PaulCesar

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About PaulCesar

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  1. IMHO HTML5 is not ready for prime time just yet for GAMES. Market saturation is still quite slow. In many cases people are more hesitant to upgrade their browsers then upgrade flash. However, anyone who plays games online is going to have flash. Or frankly they are not going to be playing games online in the first place. The primary rule of business is to cater to your demographic. Your demographic in this case is more likely to have flash than it is to have HTML5 support (at least for now). In addition to this, javascript (in the browser) like you stated is slow or buggy for many things. Sure, with some of the cross platform high performance extension libraries available, you COULD build a game in it. However you can build the same game just as easily in flash AS3 (AS3 is based on a draft spec of what was going to be the next incarnation of javascript, you can even find versions of jQuery and such for it!). Your animations will run smoother. You can take full advantage of opacity. You have a wide range of media support, etc And just to remove some of the hesitation caused by the (most likely unintentional) deceptive explanation by earlier posters, flash (10+) will perform loads better than javascript on two of the largest smartphone operating systems(iOS, android). While some will argue that flash does not exist on the iOS, and that is partially true, flash actually has the ability to compile directly down and run natively on the iphone, ipad, etc. So the point is mute. And nothing is stopping you from using both either (mind you, you will then be increasing the lowest common denominator, though I would gather not by much). Many flash apps I have written for clients communicate with the host page via ordinary javascript. I use this quite often for integrating micro transaction systems for social apps, various ajax overlays, and allowing my apps on various domains to communicate with eachother (using cross-domain javascript)
  2. Pitching a game design?

    Well, the game industry doesn't really work that way. I mean you can pitch your idea all you want but don't expect anyone to even listen, as ideas are a dime a dozen. If you have a playable demo that can be a different story. Now, for the sake of argument, lets say you DO actually get someone to listen to the pitch. Be prepared to have a fully fleshed out design document. IE: 200 pages of everything from personality and character development, specifics on the battle system, a completed story with most/all quests, detailed setting and back history, game balance, general architecture, etc. Of course, thats a lot of work. And no one will listen, unless you have a demo at least.
  3. A horror genre concept help?

    Well, the initial problem with the suggested approach is that it is exceedingly difficult to pull off without frustrating the player (in which case they will usually quit playing). If you base your game around not knowing what to do next, players will likely refer to game manuals or give up when the frustration peaks. If the user bought or installed your game, they will know what they installed (unless you are distributing as a virus of sorts, which would be hilarious but unprofitable) You said you are well versed in the psychology of fear (which I admittingly find rather hard to believe considering your phrasing of the question, and lack of ability to answer it yourself, as this information is fairly well established in the fields of psychoanalysis). The easiest forms of psychological fear to implement in an interactive simulation are most likely: A) fear of the unknown / anxiety: You see this in games like silent hill, resident evil, or F.E.A.R. You approach a door. You cannot see behind it. There are no sounds, and (importantly) you have already established a precedent that things can pop out at any time. The user is afraid to open the door. B) claustrophobia Divide off a zone into a fairly confined space, so that you character feels like they have "nowhere to go", albeit temporally. Its important not to make them get frustrated thinking that they missed something however. Once again you need to do this by setting a precident. A good implementation would be telling the character to stick it out for 10 min in a small abandoned town home in a city otherwise filled with zombies. The player has nowhere to go, but there are signs there MAY be something walking around the house aimlessly, and you have no bullets. Minor changes as previously mentioned. For instance, you walk upstairs and you hear pots crash downstairs, you walk downstairs and no one is there. C) morally challenging decisions Behind a glass window you see a bunch of wearwolfs about to feast on a group of kindergarten children. The wolf's have not yet noticed you, and easily outnumber you. The player is practically forced to let the children die, or sacrifice themselves (ending the game). This can provide emotional horror and a sense of helplessness D) unexplained phenomenon A ball rolls up a hill. A sliding glass door opens or shuts on its own without any interaction. The key here is to play with memory and contrast. A previous poster hinted towards a man with no fingers, this will only slightly work, because since its a videogame your mind will likely rationalize it as -he was modeled with no fingers - -horrible graphics- -he had his fingers cut off as a child- etc. If you want to get psychological you need to play with the users memory. Your exploring a suburban christian home. The home has alot of crosses used as decor. Harmless enough. You head upstairs and find a girls bedroom. You see a girl lying on the bed, upon closer inspection you discover its a doll. Seeing nothing else you can play with upstairs, you walk back downstairs. Now all the crosses are hanging upside down (don't make a point of focusing on it, just leave the effect subtle). The user will subconsiously question if they are "seeing things". - wait a sec... havent I already checked that out -. You can convince them to question their own established reasoning. There are more, but I have work to do. Anyways, have fun and good luck. Richard Cesar
  4. It looks presentable, however you need to research trademark law a little bit. This is not just some edge games type situation. This is clear, blatant abuse of a common and strong trademark. Hopefully you wern't planning on releasing this (as is), even for free. At least name it something else and use different art. Otherwise you (quite easily) are leaving yourself open to a lawsuit.
  5. Ditch !

