Anyway, the point is in doing a story like that you need to have that moment where it was all initially presented as fun and games, until it got real...and the guy you thought was in charge actually isn't, maybe the guy who the audience was led to believe was mindless lackey actually is, maybe he isn't, who knows, the point is everything you thought was now isn't, for example thinking it's all fun and games, and that it's not real, because it isn't and is, respectively.
  5. Okay, we can work from there. For the high fantasy setting are you locked in to Tolkien style? If not I would recommend going the Witcher route, it can still be medieval European influenced and high fantasy, but instead of relying on the classic LotR and English tropes their world was based around Slavic mythology and had a very Eastern European feel to it. I'm not saying do Russian stuff because they did, it's already been done, what I'm saying is look at the different cultures there from about 1000-1500, earlier or later if you choose, then look at how they fought and what their units were named. I recommend Machiavelli's "Art of War", just like the better known Chinese counterpart it goes into the different types of units and how they were used. It focuses mainly on the different city states that would become Italy but it is the only comprehensive written piece on Medieval tactics written at the time it is discussing. So basically like the other poster said, for things like "knight" I would pick a culture that interested me, find what their equivalent of a knight was (landed gentry with authority given by a monarch with the expectation that they and their resources will be used to help that monarch if he so needs it) and try and write the qualities they were most known for into the unit. If the story and game is fleshed out already and the names are just a cherry on the sundae I would hold off on changing them, let the Beta testers name them because the name will directly relate to the experiences (most likely frustrations) they give players, it would make sense and be a little more creative than using a map and google IMO.
  6. I like the idea of the main game being displayed on screen with the phones being used to view the cards. The second idea sounds the easiest to implement and I like the idea of avoiding all the network hassle. The thing is it still has to be convenient, even if the game looked awesome if I had to type in a code I wouldn't play because I'm lazy, as I'm sure many other people are. You should do scannable QR codes that link to an app and show the player the corresponding card. You could embed the codes in game art that either gave the other players a hint at what kind of card it was without outright showing them to encourage planning ahead and strategy or make it alternating artwork with codes worked in so that it's always different and there is no to tell your opponents cards before hand to keep the element of surprise up. All of this seems a lot harder to implement than something that's always online like Hearthstone but it's also original and I think worth the effort. Good luck with everything.
  7. I like the idea of finding new names and say take it a step further and abandon the high-fantasy setting, keep the same concept, slow speed tank units that deal heavy damage, mid range units with more speed and less damage, and of course the squishy special skill users. The basic concepts of strategy the SRPG genre are rooted divide all military combat units into 3 groups,infantry, artillery and cavalry. Each has its' strengths and weaknesses and is effective against one while being vulnerable to the other. It's easy to default to knights, archers and mages when translating this concept to video games because that is the standard for so many of the best SRPGs, but at it's core it's just a basic grid based rock, paper sciscors game. If you have something awesome that will stand out like a story that absolutely needs to be told in a Tolkenesque high fantasy setting or a bunch of assets made and work done on a fantasy. Of course you should try and find a game play mechanic to make it stand out but I think a different story and setting will do just as much to make you stand out. Take for example "Shadowrun", it took the basic table top mechanics of "Dungeons and Dragons" then changed the settings and made their own distinctive world out of it. There are the same basic concepts, magic, orcs, fairies, dragons, but it's in a cyberpunk setting and set in alternate future dystopian versions of real world cities. The series has managed to stand out and have longevity compared to the countless other D&D clones of the time and has been around for about 30+ years. First, decide on a setting. If you have your heart set on high fantasy medievil we can work from there but see if you can't come up with anything else. It doesn't have to be Shakespeare, it can just be the Shmoobles wanting to fight the Schmobbles because they took all the Schmoopty, the important thing here is where is this happening?
  8. I had this same problem. I have wanted to make games since I was a kid and we put RM2k on the school computer and have attempted to get into making my own game for the better part of a decade. Every unsuccessful attempt I've had I tried to work my way through tutorials and pick up things that way, I was able to work through them but then retaining the information and using it later on projects I had going while watching the tutorials was a problem, I just wasn't fully comprehending the intricacies of programming and would make mistakes that in hindsight should have been obvious but would go over my head, things like bracket and semicolon placement or missing a single parenthese, but I would overthink it and second guess the logic I learned and pretty much unlearn things if that makes any sense. The past few months I have switched it up and just been finding fully completed sample projects in GMS and Unity they finding the bits and pieces I want to learn and taking them apart and really getting to know them. Once I know how they work I use what I learned in a game I'm making that I'm slowly incorporating everything in and I am about 70% done with my first game and have gotten to the point where the coding is more or less done and just needs to be cleaned up and put into a more readable and efficient format but it works and I feel like I understand coding logic a lot better now and could make a simple game on my own without references or pasta. I think the big difference here is learning the nuts and bolts of it before learning good form and coding practice, which is important but useless if you don't have the base skill to apply it to. Lots of tutorials on youtube are made by really knowledgeable people but they either jump right into best coding practices or they show you an example of a simplified one then say "but that's not how we're going to do it" then go back and have you erase what you just learned only to do it again a different way and that always threw me off and took the wind out of my sails while also making it hard to pick up a 20 part 45 minute each tutorial series. Looking at multiple versions of finished things like platformer and ARPG codes for commonly used engines and seeing common practices and how they work and having the ability to see what happens when I change bits and pieces is something that can be picked up and left off at any time and it feels like there is a lot more potential to learn because it's not a blank slate dependent on what someone is instructing me to write at the pace of molasses. If your goal is to learn coding this is what has helped me understand it. If your goal is to make good games there is more than enough modular assets available on any of the major engine's storefronts, think of it as small scale outsourcing or better yet think of hiring a coder like hiring a landscaper, the guy with the botany degree and a team of people that does custom work will cost more than the kid with the mower that goes over every lawn the same way. Asset store code is that quick mow, you can still make the yard look good and that is an integral part of it but you will have to put in some work to make the yard your own. Of course give credit if you use anything but the end goal here is to make something fun that resonates with people, whether or not you coded every detail from scratch will not make it any more fun. Yes, a basic understanding of coding will allow you to implement what you and grant you the freedom of not just having to work with set templates and no you shouldn't just asset flip and call yourself a dev but there is no shame in saving time. Anyway, maybe try out reverse engineering a template or completed tutorial and working at your own pace, keep up at it and good luck to you.
  9. Base her on a real person. Do you know any native women? There was one girl I grew up with that was native and the weirdest combination of frightening/beautiful. She dressed like a guy, mainly baggy clothes, think late 90's hip hop style and got a big slash across her face that took off the tip of her nose around middle school fist fighting a grown man who panicked because he was losing and pulled out a knife. She had the same girlfriend for years, a girl that got pregnant in high school and the guy left her and she ended up raising the child like her own. They ended up breaking up years later and she was still co-parent with the kid. Basically a thug on the outside but a really caring person on the inside. IDK if it's a stereo type but if you make her a person that had to fight because of the surroundings they grew up in and make their reasoning wanting to not have to fight anymore it's kind of more true to life and relatable to the people it's meant to represent. I knew lots of girls like Maggie but if you asked me which one I would want to base a fighting game on it would be her because I'm pretty sure she could beat anyone up. That would be a good idea for a bad guy too, the guy that cut her face, that way you could have a native bad guy to even it out like the other guy said. Make him older and the polar opposite of her, flashy, loud and sleezy enough to fight a child over their shoe color on the bus. Make him an Elvis impersonator because that guy had his hair slicked back and geled so much it looked like Lego hair. Make him a dangerous chump basically. You'd have to give them a shared backstory, I like the marital arts based one. Make their fighting style Eskrima and have them be from Alaska. Their master moved there from the Philippines to teach them the art of the blade. One day he was killed in a bear attack, because Alaska, and he hadn't yet named a successor but his 2 top students and the rest of the school knew it would be down to them. They duel beginning bare handed to decide who will lead the school. Maggie believes they will fight with respect for each other and keep it to bare hands. Elvis believes he can beat her with his bare hands and plays along but is mistaken and gets beat down. He reaches for a fighting stick and attempts to hit her from behind as she walks away but she knows it's coming and turns around to grab his wrist and he apologizes. She lets go of his wrist and he reaches for the knife at his waist and slashes across her face. At that point the rest of the school rushes in to save her but he stops them and gives them a speech about a distorted and evil vision of the true spirit of Eskrima, the kind of stuff a villain would say, then banishes Maggie from the school. She's fighting to go back and take her place as the head of the school from a the villain. Her attacks are speed based and focus on bare hands and traditional stick weapons, he is a weapons expert with increased damage potential but compromised speed and an arsenal of weapons as special attack, Eskrima encourages weapon improvisation so the sky is the limit here, you could even have him throw his plastic hair hat at someone.
  10. krb

