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About kseh

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  1. Any plans for an Android version? I know a port isn't an easy thing to pull out of thin air but I was hoping to find it on the Play store a couple weeks ago.
  2. Over-ambitious projects

    With video games we basically have this thing where there's the potential to create your own world where you can do what you want and runs by whatever rules that you want and if it turns out your world is awesome and you're lucky you can get rich. The barriers to do all this are perceived to be quite low, and in some ways they actually are, at least in that a basic set of equipment, learning materials, and marketing ability can be acquired for very low cost. There is also actual game maker software that exists and is designed to provide a low barrier method of making games and there are libraries that programmers can purchase and use to implement various features. Given a general desire to create, as well as at least partial knowledge of what is truly out there, and how TV and movies tell of god like powers that software has, I am not in the least bit surprised at beginners having these grand ambitions.
  3. Writing the story for Spellbound

    I don't really have writing experience either and I have not played your game nor any VR game for that matter. So for whatever my opinion is worth. I get the sense sometimes that, when it comes to playing RPGs, I am one of the few people that bothers to read the dialogues in its entirety. With a game that I'm playing lately, this seems true 98.8% of the time for text that I've never encountered before. On occasion though, there can be so much text and you get a sense about what direction things are going that it becomes tedious to get through. I do my best to read this anyways so that I can get the full experience that was intended for me as a player, but still maybe 1.2% of the time, I still skip. No big deal in of itself. One thing that gets under my skin a bit though is when there's a voice over with the dialogue. The voice over indeed adds a dimension to the experience that makes it deeper and richer. However I can read much faster than the dialogue can be delivered. On occasion you come across a character that speaks quite slowly and it becomes exceedingly tedious to wait for what feels more like a voice over at that point than a character espousing some knowledge. Even if it is new. The story book exposition is an ok length enough that I'd be fine with that knowing it for the exposition it is and the game will get on soon enough. The parts that you have from there to the point that Rupert goes downstairs seems quite long to me. With your game, I am a player that's immersed in a world where I have freedom of movement like no other. And I am trapped upstairs waiting for a conversation to complete. If I was talking with someone else... well sometimes I might still be somewhat "trapped" in a location (less likely in my own home) but I could still do some assorted things. There is causality, storytelling, foreshadowing and character exposition here that I wouldn't necessarily want you to cut out, but it does feel quite long. The stuff that follows when Rupert goes downstairs has the distinct vibe of a tutorial and as such there's less of a sense of impatience for something to happen. I don't notice as much the parts that are a bit longer. In general, the story seems nice. With the YouTube demo I've seen, it seems to fit and generally is sufficient motivation for me to want to explore and see what happens next.
  4. Gamedev company in Germany

    I don't suppose you already have an independent game development company? I don't know about their process but I suspect that if you can show you have a good track record for providing stable employment and give projections for how many locals you intend on employing, it might show how you can "be helpful for German economics", as you say.
  5. What game types require zero animation

    Assuming you have no problem using single frames of graphics and potentially moving it around: Scrolling shooters. Card games (collectable or traditional) Board games Trading/Entrepreneur games (buy low sell high) Strategy games. You could do Pac-Man or a (similar) without any animations but the graphics on that are pretty simple to draw yourself you might as well animate it. There are assorted empire builder or entrepreneur games where pretty much all you see is static graphics on a few screens and the player clicks buttons to engage in various actions.
  6. Rpg magic alternatives

    In 1880, it was discovered that certain crystals when put under pressure generate small amounts of electricity as well as under go a small size change when subjected to electricity. Add in that passing electricity through other chemical agents can result in predictable and measurable flows of electricity and build a mathematically based understanding of how that flow can be used to represent meaningful information and you have the (very simplified) basics of quite a bit of our modern technology. What if the effect wasn't so small? What if instead of electricity it was some other natural force?
  7. Any thoughts on judging, responsibilities, or generally what's expected from a person that posts a challenge? It should be obvious that the one submitting the challenge would reply back to anyone who makes a submission but life happens, time passes, and things get neglected when the novelty wears off. edit: Sorry, just noticed that Khawk already answered that.
  8. I'm not at all clear on what a "challenge" is supposed to be. Is it supposed to be like "Make a clone," or "Create something using theme X", or "implement this particular element of a game using X", or all of the above, or something else?
  9. Starting A Game Development Blog

