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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Frank Taylor

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  1. To save time and money, Companies are turning to crowdsourced design competitions like 99designs.com for Logo design & more. The idea behind these competitions is, instead of hiring one designer, you hold a “design contest” to receive 100s of design submissions, pick the best one, and then award that designer the money. Indie and Amateur Game Devs like me could benefit from such services. I thoroughly searched the internet for a crowdsource platform specializing in 3D Game Assets: Characters, Vehicles, Weapons, etc. The results: DesignCrowd.com and many links to how InXile is crowdsourcing 3D Unity models for Wasteland 2. Why isn't there a crowdsourcing platform for 3D Game Assets? Obviously, authoring and animating a 3D Entity requires more time... Eureka! I had an idea and it works similar to a Distributed Computing System (ie UE3 SWARM) combined with Modular Entity Construction (UMECHS). How it Works: Game Devs submit 3D Game Entity Design Dissect the Entity into Parts Present Parts Design to Crowd Collect Parts Output from Crowd [Automated Assembly] Entity Variations from Parts for Review by Game Devs [Manual Assembly] Customer Customization Assisted Customization Customer selects one or more Entity, Parts, or Packs for Purchase. Publish Unselected Assets in Asset Marketplace for Sell to the masses. There are several pros and cons to crowdsourcing contest (ie: speculative work). My Distributed Crowdsource Authoring for 3D Game Art & Animation model addresses these issues. I seek a profitable scenario for all Designers within the Model and solve a critical Asset problem for Game Developers world wide. I'm still flushing out the idea and open to both good and bad critique, complaints, solutions, etc. Thanks for reading.
  2. 3. DONT start a team if you're new to Game Development. Join a active online team working on a project close or similar to the type of game you would like to develop. Collaborating online can be extremely frustrating, quarky, and confusing at times. Learn the DOs and DONT of communication within a online team. Gain thorough  undersanding of the tools: Chat Apps, Version Control, Project Management, and other networked Applications.   1. DONT re-invent the wheel! Adopt an affordable and proven cross-platform technology that has the Engine, Tools, and Documentation for developing FPS games such as UDK.I tried to develop a FPS engine with C++ and I failed to complete it after 3 years of development. I hadn't even started on the game:( Using UDK-out-of-box, I have a working multiplayer demo of my F2P Action  Survival Terror FPS within only 3 weeks develop time. Its FUN to develop when you see immediate results.   4. DONT be dependent on a third party to produce your content or logic for your game. Learn to model and Animate Characters, Architecture, etc;  and Programming Concepts (C, C++, Java) for Logic and Networking. These are in the highest demand and practice makes perfect! I would encourage you to aim at being a Jack-of-all-trades. Building a Team is extremely difficult. The role of Game Producer/Director will task you with knowing a little something about every aspect of the game development process.   2. DONT forget the crucial importance of networking and web integration in online gaming. You simply cannot make any type of Online game without Networking. Networking is also valuable in Single Player gaming. So I highly encourage you to have some rudimentary understanding of the networking involved, even if your not a programmer. If you dont have a turn-key solution for online Administration, Transactions, etc, you're going to need them custom made.   0. DONT develop a cookie-cutter F2P FPS. Take a chance and dare to be different. Thats the advantage of being an Independent game developer. I have absolutely no idea on how well received a F2P FPS with Tornado Destruction, Storm Chasing, Survival Horror, Hordes of Monsters, and Sci-Fi Weapons  will be, but, I do know that it will  be  different.
  3. I'm developing an Action Survival Terror, following many of the guidelines presented here. The game is designed to cycle between intense Action sequences in which Survivors must destroy hordes of monstronsities; and moments of downtime to explore and scavenge ruins for supplies. In the moments of downtime, there is an opportunity to introduce some creepy overtones and jump scares (silence/ambience, distraction, sudden burst of load noise and shocking imagery).   The game's primary survivor mechanic is Permadeth in which the player must maintain their Character's Lift/Health Score above 0 or restart from the beginning. Although Characters have additional Attribute Statistics, any action or event that can reduce the character life/health score is a threat. This includes both combat and non-combat situations.   In a Survivor Horror game, I would agree that the primary goal is to invoke fear, followed by satisfaction of surviving threats.  What you can't see can be scarier than what you can. However, many Real-world Phobias based on what one can see: Fear Tight places, Spiders, Snakes, Clowns. We take advantage of the unknown by using the  First Person Perspective to limit the field of view to whats in front of the player. Monsters take many form in several iterations of the creatures found in the top 10 phobias. I personally dont like Spiders, and find great satisfactions in blasting Giant Spiders to bits.   In my opinion, a decent Horror game will have some level of Psychological Horror. I refer to this as the Creepiness Factor and this can be done within the Level and Character design (appearence) without any mechanics at work. I personally find someone starring or grinning endlessly for no reasion to be creepy.