    Looking for Prosocial Game Devs

    This sounds like a cool idea. I have some ideas on how such a thing could work, mainly having to do with production and distribution of the games but some content ideas as well. If you direct message me here I will respond when able. I have a tight work/school schedule at the moment so it may take a bit but no more than a two days.
  11. krb

    help me to find designer

    Can he make a quality 3D platformer?
  12. krb

    A Mysterious Player Character?

    First game that came to mind was FF7, but lots of JRPGs follow the same "unknown past determines the hero's fate" trope, but FF7 had the rest of the cast knowing the main characater's secret and keeping it from him to use him to further their goals. Not exactly what you described but kind of close. As for a good story where the protagonist's past is known to him but slowly revealed to the audience as his intentions change, check out a movie called "Lucky Number Slevin", they do a really good job telling a story this way and when all the pieces come together it's kind of satisfying.
  13. You failed right out of the gate with that one. Time is money and you are willing to trade your time for no money to have someone tell you just that. Also, I'd venture to guess graphic design and music composition are skills that are more important to actually making a good game, you're kind of counting your chickens in the egg here.
  14. Have you tried the arrow keys or p.up/p.down keys? If that doesn't work feed it cheese. Mice love cheese.
  15. krb

    why does RPG Maker SUCK??

    RPGmaker isn't terrible although I admit there hasn't been much added since script support. C# is a nice added feature and I know the previous iteration had LUA but in my mind the best is still the first RM2K, complete with Don Miguel's shaky translation. The features I would like to have seen implemented since then are mainly for the art. If I want to change a specific tile character feature or mix and match tile and sprite sets I would like to be able to do so in the editor rather than having to do it in outside software and import the results in. I like the way they handle sprites, tiles and rooms in Gamemaker Studio 2 and wish they would implement something similar in RM, no limitation on layers and the ability to generate assets within the engine instead of a bunch of ugly preloaded stock assets. I haven't liked the RTP artwork since 2k. GMS2 room, level and and sprite editor paired with RM or RM like options to replace the drag and drop and still supported direct coding, that's the engine I would make if I was capable.
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