    What is it in particular that you're hoping to learn? I don't have any professional writing experience myself. I pretty much just write whatever in my developer journal that I feel like sharing about the projects I'm working on. The only thing that I might recommend would be to have a general plan about what you intend to posting and how frequently. It seems to me that if you keep a consistent format and schedule then preparing your content should be easier for each post. If the blog is indeed only for you to motivate yourself then write whatever you need to do just that. However attracting and keeping an audience's interest in your project would be another matter, particularly if you're hoping that one day it's going to translate into sales.
  10. What exactly is your dungeon supposed to be? A crypt, a prison, a castle, a cave? Since the floor is tiled and so clean it kinda makes me think it's some kind of temple or maybe a lab facility. Depending on what type of dungeons you'll be providing, maybe add some small items or details that either make the place look like it's being lived in or hasn't been lived in for some time. I'm also wondering how the third image might look if the floor looked more like the dirt from your second image.
  11. I rather liked the Experimental Gameplay Project site. I imagine the explanation on the about page is something like what you're figuring, " The project started in Spring 2005 with the goal of discovering and rapidly prototyping as many new forms of gameplay as possible." http://experimentalgameplay.com/ http://experimentalgameplay.com/blog/about/ Also, if you're looking to get more comfortable with game jams why not take a stab at past jam themes that were originally intended for fast turn around time? http://ludumdare.com/compo/ludumdare/ I would expect that there's random theme generators out there as well, although personally I would rather have other projects to do self comparison with.
  12. When combat in RPGs where is not dependent on the motor skills of the player, I believe the combat comes down to resource management. Your main resource that you're trying to maintain is your Life Points. The various means that you have at your disposal to reduce your opponents life or support your own may have some limited number of uses or require consideration for the time it takes to implement their use (for example, you get one attack per turn). A "To Hit" chance would then in effect become a rate of depletion, particularly on the Life Points. In balancing a game, a designer's job is to determine expected rates of depletion for life points and other resources as the player moves his character from one location to another where presumably an opportunity will be provided to replenish resources and plan for the next leg of the journey. Character progression in some ways increases the resources and options available to the player and thus opens the player to a number of ways to resolve combat, making it more interesting as the player progresses. However the balancing of the battles between two points is still about achieving the same effect which is finding a good rate of depletion of player resources as he progresses from one point to another.
  13. random selection of array elements

    Someone please correct me if I'm wrong or if this is a terrible idea. It seemed to work in excel. Largest number gets 50% chance and each following number gets half the chance of the previous. The actual numbers in the array are not important. You would reach a limit to how many potential numbers can be selected quite quickly though. Count the number of items in your list. MaxRandValue = 2^arrayElementCount ra = rand()%MaxRandValue index = log10(ra)/log10(2) return array[index]
  14. WoA V - Afterparty/Judging thread

    Congratulations to Dmatter and thanks again to Slicer4Ever, the judges, and everyone that made this event possible. Also thanks to Riuthamus for the video reviews. It was really cool to get your thoughts and reactions from an initial play through. I didn't watch the entire video but seeing the total time coming to about 4.5 hours helps put into perspective how much time is involved looking at all these entries. It's interesting the way that revelation of the theme and pressures of time can throw any preconceived notions of how things are going to go right out the window. I think I had more difficulty with both those this year and yet it seems that my score this year is quite similar to last year's so I'm wondering what to take away from that.
  15. Dare to be... unoriginal?

    I also talked with a consultant friend, several years back, looking for advice how to proceed with a project I was starting on. She asked a simple question, "What are you actually trying to do?". I've heard the question around here a few times as well. Your approach to projects should be different depending on your primary goal. Are you trying to: start a business, get rich on just one product, become famous, create something innovative, create something artistic, have fun making something. What is it that you really want?