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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.

Servet

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  1. There was a problem with the database and it is fixed now. Might have missed a few entries :)
  2. Hello everyone,   I have been working on an application for my MA thesis. It is basically an open environment that you can traverse and investigate the objects that are spread around.  What I need is for people to investigate the environment and write something on the form in the application (<200 words) about their interpretation of what happened in that scene.        Controls are: WASD to move                        Left Click to investigate an object up close // Right Click to stop investigating                        The main door where you start is also where you can get to the notepad // form that can be filled and submitted   You can reach the application here: http://www.servetulas.com/WHH/     It would be awesome if you could also post your notes here :) , Thanks in advance, all input welcome.
  3. wintertime,    it is indeed more interesting. So do you think it is feasible to compare two games that use procedural content generation, one generating levels and the other generating items?
  4. Thanks Paradigm Shifter,    You are right on Nethack, but we are worried that not many people would have an idea of it so our survey results would have much less data. But yes, Nethack is on the list, and thank you for bringing that up!
  5. Hey all,   For an academic project, we need to compare two video games. One of them will have procedural content generation, level creation also counts, the other game would be a similar game, preferably from the same genre but would not have procedural content. Thus, we would be able to list what procedural content adds to / subtracts from the said game (after a public survey).   We have came up with these games:    Diablo 1 or 2 vs. Sacred Binding of Isaac vs. Zelda: Link to the past    Binding of Isaac and Diablo have (arguably) procedural level generation.    We are open to suggestions on what games to compare and any other suggestions you might have with this approach.   Thanks in advance,   ps: I don't know if this is the correct section in the forum. 
  6. As mentioned earlier, [b]Mount & Blade[/b] uses this mechanic very successfully, however, it also has a[i] plan-b[/i] for people who do not want to get that involved in combat control. If you just click, instead of dragging your mouse, the avatar still attacks, in a random direction. For an earlier example, check out [b]Die by the Sword[/b]. To do it, you would get the position of the mouse when the button is pressed, get the next points in screen space when the button released, get distance and direction from the data and execute attack. For spells, you might end up losing the direction you are casting the spell after completing the gesture. A simple solution would be to draw the gesture to get the spell ready and click to release the spell.
  7. [quote name='Cap'n VG' timestamp='1319476866' post='4876365'] [quote name='Servet' timestamp='1319157648' post='4874874'] One of the joys of RPGs are watching your character develop, both to defeat the game mechanics (stats, attributes, skills etc.) and in narrative (save a loved one, achieve something in the game world etc.).Progress does not need to bring positive results (hero loses a limb, his uncle and aunt gets killed etc.), I do not see the narrative reason behind your aim to weaken a character engaging enough. I think you have something good going on, but you should focus on how to make the balance between forward and backwards progress between narrative and mechanical elements in your game. I suggest you start reading Joseph Campell's The Hero with a Thousand Faces, it will give you an idea of how a character develops through a storyline. Hope that helps in some way. [/quote] I don't think books will help me but thanks anyway. See the thing is I already got the story in mind but how to write it and explain it is the difficult part. [/quote] I think that's where books can help you Stories have been told for thousands of years, there's some great accumulated material on how a story can be delivered to the audience - you should use it. Also you got some good tips about writing on another thread, looking forward to your full story when you have the time - good luck and keep us posted.
  8. Well, books are [i]immersive. [/i]Think about that. [i] [/i] [i][color=#1C2837][size=2]- Must the game be in First Person perspective?[/size][/color][/i] [i][color=#1C2837][size=2] [/size][/color][/i] [i][color=#1C2837][size=2]I don't see why they must. [/size][/color][/i] [i][color=#1C2837][size=2] - Can you feel immersed during cutscenes?[/size][/color][/i] [i][color=#1C2837][size=2] [/size][/color][/i] [size="2"][color="#1c2837"]-Absolutely. Especially if the Agency I expect is still there. Call of Duty's beginning chapter where you can look around while they drive you to get shot in the head is not at all not-immersive.[/color][/size] [i][color=#1C2837][size=2] - What if you are playing First Person and you see your character in a mirror?[/size][/color][/i] [i][color=#1C2837][size=2] [/size][/color][/i] [size="2"][color="#1c2837"]I expect to see my character to behave like he/she is looking at a mirror.[/color][/size] [i][color=#1C2837][size=2] - Loading screens?[/size][/color][/i] [i][color=#1C2837][size=2] [/size][/color][/i] [i][color=#1C2837][size=2]If they are frequent and long they get really annoying quite fast.[/size][/color][/i] [i][color=#1C2837][size=2] - Do you prefer health bars or the instant regeneration seen in most shooter games now adays?[/size][/color][/i] [i][color=#1C2837][size=2] [/size][/color][/i] [i][color=#1C2837][size=2]I like regeneration.[/size][/color][/i] [i][color=#1C2837][size=2] - Should the character you are controlling in First Person be silent or talkative?[/size][/color][/i] [i][color=#1C2837][size=2] [/size][/color][/i] [size="2"][color="#1c2837"]Depends on context.[/color][/size] [size="2"][color="#1c2837"] [/color][/size] [size="2"][color="#1c2837"] [/color][/size] [color=#1C2837][size=2]What are some things to avoid when trying to create an immersive game? Things that snap me out of it:[/size][/color] [color=#1C2837][size=2] [/size][/color] [size="2"][color="#1c2837"]Painting the fourth wall and reminding the player that they are in a game world by referencing other games or real wolrd stuff that should not be there. Fallout 2 does that often.[/color][/size] [size="2"][color="#1c2837"]No agency. If I do something, I expect results, otherwise do not let me do it.[/color][/size] [size="2"][color="#1c2837"]Bad voice-acting.[/color][/size] [size="2"][color="#1c2837"] [/color][/size] [size="2"][color="#1c2837"] [/color][/size] [size="2"][color="#1c2837"]I suggest you read Janet H. Murray's Hamlet on the Holodeck, she has a whole chapter on immersion. [/color][/size] [size="2"][color="#1c2837"] [/color][/size]
  9. One of the joys of RPGs are watching your character develop, both to defeat the game mechanics (stats, attributes, skills etc.) and in narrative (save a loved one, achieve something in the game world etc.).Progress does not need to bring positive results (hero loses a limb, his uncle and aunt gets killed etc.), I do not see the narrative reason behind your aim to weaken a character engaging enough. I think you have something good going on, but you should focus on how to make the balance between forward and backwards progress between narrative and mechanical elements in your game. I suggest you start reading Joseph Campell's The Hero with a Thousand Faces, it will give you an idea of how a character develops through a storyline. Hope that helps in some way.