  4. I'm not sure what you mean by Outer Loop. Perhaps you need to use Choke Points.
  5. If you're at a loss as to what kind of game mechanics you want to use or what to make the overall plot around the characters to be, then its possible these characters are NOT right for a story or a game. I recommend rolling some new characters that inspire a story and game-play the instant you visualize them. If you insist on using these characters, perhaps an online screenplay generator can spark some inspiration.
  6. The popularity of Saving the World suggests it will have more Players. People are generally Good in the real world, and reflect this in their Virtual Avatars. Good and Evil are Factions. Factions inevitably form in a Online Game due to beliefs. Both Factions believe they are Right in their beliefs, while the opposite side is Wrong in theirs. Thus destroying the world can be equally satisfying, depending on your beliefs. In my opinion, the goal shouldn't be to explicitly define Good and Evil, but fuel both points-of-view with enough information for players to choose one of the beliefs and defend it. The success of the game depends on how well you can keep Players engaged, defending their beliefs. A good fire needs fuel, fuel the Conflict my friend.
  7. Awesome Dedication Josh. You have my full support.   PS: I still play METAL.
  8. [size=5][b]Jake Brake[/b][/size][list=1] [*]A two one(1) syllable word title is easy to remember! [*]Brake, hints to the amount of precision braking required to avoid falling in Spiked Pits...game over! [*]Brake, also rhymes with the word break, people play games on break (sometimes before). Its time for a Jake Brake! [*][url="http://en.wikipedia.org/wiki/Jake_brake"]Jake Brake[/url] is a [url="http://en.wikipedia.org/wiki/Engine_braking"]braking[/url] mechanism installed on some [url="http://en.wikipedia.org/wiki/Diesel_engine"]turbo diesel engines[/url]. Compliments Jake's (soon to be added) Super Turbo POWer Up! [/list] Good Luck!
  9. [quote name='bluegobin' timestamp='1328092908' post='4908331'] [quote name='n00b0dy' timestamp='1328035487' post='4908106'] you can do it like wow e.g with talent trees, only that instead of having 3 talent trees per class have 20 talent trees that everyone has. If you can do good balancing, it will be viable. And will allow more diverse builds e.g tank mages. balance measures : 1) talent power increases the more points you put in the tree. Or some talents grant passive benefits to other talent trees to encourage "cross class" building. 2) instead of talent trees, you can have talent sets, e.g you can pick any talent instead of forcing player to buy some useless talents. For example a warrior with 1 talent in heal with heal for only 30%+heal vs a specialised healer that heals for 100%+heal. 3) you can put more than 1 talent points on same talent, like in diablo 2. This will allow to create "weak-gimbed" builds that although do more damage than any other class, they suck in that they lack versality and do only 1 thing. [/quote] Thank you for your answer. If the talent is obtained by player in gameplay (finish some quest etc.) not before the game really begin, I think it's open class design. In real world, class is determined by related skill, knowledge and experience. In my mind, the open class design similar like this, with the talent system you mentioned, I have some ideas. 1.Every new player character have no class. 2.Skills are major factors determine the abilities of player. 3.Some special profession related trick can be obtained by quest etc.. 4.These tricks can improve profession related skill or have special effect. 5.When get enough tricks, player can get a class title, it's just a name and depend on the tricks. 6.Some tricks are incompatible, so no one can get all tricks. [/quote] bluegobin, sounds like a good start for a `Open` Class System. I would just add the ability for the Player to create their own Classes in which they can label and organize skills into Templates that can be shared with other players.
