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Touchmybow

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About Touchmybow

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  1. It's kind of a time gate which spreads out content. Other than that, it allows the player to play a lot (short timed tasks) when he's free, or queue up a long task when he knows he's going to be busy for a while. I like that. But I understand your annoyance because sometimes they can be made to urge you to skip the wait, but I don't think that's a requirement of the game model.
  2. I believe this is a somewhat newer mechanic that is underdeveloped. I saw it on a medieval shop game on steam from ~2014, and in albion online. I wish to see it more fully developed into a stand alone feature possibly merged with the timed mechanics of city builders which i find to be a timeless method of play. edit: The game is Shoppe Keep from 2016 and there's a sequel. I found it while researching stand alone crafting games.
  3. Anyone ever see a mobile rpg where you gear your hero and select his spells and playstyle, then send him out on missions and wait 2h-8h for him to return with loot/experience? I got the idea from those city builder games where you select tasks and return to the game in 5 minutes, 2 hours, or more. So basically you maybe have several heroes and you pick a place to send them ( multiple heroes so that you have multiple timers running). There should be other non-adventure tasks that instead of taking 2-8hours take only 5 or 15 minutes. It should mimic the mechanic of those empire games, which I think is an excellent way to do things on mobile, considering people are on a schedule. All combat could be simulated. Perhaps have a combat log that shows all the fights the hero took place in, and how he did. The amount of sophistication in combat can be anything.
  4. Touchmybow

    How to avoid open-world grind?

    Once you create those quests, technically it is new content. It's just recycling. I agree, challenges are limited in most mmos. I'm talking about quests that actually make you try. The thing is though that they should be optional, as most players like to casually play through content. I'll never forget the 45 timed scholomance run in WoW, I had to call upon a friend in a high place, haha. It was the first time I had to really perform in an otherwise grind/farm setting.
  5. Touchmybow

    Any tips for Better Writing?

    I recommend reading about history not because its history that you're trying to write, but because history has many great stories. And guess what, they're all true! It's better than picking up a book and taking story ideas from the author because your ideas are unplagued by the authors imagination, which can suffer from things like sounding like a trope, being unplausible, or just any negative subjective nature really. I'm not saying to not use other authors as a helping stone. You can learn a lot I'm sure from other author's writing styles. I just suggest that maybe you should get ideas from history, as reality can prove to be an excellent source for creativity.
  6. Touchmybow

    How to avoid open-world grind?

    I heartily disagree, as with this method you eliminate the need for the player to think for himself because you provide everything he needs on his way to the main goal. You want the player to use his wits and knowledge of the game and seek out what he wants to gather. And secondly, it's also a form of player choice. Should I get X or Y? And how much should I get? Third, the activity itself loses its identity since it just becomes part of the conglomerate of the main path. I can't know if its the realism that makes it feel grindy, but anyone can tell you that some realism kills fun factor. What I can tell you is if it does feel grindy, its because the activity (or activies) is no longer producing a positive experience. You need to add meaning to the activity or clean up the activity itself so that it flows pleasantly. You can add meaning in several ways. Make the player feel like he's partaking in a cool, interesting activity. That's the role playing aspect of the activity; make the context interesting and engaging. Another way to add meaning to the activity is to tweak the rewards of the activity, which is the bigger context, such as the gains in stats, the material rewards, the progression towards completing the game, and any other type of progression. I may be missing some forms of meaning, but this is just what I can think of atm. The point is that if the player is enjoying the activity, it won't feel like a grind because he won't be thinking about it as work, but as play. The other thing I mentioned was cleaning up the activity so that its a pleasant activity without hick ups, annoyances, or tedious snags that bring down the level of enjoyment, which leads to the feeling of grind. So grind isn't just repetition. It's work without play, which is found in repetition, yes, but repetition can be enjoyable and not feel like a grind. Finally, you mentioned the open world, nonlinear progression as possibly a problem making the game into a grind, but its not clear to me how so and you'd need to elaborate. My only guess is you're afraid you're overwhelming the player with too many activities and giving him a lack of a feeling of completion? I don't know what you're asking.
  7. I'm curious about getting into learning a game engine and I'm worried that I'll feel underpowered because of my desire to do zero programming. How limited will I be? Is there real potential? Is it uncommon to try to make a game with Unity without learning programming?
  8. I'm sorry I should have mentioned. Yes, the plan would be to use Unity. I'll look into the offerings in the marketplace. Thanks.
  9. The FPS maps would be at least 4x4 square kilometers and come in several different terrain types (hill, plains, river, lake, etc). I'm curious how much expertise is required to code and if its expensive and very time consuming to have done.
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