Jump to content

Jack Mariani

Member Since 29 Nov 2010
Offline Last Active Nov 08 2013 08:48 AM

Topics I've Started

Unit Sprite Sheet - 2d

30 October 2013 - 01:25 PM

Hey all guys.


I'm developing a 2d orthogonal strategy game. The graphic would be something like telepath tactics.


Currently we're creating a prototype and we could use a sprite sheet of 2 to 4 characters.

We started using this asset on opengameart, but its license is CC share alike and GPL3 so, if we want to use it, we have to publish the entire source code of the game.


Could you point me other spritesheet we could use. Anything simple would be good, it's just for the prototype.


If you check the first image in the gallery of this project you could see the base spritesheet we would like to implement.


We appreciate any help you could give us.

MMORPG in the hand of the player

11 April 2011 - 09:05 AM

How can I give the players of a MMORPG power to create their own stories?

I know that it seems a story writing topic, but I think it's more game related, since I'd like to find game elements to entice player interaction with the world.

I read some opinions about this argument, and I started to hear the word "story sensing". So I'd like to deepen these concepts.

I think the first element to be defined is what's the stake? Why does it matter for the player?
And what's the prize?

Some example I know is "territorial conquest": an element in some MMORPG where the player has to defend or conquer some place, and the story of the world is related to these wars.

After a little brainstorming I thought about 3 type of stake:
- Territorial wars, where player fight to conquer a place. -> the prize is territory control.
- Buildings or item creation, where players need to interact to gather resources to create something big -> the prize is a "special item"
- Grand Jury, where the player can vote to change something. - > in this latter case the prize can be everything, but I think that the "vote" alone is a little boring.

Any other ideas?

I'm searching for any other example of a game element that let the player interact with a MMORPG setting. I need game elements to help the players to create their own stories.
And I'm really interested to listen to new ideas, too.

Any suggestion? Do you think it's good to entice players to create their own stories for a MMORPG or you think it's bettere another type of approach?
And how?

Plot lines pros and cons

26 January 2011 - 03:12 AM

For now I see three main types of plot evolution in a videogame.
- Linear plot line (Yeah, follow the road) -> Shooter and arcade
Where the player have to follow a plot that go straight, forward: event after event.
Examples: Assassin Creed series, Prince of Persia series, Bioshock.
When he finish the player can feel completeness since he had played ALL the game.
It's easier to concentrate on only one storyline.
The player may feel less control on the story.

- Multilinear plot line (choice and consequenses). -> Bioware RPG
Where the story branches in two or more plotline. This can allow choice and consequence (if the consequence of a choice is irrilevant to the plot line, the plot could rimain mono linear)
Examples: Dragon Age, Mass Effect (I and II), Alpha Protocol.
Freedom: the player can take choices and see their consequenses.
The player has to play more times to see ALL the game. (this can be also a Con, depends on the player types)
Creating two or more storyline needs more time, and there's an hazard: one of the plot line can be poorer than the others.

- Sandbox -> Bethesda RPG
Sandbox we give the player a setting, and he may choose where to go first. This type of plot line can melt with the two before since in a setting there can be more indipendent linear or multilinear plot line. Also Dragon Age (with its multilinear plot) has some sandbox features.
Example: Oblivion, Fallout (Bethesda) you can choose where to go first, but every quest has indipendent mono linear plot, and they have no relation with each other. You can try the main plot years after the begininng of the story, but you will find no problem for coming late.
There's the freedom to choose where to go first, but with no consequences this sense of freedom can be flawed.
The player can take his time to choose and try the quest he want.
The player can experience ALL the possibility of the game in playing only one time.
Level scaling can become a mess since we don't know where the player will go first. For example there was many critics on the random encounter in Oblivion.
It can be difficult to organize all the indipendent plot lines and set them as a congruent whole story.

*Story creator games.
There are games who create stories. Such Sims or Civilization where every time you play you go through a different story, but these are out of topic since this feature is more game related than story related.

Seems that RPGs focus more on multilinear and sandbox plots, while other type of games such as arcade adventure or shooters focus on linear plot lines. Maybe it's caused by the type of players enjoying them. For example maybe the RPGers prefers to take choices, while the arcaders/shooters want to enjoy all the game playing it only one time.

So, do you think that one type of plot is better than the others? Do you see any other pros and cons? Or... do you see any other plot types?