  10. Hi DinofarmGames, In this day in age of Persistent Multi-player Game Worlds, it is expected that developers [i]perpetually add extra content to a game post-release.[/i] I don't see any reason why single player games cannot take advantage of this philosophy. The fact of the matter is, Commercial Games aren't made for fun! The single and most obvious reason to [i]perpetually add extra content to a game post-release [/i]is: keep the players playing and [i][b]paying[/b][/i]. This has always been the case since the days of dropping Coins into an Arcade Machine to continue... As a Developer, its more cost effective to create assets for a solid platform with a solid Player base. As a Businessman, this Player base (Customers) can generate additional profit streams, if additional products and services are offered through the platform. For the Player, this is simply adds more [i]bang[/i] for your bucks, if you don't like the new products and services offered, your not forced to buy them. I'm not necessarily a big fan of all the TF2 features, however, I can appreciate the TF2's evolution and tenacity to survive the ever-changing highly competitive gaming landscape. In closing, I would encourage all game developers who put hard work into their games to design them to last forever. PS: Auro looks like fun.
  11. [quote name='LiquidLeon' timestamp='1327456770' post='4905967'] I realize that the big problem here is that I am uninterested in the programming and art aspect of creating games, yet I am interested in the gameplay and how the game is designed on a psychological level. [/quote] LiquidLeon, you are not alone. In fact, the desire to minimize the need for custom code and modelling to create new types of games is my inspiration for developing [url="http://s3gp.hpquest.com"]The Super 3D Game Platform[/url]. A Game Creation Platform suitable for both non-programmers and non-artist. However, until I complete its production you might want to consider the following products for Non-Programmers: [size=2][url="http://redsparkstudios.co.uk/2dsgc.htm"]2D Shooter Game Creator[/url]: The 2D shooter game creator will let YOU create your own games~ in the style of classic lightgun games~ e.g. Time Crisis [url="http://3das.noeska.com/"]3D Adventure Studio[/url]: an editor for creating adventure games in style of Gabriel Knight 3 (WIN) [url="http://www.dotsphinx.com/software/demo3d/"]3D Game Engine[/url]: alpha release of an unfinished 3D game engine (DOS/GNU/Linux) [url="http://www.conitec.net/english/gstudio/"]3D Game Studio[/url]: produce 3D realtime applications - demos~ adventures~ role playing~ action~ advertising~ or racing games - without programming skills (WIN) [url="http://www.3drad.com/"]3D Rad[/url]: a programmable~ user-friendly~ 3D real-time engine (WIN) [url="http://www.3dcakewalk.com/"]3DCakeWalk[/url]: allows the development of commercial quality games with all the "state of art" features you will find in today's leading games [url="http://sourceforge.net/projects/abscnc/"]Abstract RTS Engine[/url]: An RTS engine under development intended for user-produced rules~ AI~ and media modules (mods) [url="http://www.sesseler.de/Adept/adept_en.html"]ADePT[/url]: adventure developing and playing toolkit [url="http://www.adrift.org.uk/"]ADRIFT[/url]: a simple~ yet powerful IF game designer (WIN) [url="http://www.ingold.fsnet.co.uk/software.htm"]Adventure Book[/url]: CYOA creator [url="http://www.conroyhome.net/alan/ab/index.htm"]Adventure Builder[/url]: text adventure authoring system (DOS/WIN) [url="http://www.twilightsoftware.com/age/"]Adventure Game Engine[/url]: engine for creating graphical first-person adventure games with full support for inventory~ save/load games~ inventory~ puzzles~ conversations~ full motion video~ cutscenes (WIN) [url="http://www.adventuregamestudio.co.uk/"]Adventure Game Studio[/url]: make your own point and click adventure games without programming; recently rewritten~ now supports the standard Sierra interface as well as the LucasArts interface. Very nice. (WIN) [url="http://www.adventuremaker.com/"]Adventure Maker[/url]: free toolkit to creat point-and-click software for Windows and PSP without programming(Win/PSP) [url="http://hem.passagen.se/drost/amiga/AdventurEd.html"]AdventurEd[/url]: system in development for creating