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Gordon Mullins

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About Gordon Mullins

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  1. Gordon Mullins

    Wasteland Generations

    ok now I've done watching, not sure that leather armour is "bad" necessarily as I already noted with where you can wear these things. Leather armour must have been worth making because they used it in those times. If it was useless, it wouldn't have been used if something was obviously that superior. I don't know enough about armour though - but what I said seems logical lol. I'd also say that armour is a tree in itself? It goes from basic all the way through to the most modern? It depends on how much you want to put in though.
  2. Gordon Mullins

    Wasteland Generations

    Ok I need to address some things in that first video LOL First off, leather armour does work and did work. The thing the guy in the video hasn't addressed is how hot that Gambeson armour would be. Imagine fighting the crusades wearing that thick, insultaing material. He then says about shoes wering out faster than clothes but that's obvious isn't it? You walk on your feet lol - interesting nonetheless and I'm stil lgoing through it - can't wait for the "firearrows" LOL Aah good old Lindy! Already seen that one
  3. Gordon Mullins

    Wasteland Generations

    No, don't be discouraged! Make a BETTER game. Pretty sure then your game would be brutal and there's a market for that stuff. So manny games these days are just uninteresting because they all hold your had and put marks over everything you need to pickup or head towards.
  4. Gordon Mullins

    Wasteland Generations

    Sounds a little like RimWorld if you've ever seen that? Might be worth checking out on Youtube though by what you've said, you're looks very involved and I love the level of detail you're going into. There's plenty of people that want that kind of thing. Wrap that into a 3D engine and you might have the next big survival game As a 2d game though, it'll still be great as Rim World, Prison Architect and Stardew Valley will all attest to. As another option, 3D isometric view as in Project Zomboid might excite you further GM
  5. Gordon Mullins

    Pirate game: treasure hunting mechanic

    To add to the finding mechanic, adding in something where the player has to still "find" the treasure after he has the location. Maybe he has to dig at the right spot (maybe like minecraft digging mechanic). The player might have to look at a picture and match it to the scene he sees to locate the exact point. It could also be clues like "ten steps north from the hook shaped rock then 5 steps east" - So basically once they get to the location, there's that extra layer added to the discovery.
  6. Gordon Mullins

    Do You Like Time Trial Modes?

    For Cheating, look at GTA V and see how every race win record is 10 seconds which is impossible. Rockstar seem unable to fix it. Now it's pointless to bother even trying so you definitely need anti-cheat if you're taking scores online, player V player. The replay idea is probably the best way to track it and you only need check them after the game has been out for a while, reducing the workload because as the game is released, plenty of players will try for the leaderboard which will push the time completed down to a point where a new "winner" is quite rare and easy to check for cheating.
  7. Gordon Mullins

    How many dimensions of progression can a game have?

    Hey OP, Not sure that XCom is 2D progression because you have also have your science to progress and your soldiers to train up as well as the overall story that you're going through as well as your base building. Seems like that's already a 5D game?
  8. Gordon Mullins

    what is the appeal of fps games?

    A passion for making a good FPS game I would think is a requirement just like in any game you design but what make s a good FPS? PUBG is king of the hill for FPS's right now. If you break it down, it's a large playable area with a handful of vehicles and weapons where you only get one life and you also have to scavenge for things. What makes it good? Good gunplay, interesting environments, good sound design, options for solo/team play, variety of items to find, the decreasing circle of death, map design and of course how it matches up to your definition of good. COD is massively popular but wouldn't fit the criteria of a "good" game in many people's eyes and there's two ways to make a game - you can be cutthroat and go for money in which case follow destiny 2 with it's.... what exactly? The gameplay there is repetitive and grindy and boring apparently and yet a ton of people bought it. Not sure so many are still playing it however. If you're not going for cutthroat and profits, welcome to real game design!
  9. Hi, hello Designing a game to please everyone I think is probably too high a goal to acheive and likely unacheivable in fact so it really comes down to getting the gameplay right and keeping it interesting to maximise the number of people that would play it. No Mans Sky whilst ridiculous in size, really had nothing in it once you break it down and who really cares if it had 15 quadrillion planets because it's impossible to see them all and there are other massive issues with the game. Each planet was essentilally the same but a different color. The flora never changed and the fauna was laughable in a lot of places. When you break down the gameplay elements of the original release, it was mine stuff to repair your ship to fly to another planet and do the same trillions of times. People will get bored of that after a while as it's pointless. Elite Dangerous suffers much of the same with it's bland gameplay relying far too much on RNG to generate content of shallow AI engagements. Minecraft is different however OP but it depends on what you like. This is the key here and whilst you say it didn't appeal to you, it certainly does to others, especially kids it seems (Ask my 2 nephews and niece who over Christmas had me watching them for 6 hours making sure they swapped around every 15 minutes so they all got a turn LOL). The Forest gives you goals which makes it engaging. There's also challenge and possible loss. The environment and sound is spot on, you can build and you need to hunt as well as defend yourself and there's also a story to follow. DayZ was an open world game that millions loved and was the mother of all these open world survival games we see now. Look at a similar game, The Division by Ubisoft which lost something like 93% of it's player base in 3 months. Essentially the same game but didn't keep people long enough because after the story was done, there isn't really anything to do but play the same end story's over and over and over and over..... They added in more stuff however and the Underground is good. These games of course are not endless and if they were, it wouldn't make any difference. Humans are great at seeing patterns and if you keep seeing the same old thing, over and over, that's going to be an issue ala No Mans Sky - why did Hello Games think repetitive, simplistic gameplay was going to be a "thing"? So I think what a lot of games miss out on when they are designed is something that compels the player to come back. That being said, some games have a finite life and that's it. Open world games though need good game mechanics that keep the player interested. So they need to offer complexity, challenge, risk, reward, creativity and unique experiences (off the top of my head). The mechanics also need to be down so that means movement, shooting, building, sounds architecture and of course the art design. All of these parts are critical and are what make great games great. That being said, I'm not sure you can make an endless open world game and keep people playing it. After a while, people are going to move on because every game will feel samey at somepoint.
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