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HotButtonGames

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Everything posted by HotButtonGames

  1. This is a really good thing to decide on early, so you don't have to go back and change a bunch later on. For the design, I think the gradient windows don't go with the rest of the barn. The strokes should be more consistent (thickness) across the whole barn. Some options for enhancing flat art like this would be to add some very subtle vertical lines to the barn to give it some depth, maybe some flat glares on the windows, the foreground grass darker (like mentioned above) and if you can interact with the barn, maybe adding a pathway to it like this. And when creating your image, make sure to keep your background hills on separate layers so you can create some simple depth with parallax scrolling. Hope this helps. You're off to a good start!
  2. HotButtonGames

    First time writer here.

    Some parts the same, yes, but it really depends on how frequently they show up. You said it's a short game, so if you're seeing the exact same stuff 25% of the time, that's a lot. Small variants to show that something you did had an affect on the story (like Tony Li mentioned above) would go a long way in keeping the user engaged. If it's a challenge of coming up with different storylines, maybe consider intertwining some from different points of view. For example, in one playthrough, you could get in an argument and shoot someone - then grab a hostage and go on the run, deciding whether or not to explore a relationship with the hostage. In another, your best friend was shot and the girlfriend you were about to break up with was taken hostage. Same story, so there would be plenty of writing overlap - but shown from different points of view. That would cut down on the amount needed, and also make for some compelling replayability. If it's just a matter of writing a ton of content being a daunting task, I'd just say that the more you write, the better it will turn out and you'll be very happy in the end with any extra effort put in.
  3. Cool thread. My love for games goes back to the Atari days, where I would sit and play asteroids for hours. When others would be out swimming, I'd be in my aunt's house playing Mountain King on her Commodore 64. Fast forward to Nintendo, and Konami comes onto the scene with graphics that just blew me away. Capcom had a hand in there too with their exciting playability and good graphics. This inspired me to draw my own game characters and ideas for games, which was a lot of fun but led to nothing at the time. I went to the gaming convention when it came to town, and Megaman 2 was being teased with their innovative giant graphics that seemed like the kind you'd see in an arcade. Mortal Kombat also debuted at that show, and when Scorpion took off his mask to roast the loser, it was life-changing. You could do anything in a game. Later on I went to college for multimedia and the final project was to team up and create a game. But the game was to be created in Flash, which at the time was great for artists to dig in and make something - but you later learn that it is so far from what you need to know to Really create games. We created a game called Dusk that was similar to Shadowgate from Nintendo, where you'd explore a castle riddled with Slayer/Megadeth/other music tracks - and if you didn't get killed in 20 different animated ways, you could eventually beat the game. We later sold it to the school for marketing. This taught me that (a) I want to spend my life making video games, and (b) you can actually make money by doing it. I ended up working in Marketing for a variety of companies over the next 20 years, during which time we developed games/apps for DreamWorks Animation, among other smaller companies. I still prototyped my game ideas in Flash right up until two years ago where I set it down for a little while, as it seemed like using that medium was constantly working against me. Three months ago I resolved to find something better, so I picked up Unity and started taking tutorials. It seems like a solid fit. I expanded on the most promising/fun game I had, and vowed to once-and-for-all work towards becoming a full-time game producer. I still have my client work during the day, but if I'm ever going to get to where I want to be, this is where I need to start. I would love to get a team going as that's always the best way to work, but everything in time.
  4. First time here, so I apologize in advance if I'm not posting in the correct section. I've planned out all the things I want my game to support eventually, but I need to find that sweet spot between time needed and user-needs for initial launch. As you know, the more I include, the more time it will take to get it all produced. Are there things in the list that are definitely not necessary for an initial launch? If so, why? Any insights you may have are greatly appreciated. The game is 2D, and has a sort of Geometry Dash meets Zelda type of gameplay. Here's a list of the things I planned for: 1. Story mode - this is the original game and sets up the whole thing. 2. PVP - In the game, you collect Gods as you meet them, who can later be used in this PVP mode. Used to create ongoing interest after storymode is complete, and to provide change-of-pace for users struggling to get through the story mode. 3. Marathon Mode - an endless component to help with resource collection 4. Achievements - planned for to give the player a sense of accomplishment outside of the general storyline, so there's a sense of progressing even if they're not in the linear story. 5. Daily Challenges - to give the player a reason to come back everyday outside of just progressing in the story, 6. Guilds - huge for creating that sense of obligation and camaraderie, and for motivating the player to progress more (maybe help sell some IAPs in the process). The guilds are initially planned for the PVP mode, and later in an additional Raid mode. 7. Raids - definitely planned for Phase II, but these are to drive the players (in guilds) to work together towards a common task. 8, etc. - Post missions, new characters to collect, new ways to collect them, new character skins... all set as later phase stuff. I am using Unity and plan to launch on Web/Android/iOS initially. Any other questions, please ask. Thanks!
  5. HotButtonGames

