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Dramolion

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About Dramolion

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    Member

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  • Role
    Game Designer
  • Interests
    Art
    Design

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1996 profile views
  1. Dramolion

    Content of dungeons?

    Doors generally have two functions: 1) To stop player from entering where he shouldn't go yet. 2) To present the player with a puzzle or quest where he has to find the key to get whatever is behind the door. Traps can be made more interesting by having them inflict status-ailments.
  2. Dramolion

    Map

    Then maybe play Battle Royale, talk to some of the other players and get a general "feel" of the game so you will know what players are comfortable with.
  3. Dramolion

    A crazy idea to improve fair use....

    So you're saying you believe people already had your idea ??
  4. For longer-running games i recommend a new server/gameworld every five years. Regarding your question, i don't know exactlyhow the unlock-system works right now, but just locking items for purchase(and not usage) should fix the problem.
  5. Dramolion

    A crazy idea to improve fair use....

    It might be nice to add this legal stuff to an existing free-to-use engine.
  6. Players prefer a single currency against which all other commodities are measured (maybe unless trade is the core-feature of your game)
  7. In RTS & MOBA, shared vision is already standard. In FPS, where the player has no camera-control, a quickbutton to switch perspective could be feasible. Sharing of skills isn't realy a great concept, since it takes away the individuality of team-members, though maybe some people will like it.
  8. You can have a random monster drop some loot, since the player doesn't know which monster drops loot, he may have to kill them all(or get lucky)
  9. Dramolion

    Ingame Seever/Database relationship

    That's programming, although the answers you get would be dependent on the design of the game.
  10. Dramolion

    MMOFPSRPG

    An idea is as good as it's execution. What you mentioned sounds like an AAA-title, which requires a huge amount of effort to be put into it's execution, since you don't have a team (nor programming skills) you can't execute so i would say it's a bad idea.
  11. Dramolion

    Healing during travels in RPG?

    Why is there a "cost" to healing ? is skilling towards having a lot of hitpoints so overpowered it needs a debuff ??
  12. A level-select where you can retry levels you ve already beaten to get a better score ?
  13. Dramolion

    Designing interesting Quests

    You have listed "collect" "kill" and i suppose "talk", which seems to be the kind of mechanics you 're aiming for. To make the quests more interesting you wil need to change the smaller details of the quests themselves; the kill-quests can be repeated many many times for different(not necessarily stronger) enemies, an enemy could have have ranged attacks or only melee attacks, he may have stun/poison effects, maybe he even runs away and heals himself, or maybe the player has to assasinate the mayor of a town which is quite easy, but then all the townspeople try to kill you and you still gotta get to the safe-point. Carry-missions are more an excuse to send the player one way or another, unless there are specific skills involved that the player needs to manage(for example carrying-capacity, maybe he needs either forging or trading to acquire an object or else he needs to steal it etc.) Talk-missions are mostly in games to explain mechanics(tutorial) and present story(aka present the other quests) if you WANT to make them more interesting multiple choices are key, though i would only do that for side-quests(because they 're optional and you made the player choose). (They can still be made more interesting with skills as well)
  14. Dramolion

    Problems of designing a story driven game

    Well, you re not making a Total War game, but, it's not uncommon for a game to let the player choose which level to play first, or, in RPG's, which (side)quest to resolve first. This is terrible; it doesn't solve the problem at hand, and you 're going to have to make VERY entertaining levels if the players is going to be forced to keep practicing them. Instead, why not just let the player make a new character whenever he loses, call it a clone or a recruit or volunteer or whatever, and actually use the character-creation-screen more then once per playthrough ? (aka change the story to explain mechanics, instead of changing mechanics to match the story)
  15. Dramolion

    Uniform building sizes in city-builder?

    If placement of the buildings is one of the "challenges" the player is supposed to be entertained with you should definately have differing sizes for different buildings. If the game-play is more focused around building defenses around your city then some uniformity in the houses etc. (economic buildings) will be more appreciated by the player, however even then i doubt you should make ALLthose buildings uniform. I'm not sure what you meant by "fluid" btw, but here i 'm gonna take as if the same type of building can have different sizes; most buildings shouldn't be fluid, though some of the more standard buildings maybe should(for example have different sizes of houses to fit-in in gaps that the player has build factories and roads around) Fluid farms are more realistic, but also bigger annoyance both design-wise and gameplay-wise, since they re often bigger and harder to defend, so i would just go without them. Ps; you can have dirt road/stone road and have most (smaller) buildings only require dirt-road, so they're easier to fit-in and it looks more natural at the same time.
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