graphical adventure games (Amiga) [url="http://www.allitis.com/agast/home.html"]AGAST[/url]: Adventure Game Authoring System to create and play your own graphic adventure games like those from LucasArts and Sierra On-line (WIN) [url="http://www.markwelch.com/agt.htm"]AGT[/url]: Adventure Game Toolkit for creating text adventures with graphics and sound (DOS) [url="http://markdamonhughes.com/Aiee/"]Aiee![/url]: design text adventures without programming experience [url="http://welcome.to/alan-if"]ALAN[/url]: for creating interactive fiction (Amiga/Unix/DOS) [url="http://www.alice.org/"]Alice[/url]: create your own scripts that control the motion of 3D objects for games~ training simulations~ etc (WIN95+) [url="http://www.arkham-development.com/"]Antiryad Gx[/url]: easy multi platform game creator tool [url="http://www.the-underdogs.info/game.php?id=3093"]AZALTA[/url]: system with endless adventures~ an infinite number of large worlds to explore~ hundreds of puzzles to solve~ creatures to meet~ and items to find -- you can even create your own worlds/creatures/items (WIN/Amiga) [url="http://www.spidweb.com/blades/BOEpress_rel.html"]Blades of Exile[/url]: a fantasy role-playing system (WIN/MAC) [url="http://www.blender3d.org/"]Blender[/url]: free and fully functional 3D modeling/rendering/animation package~ including games (Unix/Windows/BeOS) [url="http://www.blitzbasic.com/"]Blitz Basic[/url]: the legendary Amiga Basic compilier for the PC (WIN) [url="http://www.config.freeuk.com/amiga/blitz/"]Blitz Basic II[/url]: basic programming package for creating high-quaility games on the Amiga (Amiga) [url="http://bge.bloxsoftware.com/"]Blox Game Engine[/url]: Simple 2D game engine targeted at windows users using visual [url="http://www.stephen.com/button/button.html"]ButtonTalk[/url]: easy to use tool for creating interaction fiction (MAC to create~ exports HTML) [url="http://www.byond.com/"]Byond[/url]: create online games and applications using a simple programming language [url="http://www.ca3d-engine.de/c_About.php"]Ca3D-Engine[/url]: create a variety of 3D applications~ including games~ simulations~ and training and architectural software [url="http://www.ifarchive.org/indexes/if-archiveXprogrammingXcaecho.html"]CAECHO[/url]: Spanish program for creating interaction fiction (DOS) [url="http://www.staining.fslife.co.uk/index.htm"]CAT[/url]: Creative Adventure Toolkit: adventure authoring utility for writing text adventures on your PC (WIN) [url="http://www.cs.kun.nl/%7Eclean/platformgameinfo.html"]Clean Game Library[/url]: complete development system for 2D games (platform games~ side scrollers)~ using the functional language Clean (Win~ MAC~ Linux) [url="http://sebastien.josset.free.fr/"]Coconut[/url]: 2D adventure game development tool (WIN/LINUX) [url="http://www.beenox.com/"]Coldstone[/url]: the most complete solution for developing games on the Macintosh (MAC) [url="http://sourceforge.net/projects/crystal/"]Crystal Space[/url]: free (LGPL) and portable 3D engine written in C++ (WIN/MAC/DOS/LINUX) [url="http://cogengine.sourceforge.net/introduction.html"]Cycon Online Gaming -COG- Engine[/url]: Open Source project aimed at simplifying the creation of online video games with no programming experience necessary. [url="http://www.darkbasic.thegamecreators.com/"]Dark Basic[/url]: BASIC language that lets you create fast full-screen DirectX and Direct3D games with incredible ease. You can write a 3D game in minutes! (WIN) [url="http://markdamonhughes.com/Delver/"]Delver[/url]: shareware single-player overhead-view tile-based computer RPG construction kit written in Java (JAVA) [url="http://www.digitalloca.com/"]Digital Loca-Lite[/url]: 3D authoring tool~ especially designed for beginning 3D-Game-makers (Win95+) [url="http://www.klinksoftware.com/"]Dimension3[/url]: 3D game creator (MAC) [url="http://www.fantasoft.com/HTML/Divinity/Divinity_Page.html"]Divinity[/url]: RPG maker/editor (MAC) [url="http://www.dsgamemaker.com/"]DS Game Maker[/url]: Using point and click techniques for adding action and interaction, you can make simple games for your beloved console [url="http://www.engine001.com/index.htm"]Engine001[/url]: a game creation engine where you can bring your Action RPG and RPG ideas to life [url="http://www.erasmatazz.com/"]Erasmatazz[/url]: Authoring tool