    I read through this thread and attempted to look at your demo, but it hasn't finished loading - after a huge amount of time - (even on a 5mbps connection), Its is seemingly broken, which is sad. I really like your idea, and understand your psychological goals, but fail to comprehend from what you have mentioned how the human player interacts with it, or how it will "appear" visually. The concept itself is well thought out, however it might be difficult to market however without a conventional dominate game play element. I also have this strange feeling that "Braid" was a heavy conceptual (even if not game play wise) influence. Not a bad thing though. Regarding re-playability. It is going to be difficult to generate these kinds of questions randomly (from what it sounds like), since they are based on high level logic, etc, that would be difficult for a computer to create and present efficiently. So you would probably want to go with the classical game-board approach. Assume that each logic puzzle is a flash card. The game features 10 puzzles (or requires drawing ten cards). Therefore, if you have a deck of 100 puzzles, you will induce more then enough variance to make the first several replays very unique. Shoot this up to 500 cards, and you have even more. You could even have user created content, where the users can create their own logic puzzels, sort them into decks, and allow you to add/remove decks based on difficulty, or author. As an added optional step, you could sort these theoretical cards into multiple types. For the sake of a simplified argument, lets say you have 3 seperate decks of cards. "easy puzzles", "normal puzzles", "hard puzzles". or into different themes such as "In the forest", "Desert mile", etc. A level could then simply be drawing cards from specific decks. for instance, level 0 (the intro where you catch the girl) is a specific card. That card (and only that card) is attached to level 0. Level 1 has 3 cards from the easy deck, and 1 from the normal deck. Then the next 2 easy 2 normal, and so on and so on. You can even interlace special cards in there, or have tag-based classifications to make the game flow better. Just my 2c Richard Paul Cesar
  6. Naming of rhythms and melodies

    There is nothing systematically established, no. Its pretty much impossible to fully transfer an artistic thought process into a specific classification. You can get fairly close however, particularly when dealing with smaller pieces, or using relative genre-defining terminology. For starters,I would take a look at the work by the music genome project (along with its sister project pandora(.com). If you want a more "specific" approach, are working with smaller "riffs" rather than entire pieces, and don't mind the occasional overlapping classifications, you could simply resort to more general indicators. For instance, you can determine the BPS (beats per second) of a music, the octave and/or scale. Additionally, You could combine that with a broad spectrum genre-defining term as MGP does, or for riffs just define a pattern such a scale. Doing this could yield a name like "26bpsJazzScaleCmin". edit: minor language fixes. [Edited by - PaulCesar on October 8, 2010 11:07:53 PM]
  7. Huge world and cities