  10. [quote name='alnite' timestamp='1309222836' post='4828485'] Here's a good one: Unreal Tournament OWNAGE... KILLING SPREE... DOUBLE KILL! HEADSHOT.. [/quote] thought about that, unfortunately those have nothing to do with the story (which is also very light)
  11. [quote name='Zethariel' timestamp='1309159800' post='4828137'] Team Fortress 2 (the announcer) Some games have intro's that are spoken by people you never meet, does that count? [/quote] good question, but no. it should be during the gameplay and be existent (or accesible) through the majority of the game. Thank you for the contribution.
  12. don't dwell on the situation drive around sleep play board games watch documentaries on nature &&// social sciences refresh 9gag.com ??? profit
  13. WOW, great contributions guys, thank you so very much! I am especially looking into character driven games btw. I would love to have Planescape:Torment in the mix for the awesome narrative effect the skull provided to the story. Best part of this wohle thing is I will have to play this games in a few months from scratch Suffering: Ties That Bind, hallucinations. Keep 'em coming
  14. [quote name='owl' timestamp='1308997074' post='4827515'] Deus-Ex: Transmissions you receive. [/quote] Thanks! added to the list! also adding the radio transmissions in Fallout 3
  15. Hi there, I am compiling a list of games for my thesis where a voice without a body is used for the game's narrative. Many of you here have much more mileage on games than I do so I thought I should ask around here for some help. I can also use movies for that matter, as in 1984 etc. Games and/or movies where this is used as an authoritative voice are especially good for my list At the top of my head, we got: -Portal / Speakers -Bioshock / Speakers -Half Life 2 / G-Man speaks through big screen in City17, this might count as an audio-visual presence where the source is not physically present [size="2"]-Deus Ex: Transmissions you receive (contributed by owl)[/size] [size="2"]-Fallout 3: Radio transmissions [/size] [size="2"]-Penumbra (contributed by wildboar) [/size] [size="1"][size="2"]-Amnesia [/size][/size][size="2"](contributed by wildboar)[/size] [size="2"]-[/size][color="#1C2837"][size="2"]7 minutes [/size][/color][size="1"][size="2"][size="2"] [/size][/size][/size][size="2"](contributed by Riviera Kid)[/size][color="#1C2837"][size="2"]-G-Police (contributed by Riviera Kid) -Rainbow 6 (contributed by Riviera Kid)[/size][/color] [color="#1C2837"][size="2"]-Metal Gear Solid Series (contributed by Necreia)[/size][/color] [color="#1C2837"][size="2"]-Gabriel Knight Sins of the Fathers (contribued by Red Eyed Killer)[/size][/color] [color="#1C2837"][size="2"]-[/size][/color][color="#1C2837"][size="2"]Charlie's Angels (contributed by Sam Lowry)[/size][/color] [color="#1C2837"][size="2"]-[/size][/color][color="#1C2837"][size="2"]Defense Grid: The Awakening (contributed by irreversible)[/size][/color] [color="#1C2837"][size="2"]-Sinistar (Arcade) (contributed by kesh) -Impossible Mission (C64) (contributed by kseh)[/size][/color] [color="#1C2837"][size="2"]-Team Fortress 2 (the announcer) (contributed by Zethariel) [/size][/color] [color="#1C2837"] [/color] [color="#1C2837"][size="2"]Movies[/size][/color] [color="#1C2837"][size="2"]-[/size][/color][color="#1C2837"][size="2"]Saw I ([/size][/color][size="2"]contributed by Riviera Kid)[/size] [size="2"]-Kill Bill 1 (contributed by Sam Lowry)[/size] [size="2"] [/size] [size="2"] [/size]What else? Can anyone think of any more games where this was used ? Thanks in advance