    How much to include in the Phase I launch of a game?

    frob, I wasn't even aware that I was seeking multiple funding rounds, so that shows the experience. I appreciate all the advice on how to approach the various pitches, as well as what might be better next-steps for me to take. The plans for the game aren't as vague as it seemed from that post, I just didn't think it was the place to list out all the content. It would be great to get some industry experience and familiarity as you suggested, but I'm not sure where to start. My level right now is disorganized pieces that I puzzle together to try and make a linear picture. Is a solution to market some services to game companies and get to know the processes better that way? Is there an "everything you need to know about the game creation process" that I can dig into? Thanks for your help.
  6. HotButtonGames

    Javascript Server Considerations

    Javascript runs at the client level, whereas PHP/others run at the server level... so the question is, what are you trying to accomplish? Are you intending for a web-based game (HTML5) that would rely heavily on Javascript, or will it be in an engine such as Unity or Unreal that will talk to your server and retrieve information? Or something else? Are you planning to store values in a database for your users? What do you plan to use the Javascript to accomplish? Javascript itself should come pretty naturally with an OOP background, and any server is able to run it on a web page. But it really depends on what you plan to do. If its not web based, you may find that it's not worth your time to learn Javascript at all.
  7. HotButtonGames

    How much to include in the Phase I launch of a game?

    Thanks swiftcoder, very helpful info. That's great news about the reviews being (somewhat) available after early access as well. I think my plan of attack is going to be two-fold after considering all the feedback. First I'll finish up part of the storymode and provide it on Steam to build a following and get player feedback. Then after making any adjustments, launch a kickstarter campaign to try and fund it a bit and speed up the rest of the development for all of the main features I listed out. Once that's solid and tested, launch to Mobile with a marketing campaign to try and shoot for that appstore front page like you mentioned.
  8. HotButtonGames

    How much to include in the Phase I launch of a game?

    Thanks for the responses Kylotan and Tom. Yes, I was referring to MVP here, I don't know many terms yet. Thanks! The purpose of splitting it into phases was to try and cut down on the initial workload due to a lack of resources. At the moment it's just me designing & developing this with no following and no financial backing, so I was wondering if there was something glaring in that list that would make sense to push off to a later date. This game probably should be built out all at once so I don't lose the press and early adopters like you said, and to maximize marketing returns (thanks for those insights). Better questions are probably about building followings and partnering up with someone, so I'll search the forum for those as I'm sure they're already covered somewhere. I appreciate the responses!
  9. HotButtonGames

    First time writer here.

    Hi Matteo, A local library (or Amazon) should have some Choose Your Adventure books that you could check out. If you flip through them you could pretty easily document how many storylines they used to get some general ideas. Like Tom said, very often they route to the same set of pages. Since your game is not on paper and you have plenty of storage available, you could re-use some storylines and modify small parts of them to cut down on the writing load. Also keep in mind that while you may end up writing scripts the size of books, that could be what keeps your players going back in for more. Once they're routed to a storyline they've already experienced, you run the risk of them abandoning it. Good luck!
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