    Implementing your map idea would probably make things easier sure, but it would really kill the immersion as others have stated -unless the entire world is map driven in a similar fashion-. Even if you allow simple navigation of cities via a map, it would still be a bit illogical to prevent users from exploring cities. However, I have a few other suggestions that should help with your minimalist pipeline. First off, there is nothing wrong with building cities out of stock objects and/or procedural generation. Instead of modeling 100,000 people -which would be atrocious from the sheer file size alone- you could simply create a few animated human models or sprites, and simply reuse them for all the people. In order to provide some differentiation you can piece them together (for instance piecing together models or sprites with different hairstyles). non-interactive sprites/models can also exist in the background area, and can run client-side as to ease server strain (since you don't actually interact with them). Next, since you were actually willing to cut out the cities altogether by favoring a map option, you should have no gripes with making much of the city "unexplorable". This will accomplish many things. The citys can look HUGE, but the real human players can easily find each other since only a portion of the city can be explored. The "background" of the city can be filled with less detailed models/sprites, and background objects, all of which exist only on the client (less server load). The majority of the work in an MMORPG (that cannot be accomplished with middleware) has to deal with the extent of the art pipeline. So you need to be creative when it comes to how your art is produced. this means reusing stock objects as much as possible, and implementing forms of procedural generation where applicable. Just my 2c.
  8. 2D sidescrolling floor

    What data are you using to generate these maps? In order to test for collisions you have to have the height stored somehow. You should be able to use whatever data is in there to get that height data. Its the same for tile based games (which is mearly an optimization by forcing a form of spacial tree). Are we talking like "Scorch the Earth" type maps here (with really rough pixel based heights?).
  9. typing text to screen with directx 10

    I am not quite sure what the answer is you are looking for, and judging from some of the responses I may be a bit off key, but I will try my best to add some insight here for you. As for being "brute force", you will want to encapsulate all of this into the general input mechanism for the game. I usually build a simple state machine for just this function. If an element that requires input is in focus for any reason, it will redirect all text input to the object in focus. The text is then stored in a buffer, which is then drawn to the screen at the targets location. Also an important step you either failed to mention or have not run into yet is in regards to the string size. Every time that input buffer changes you will want to make a call to MeasureString (not sure if thats the exact API call referance, but I am too busy to look it up). As far as the caret marker. simply draw a single line the height of a single line of text, right after the width of the last string. you only need to do that when the object is in focus. Hopefully this helps a little.
  10. 2D Spriter - creation and sell

    I am going to recommend flash, like a few others have mentioned. You would be absolutely blown away with what one can accomplish in flash 9+). Unlike the situation years ago, You actually now have access to a full object oriented language (AS3). This makes it possible to have a reasonably sized codebase, and you can ditch the timeline that is very unintuitive for games. You don't even have to own a copy of flash, you can use the freely available FlashDevelop and flex SDK (compile towards flash not flex for better speed). To add to this you can use flash to produce some really neat effects easily in-game. For instance, in a small RPG demo I created, I used masking to create a really neat "torch" effect similar to what you see in games like zelda. You can code sprites into their own movies to make them brain dead easy to animate , check collisions, etc. And "scripted events" become a cakewalk. Hopefully this helps.
  11. Questionable quality on sketches

    How far are you with the game? May be a bit too early to get caught up on something like that :). Your images are alright I suppose, for rough sketches drawn in math class. I can't imagine you were really seeking a strong art critique however. The weapon designs are very basic for the most part. Not much detail to them. And doesn't really show anything special game related. I would advise concentrating more on things like character designs if the art part is more your forte. Its just.. there really isn't anything here. Sorry if I seem to be coming off a bit rough!
  12. Bad Guys

    Personally I believe that the most successful protagonists (or antagonists) are ones that are neither particularly good nor evil, but have their own reasons for their actions, both sides considering themselves "good". This is easy to use , opens up many doors, and is difficult to make cliche. One good example is the part of the tales series released for the gamecube (cannot remember its exact name). The "villan" in this game was at one point in history the hero of the world. He is simply trying to revive his sister who suffered an unfortunate fate. Other examples to look at include Cid from FFXII (who wishes to give the world back to man rather then the "gods", dante (from dantes inferno) who commits evil to save his loved one locked in the depths of hell, the "evil wizard" from boulders gate 2, who is attempting to understand death so that he can bring back a loved one. The latter parts of the Brionac Forces in Wild Arms 4, who (while acting as the main protagonist force to the hero) are actually trying to save the world in their own way, and consider the hero a hindrance. Just some things to think about Edit: this type of antagonist/protagonist is particularly important in games, as it helps drive a story through character development easily. in the beginning, it may seem like these people are the bad guys, and you come to learn slowly that they are good. or you could even explore this area the opposite way around.
  13. Let's talk fighting games!