used to create interactive storyworlds (WIN/MAC) [url="http://www.explore-rpg.com/"]Explorations RPG System[/url]: independent role playing game engine [url="http://www.fpscreator.com/"]FPS Creator[/url]: make your own action packed FPS games without any programming or 3D modelling knowledge [url="http://soft-wiz.bizhosting.com/site/g-wiz.htm"]G-Wiz[/url]: Game Wizard will be tool for designing and playing text adventure and role-playing games (WIN) [url="http://www.sandman.connectfree.co.uk/prog/gamebook.htm"]Game Book Player[/url]: This application allows you to write fighting fantasy like game books and has lots of neat features. [url="http://www.dosgames.com/g_gcs.php"]Game Builder Lite[/url]: for creating animated adventures and educational programs (DOS) [url="http://game-editor.com/"]Game Editor[/url]: design 2D games for PCs and mobile devices [url="http://www.cs.uu.nl/people/markov/gmaker/index.html"]Game Maker[/url]: allows you to make exciting computer games~ without the need to write a single line of code(WIN) [url="http://www.gamemusicshop.com/"]Game Music Shop[/url]: Offers more than 25 packs of music exclusively designed or games and multimedia applications, with hi-quality previews and an mmediate delivery after purchase [url="http://www.conitec.net/english/gstudio/"]Game Studio[/url]: the leading authoring suite for 2D and 3D multimedia projects~ especially computer games [url="http://www.gamebrix.net/"]GameBrix[/url]: the first product created for Adobe flash designers that enables them to build flash based web games [url="http://members.aol.com/AlStaff/GameMakerHelp.html"]GameMaker & GameMaker Lite[/url]: simple~ card-based development system that enables you to create simple adventure games with graphics~ buttons~ and text (MAC) [url="http://goldenrealmrpgengine.50webs.com/"]Golden Realm[/url]: 2d Game Maker engine available for only $1.00 [url="http://goldenstudios.or.id/products/GTGE/"]Golden T Game Engine[/url]: game programming for JAVA programmers [url="http://de.aminet.net/aminet/dirs/game_role.html"]GRAAL[/url]: script-based Graphic Adventure Authoring Language (Amiga) [url="http://markdamonhughes.com/Hephaestus/"]Hephaestus[/url]: computer role-playing game system with loadable adventures; with the compiler~ you can write your own adventures in a simple yet powerful scripting language~ and share them with anyone else who has Hephaestus (JAVA) [url="http://www.generalcoffee.com/hugo.html"]HUGO[/url]: a programming language and authoring system for interactive fiction (WIN/DOS/Linux) [url="http://www.geocities.com/SiliconValley/Foothills/8436/index.html"]IndianaJava[/url]: system to create and run 2D graphic adventure games (JAVA) [url="http://www.inform-fiction.org/I7/Welcome.html"]Inform[/url]: a design system for interactive fiction (WIN/MAC/Amiga) [url="http://www.cognitial.com/interax/index.htm"]InterAx[/url]: create games in an easy to use yet powerful visual environment without programming or scripting. (WIN95+) [url="http://jacl.sourceforge.net/"]JACL Adventure Creation Language[/url]: free open-source language for creating interactive fiction and web-based adventure games [url="http://koflinux.sourceforge.net/"]KOF91[/url]: 2D fighting game engine (WIN) [url="http://www.kidsprogramminglanguage.com/"]KPL[/url]: Kids Programming Language a freeware educational program [url="http://lassie.gmacwill.com/lower.php?section=news&page=index"]Lassie Adventure Studio[/url]: freeware adventure game creation tool for building classic Lucas Arts-style games with Macromedia (now Adobe) Flash and Shockwave [url="http://www.darkroomstudios.com/"]LawMaker Game Engine[/url]: new game engine tailored toward indie game developers [url="http://www.legendarytales.com/"]Legendary Tales Editor[/url]: text-based gaming environment which allows anyone to create or enjoy independent adventure modules set in any medieval~ swords and sorcery fantasy setting(WIN) [url="http://scumm.mixnmojo.com/"]LucasHacks[/url]: the ultimate SCUMM hacking resource including the new SCUMM Revisited (WIN) [url="http://www.madladdesigns.co.uk/MuCeS/index.htm"]M.u.C.e.S[/url]: Multichoice Creation System (MuCeS) allows you to create any type of multiple choice text adventure [url="http://members.aol.com/AlStaff/macgamecreator.html"]MAC Game Creator Toolkit CD ROM[/url]: special registered versions of 5 MAC creators~ plus tutorials~ utilities~ and sample games (MAC) [url="http://www.ifarchive.org/if-archive/programming/agt/magx/"]Magx[/url]: compiler for creating text adventures which is downward compatible with all of the existing versions of the AGT language(DOS/Linux) [url="http://www.mechanique.nl/"]MechaniQue[/url]: easy to use programming language for IF (JAVA) [url="http://www.geocities.com/SiliconValley/Park/5629/MegazeuxWorld.html"]Megazeux[/url]: an object oriented ANSI game maker with many features not found in ZZT (DOS) [url="http://www.mmoworkshop.com/trac/mom/phpbb"]MMOWorkshop[/url]: Described my submitter as "At this time only free of charge available production proven and professionally supported system to develop mmorpgs" [url="http://www.mmoworkshop.com/trac/mom/phpbb"]MMOWorkshop[/url]: The Torque MMO Kit is a complete, production ready, commercially proven MMORPG solution [url="http://www.clickteam.com/"]Multimedia Fusion[/url]: create exciting interactive applications with a mouse-driven interface - this is the one I use (WIN) [url="http://www.mrfreefree.com/free_software/my_adventure_game.html"]My Adventure Game[/url]: simple tool for creating graphic adventures [url="http://www.odyssey-creators.com/"]Odyssey-Creators[/url]: software to help in game creation and game creation software [url="http://www.hamsterrepublic.com/"]Official Hamster Republic RPG Construction Engine[/url]: create your own role-playing games with no programming experience (DOS) [url="http://members.nuvox.net/%7Ezt.wolf/PAWS.htm"]PAWS[/url]: IF authoring system (Various) [url="http://www.pieskysoft.com/"]Pie 3D Game Creation System[/url]: make your own 3D action games (DOS/WIN) [url="http://soft.firstproductions.com/pstudio/index.html"]Platform Studio[/url]: free to use software for creating great platform games [url="http://underwaredesign.com/prod_detail.php?id=42"]Play Basic[/url]: a game programming language designed to take the learning curve out of 2D game making [url="http://www.playcrafter.com/"]Playcrafter[/url]: Create flash games for online game [url="http://www.chronicalgames.com/pr/"]PlayerRealms[/url]: free online adventure game maker [url="http://www.ioe.ac.uk/playground/frame_f.htm"]Playground[/url]: build computer environments for 4-8 year olds to play~ design~ and create games (WIN) [url="http://www.adventure-creator.com/index.php?lg=e"]Point & Click Developers Kit[/url]: 2D point and click adventure game developer [url="http://questml.com/"]QML Quest Markup Language[/url]: free XML-based Choose-Your-Own-Adventure game system [url="http://www.axeuk.com/quest/index.htm"]Quest[/url]: Axe Software's app that allows you to create your own text adventure/RPG games~ quickly and easily. (WIN95+) [url="http://www.ifarchive.org/if-archive/programming/questmaker/"]QuestMaker[/url]: for making graphical adventure games (DOS) [url="http://eicart.free.fr/projects.htm"]Ray Game Designer[/url]: Previously commercial (now freeware) 3D Game building system for Windows 3.x and Windows 95. It allows you to create games based on a RayCaster engine without any knowledge of coding: you only use a point-and-click interface and your favorite drawing tool [url="http://www.relamp.tk/rdgs/"]RayDream Game Studio[/url]: program to design computer games for Windows~ Linux and MacOSX [url="http://www.realityfactory.info/cms/"]Reality Factory[/url]: suite of applications that have been created in order to enable people that are NOT programmers to make advanced~ 3d first and third person games for PC's running Windows (WIN) [url="http://www.realmcrafter.com/"]Realm Crafter[/url]: create your own multiplayer online RPG [url="http://www.bishoujo.us/renpy/"]Ren'Py[/url]: a programming language and runtime~ intended to ease the creation of visual-novel type games [url="http://www.ifarchive.org/if-archive/programming/rexx-adventure/"]REXX Adventure[/url]: text adventure engine (OS2 Presentation Manager) [url="http://incompetech.com/m/c/royalty-free/"]Royalty Free Music[/url]: Royalty free music by category [url="http://www.toolkitzone.com/toolkit.php"]RPG Toolkit Development System[/url]: for the Creation and Play of your own RPG Games (WIN) [url="http://www.runesword.com/"]RuneSword[/url]: RPG game and construction set (Win95+) [url="http://www.bripro.com/scistudio/index.php"]SCI Studio[/url]: create games for Sierra's SCI engine(WIN) [url="http://www.scirra.com/"]Scirra[/url]: FREE open-source DirectX game creator. Using a drag-and-drop interface, it makes game creation fast and powerful [url="http://www.4webgames.com/scribe/"]Scribe[/url]: development system for interactive fiction [url="http://gamedev.sourceforge.net/"]Scrolling Game Development Kit[/url]: complete game development system whose features can be used by experts and beginners alike [url="http://www.sharendipity.com/"]Sharendipity[/url]: designed with non-programmers in mind. Not only does it provide a drag-and-drop programming interface, but it also enables users to re-use game components that have been shared back to the community [url="http://www.silentworks.hu/"]Silent Walk FPS Creator[/url]: create FPS style games without any programming knowledge [url="http://www.geocities.com/bigd99861/SKClone.html"]SKClone[/url]: RPG game maker (WIN) [url="http://www.hungrysoftware.com/#/tools/sludge/"]SLUDGE[/url]: (Scripting Language for Unhindered Development of a Gaming Environment) is the box of cogs that will be available so that anyone (within reason) can use it to make an adventure game. (WIN) [url="http://aegisknight.org/sphere"]Sphere[/url]: RPG engine specialized for making 2D~ console-style RPGs~ similar to Final Fantasy and Phantasy Star (WIN) [url="http://www.stagecast.com/"]Stagecast[/url]: create multi-level games~ mazes~ puzzles and simulations for the Web~ using the mouse to demonstrate what you want each character to do(MAC/WIN) [url="http://www.kurtz-fernhout.com/StoryHarp/index.htm"]StoryHarp[/url]: Audioventure Authoring System adds the dimension of voice to interactive fiction development (WIN95/NT) [url="http://www.terradif.net/online/cyoa/interactive/storyland/en/index.php"]StoryLand[/url]: create Cooperative stories~ using only a WEB browser [url="http://www.storysprawl.com/"]StorySprawl[/url]: a site devoted to the creation of hyperfiction [url="http://www.btinternet.com/%7Esudslore/"]SUDS[/url]: adventure game system which combines the content and feel of a text adventure game with the point-and-click style of Windows (WIN) [url="http://www.tela.bc.ca/tads/"]TADS[/url]: text adventure development system (DOS/WIN/MAC/Amiga/AtariST/OS2/Acorn) [url="http://t3dgm.thegamecreators.com/"]The 3D Game Maker[/url]: point & click 3D game creator (Win) [url="http://tab.thinbasic.com/"]ThinBASIC Adventure Builder[/url]: Interactive Fiction creator [url="http://www.toontalk.com/"]ToonTalk - Making Programming Child's Play[/url]: build and run all sorts of computer programs (WIN) [url="http://www.verge-rpg.com/"]VERGE[/url]: a role-playing game creation system (DOS) [url="http://www.visionaire2d.net/index.php?newlang=english"]Visionaire2d (English Version)[/url]: software that enables you to create your own adventure game without even having experience in a programming language [url="http://www.winpaw.com/"]WinPAW[/url]: windows version of the Professional Adventure Writer (PAW)(WIN) [url="http://dead-code.org/home/"]Wintermute Engine[/url]: a set of tools for creating and running graphical adventure games(WIN) [url="http://we.got.net/%7Emapman/wb/"]World Builder[/url]: create your own adventure games (MAC) [url="http://www.ambrosine.com/resource.php#top"](top)[/url][/size]
  12. [quote name='Morphia' timestamp='1327265728' post='4905201'] Multiplayers On-Line [b]Hidden Objects[/b] ( very popular [b]Style[/b] ... ) [b]:[/b] [/quote] My apologies Morphia, but, I don't understand what you're trying to get at. One World, Multiple Interfaces is a design philosophy. I'm a big fan of Text-based gaming, especially web-based collaborative games. I enjoy text-based games so much that I'm integrating multiple text-only game engines ([url="http://en.wikipedia.org/wiki/MUD"]MUD[/url], [url="http://en.wikipedia.org/wiki/Interactive_fiction"]Interactive Fiction[/url], Grid-Game and Action-Text) into my [url="http://s3gp.hpquest.com/"]Super 3D Game Platform's[/url] Shell. A [url="http://en.wikipedia.org/wiki/Command-line_interface"]Command Line Interface[/url] [i](which also integrates [url="http://en.wikipedia.org/wiki/Internet_Relay_Chat"]IRC[/url] and Scripting Console)[/i]. With S3GP Shell, Text Games co-exist on the 3D Client.