    Without wishing to hijack this thread, there was a game I played a long time ago (released for the PSX) that was a fairly realistic 2 person fighting game based on various fighting styles set in feudal japan (or china, one of the two). I believe square released it actually. Anyways, what was neat about that game was the realism that one good hit could kill you (or injure you greatly). In fact the final "boss" could pull out a gun and that spelled instant death (never could get past that part). The reason I bring that up is it would be nice to see a fighting game with more emphasis on that sort of realism. Where dodging the blow or using your environment to your advantage is much more important then pulling off a chained combat move. The game I am speaking of took it a bit TOO far in my mind, but some of the concepts it used were particularly fascinating. I remember me and my younger brother playing that over and over. It really changes the "mood" of the game and keeps you on the edge of your seat. I am not sure that this could be easily replicated in 2d however. Just something to think about.
  14. Quote:Original post by TheBuzzSaw Never absorb the idea that the more open a project is, the fewer opportunities there are to make money. You have so much to gain from open source models. I have been paid considerably well on numerous open source projects. That money had to come from somewhere! :) The reason this idea is propagated so widely is that open source business models are quite young. Several are maturing (typically Linux and its free OS + paid support model), but open source gaming is particularly young. However, that just means it is your time to make some history! Think outside the box. You would be surprised what people pay for. I'll just provide one example: in my favorite online strategy games, I would pay money to play against the developers or designers. Obviously, it is up to you and your market research as to whether others want that too, but you just have to consider that fans would consider paying for certain things especially if they did NOT have to pay for the original client/game. Maybe host tournaments with entry fees! Sell access to exclusive forums. I dunno. Be imaginative! It is paralyzing to dwell on how to adapt the old model (selling copies directly) to newer open models. If you find a way to sell copies, more power to you, but really brainstorm and experiment! You have the blessing of not having any investors/shareholders to answer to! :) Good luck! Perhaps you made some money with open source, but I highly doubt it was with games. Open source in and of itself is not a business model. If you presume thats the case, you are begging for failure as a company. Some companies do indeed do well releasing their software with an OS license modal (usually dual licensing). These are companies that are going to make money from people interested in A) paying fees to use the product in their own closed source product (trolltech used to do this). B) interested in providing commercial/enterprise support, in which case they will be "ahead" of their competition (a few CMS systems, as well as redhat). Or C) use the product as a support product for their main income sources (case point, sun microsystems selling java in order to help sell their servers) There are pro's to open source in business (mostly in lowering development costs), but it rarely applies to games (unless your engine is so good that major corporations would want to use it, but you will be competing with companies that will blow your pants off. Open source games should be seen purely as a "donation" to independent developers. Not a way to pay rent. Just some common sense.
  15. Everyone who knows me on here knows I simply do not plug peoples posts, but I read something a moment ago I completely had to share, because he mirrored by thoughts exactly. [im refraining from a direct link because I do not want it to be assumed im trying to pass in google juice or anything] First the artical: http://iloapp.quelsolaar.com/blog/news?Home&post=47 This post talks about a kid who wants to develop the "next big MMORPG", and the author (the developer of the INDE MMORPG "LOVE") briefly discusses why he would offer the kid advice rather then simply laughing his way into hystaria. It is true that most MMORPG projects are abandoned, and dreams are crushed, but every once in a while you find someone who really has the drive to get SOMETHING done. No, they will probably never complete the RPG, but they could end up learning enough to have a nice tech demo or game of some sorts on their hands after a few years. Anyways, I just thought it was a nice read and thought I would share :) Cesar