  13. [quote name='TexasJack' timestamp='1327077498' post='4904610'] As far as multiple choice films go, to me, it seems like it would be expensive to produce and direct all of the potential outcomes for each decision juncture. If there is a multiple choice stop quarter of the way through the film with two possible decisions - then there needs to be 175% of a normal movie's content. If each of those junctures has a half-way-point then it becomes 275% of the original movie and so on... More than a few choice breaks in the film, and the budget and production time would be astronomical. That's just a guess though, there may well have been other reasons for their decline in popularity. With my idea, the content would probably be added ad-hoc - as and when needed. For those who are unfamiliar, Blogger allows you to add sections (refered to by them as "Gadgets") to your blog. These gadgets include polls, comments sections, videos, images, text boxes and so on. These are what I was referring to in my original post when I mentioned potential resources and devices that I could use to build the architecture of the game. One that interests me is an "HTML/JavaScript" gadget, the description reads "Add third-party functionality or other code to your blog". Bearing in mind that I know nothing about scripting (or much about HTML for that matter) - could someone explain to me, what the potential uses of this could be? Since these blogs are free, why would I need to think about hosting? [/quote] Hosting your own Blog gives you more `power`. I host my blog (wordpress), its database, and PHP. I can use existing apps or develop new ones to interface to the RPlog database and utilize its data. For example: I've been researching into the development of a [url="http://en.wikipedia.org/wiki/Data-driven_design"]data-driven [/url]engine (Imaginarrator) similar to [url="http://en.wikipedia.org/wiki/Scribblenauts#Engine"][i]Scribblenaut's[/i][/url] "Objectnaut" to procedurally arrange 3D Scenes and produce 2D Visual Stills based on the object descriptions within the RPLog Narrative.
  14. [quote name='TexasJack' timestamp='1327017487' post='4904405'] This is interesting. One of the options I was considering was pretty much a simplified version of what Gaiden seems to have done. I would periodically post a new poll on the blog featuring a number of options open to the player - these options would be part of a scenario dictated by the choices of the previous polls. For instance; in the last choice poll, you opted to get in the car, so the next poll will feature options relative to the previous: > Search glove box? > Turn ignition? > Hide in the back seat? ...and so on. The community of players would vote on the next action, and essentially play as a group controlling one protagonist. The flaws in this are numerous. Firstly, this offers no individual character building - all play as a democratic conscience (intriguing in its own right). The system is vulnerable to spam voting on one of the options, meaning that trolls could intentionally steer the player down an unwise path of selections. Has anyone got any ideas for giving players the experience of having their own character, capable of interacting with other characters? How could you fashion an [i]M[/i]ORPG from these elements? [/quote] Hi TexasJack, I'm a big fan of Text-based gaming, especially web-based collaborative games. I tried running a [url="http://en.wikipedia.org/wiki/Play-by-post_role-playing_game"]PbP[/url] RPG Forum using phpBB, but, accidentally deleted the app from my [url="http://rpg.hpquest.com/"]host server[/url][img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] I enjoy text-based games so much that I'm integrating multiple text game engines ([url="http://en.wikipedia.org/wiki/MUD"]MUD[/url], [url="http://en.wikipedia.org/wiki/Interactive_fiction"]Interactive Fiction[/url],Grid-Game and Action-Text) into my [url="http://s3gp.hpquest.com"]Super 3D Game Platform's[/url] [url="http://en.wikipedia.org/wiki/Internet_Relay_Chat"]IRC[/url]-powered [url="http://en.wikipedia.org/wiki/Command-line_interface"]CLI[/url]. I like the idea of using a Blog, a Role Playing Blog, or [i]RPlog[/i] (pronounced [i]"ar-plog"[/i]) for PnP, especially the comments section. Comments can be a source of ideas and content for the next RPLog Entry. In my opinion this has a greater advantage than Polls alone, allowing the readers to take part in a collaborative story building process. All you need is a Reliable [url="http://www.godaddy.com/"]Web Hosting[/url] and a really Nice Blog App like [url="http://wordpress.com/"]Wordpress[/url] (FREE) to get this going.