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Member Since 06 Aug 2013
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#5310029 Designing a Combat System: A mix between dark souls and chivalry

Posted by Navezof on 08 September 2016 - 03:48 PM

This system have a feeling of deja-vu if you allow me the expression.


It's like a dark soul, but instead of one attack, you have three types of attack? Dark souls is a good game, so the combat system you describe should work, probably. Even though having three attack is not really necessary, as dark souls is more based on timing and distance (knowledge of) than diversity of strikes. As long as the pointy end of the weapon is in the bad guy, it doesn't really matter where it came from ^^


So, If I were to do a dark souls clone, I'd focus more on having only one attack strike (per weapon) and works on the tuning of the attack and dodge in order to have the more precise system possible.

Else, you could look at the new game of Ubisoft : For Honor. In which they seems to have a nice combat system (from what the video are telling us) based on direction of strike versus direction of defense (if you are defending up and the enemy is attacking up, the attack is deflected). You have to use feint, moves, and dodge to strike at the right time, the right angle) This kind of system would take more sense in the case you have multiple strike pattern.


So yeah, I don't know if it helps, but here are my two cents, or roupies, or euros, or whatever.

#5309673 What to expect from level designers?

Posted by Navezof on 06 September 2016 - 08:12 AM

Each company has its own way of doing things, but here is how I work with and as a level designer.


  • What does a level designer expect, e.g. tools, guidance?

Tools : not so much as he will probably use whatever engine the game is developed with. Except if he create the level in a third party software (like maya/3ds max) but here it is more an environmental artist than a level designer.

Guidance : Depends on the type of guidance. You mean as directive? I'm expecting a level designer to create the level  (as in assemble the assets) from base to end.

  • What should you expect from a level designer, e.g. complete levels, unskinned but working levels, diagrams?

I'd say a level design aim for the final version of the level. (Maybe before the lighing and fx artist) As he has to assemble all the different elements of the game. Art, gameplay elements, narrative, etc...

  • How does the role overlap with other parts of the creative process?

A level designer will probably have a say on : environment (this props does not fit with the rest of the level), gameplay (this gameplay mechanic is not useful enough), some more, and will also have a lot of bug to report.

  • How does a level designer work with the rest of the team, e.g. do they directly ask for art assets, leave it to someone else, etc?

A level designer should already have all the assets he need. His role is not to create assets, but use them the best he can.




For example could you say something like the below and expect a reasonable result?

  • Here's a bunch of prefabs for my levels
  • Here's the general theme and background
  • Here are the basic mechanics available in my game
  • Here are the types of challenges I want the player to face
  • I want a level with X rooms, Y entrances and Z exits
  • Here are some gameplay moments that I want, e.g. getting chased down a mirrored hallway by a monster



Yes. Or at least this is a good start :)

#5309648 Complex Health System. Let's review my concept

Posted by Navezof on 06 September 2016 - 05:50 AM

It seems more complicated, than what it really is.


The health regenerate at a random time and gives you random amounts of health back


What is the intent of the feature? What did you want to achieve with this?


It seems unfair, losing because you were not lucky enough is extremely frustrating.



Even when the character's health bar reaches zero they can still keep fighting however special conditions are applied 


This feature, I quite like it, it bring some kind of heroism, and this kind of tenacity is expected of heroes. But the system may be simpler than you describe it.

How about : 

- every time a character fall under X% health, he has Y% chance to ignore/reduce the incoming damage. (here you can apply whatever special condition)

- the X and Y values can be modified by stats (for example tenacity)


These special conditions are very special,


Apart from the phrasing (which is very funny), those special condition are kind of odd. If I understand well :


Ys: when in tenacious health, strong attack damage are reduced and weak attack damage are increased

Cy : when in tenacious health, damage below 6 are reduced to one and hit the tenacious health. Every damage taken in tenacious state hit the tenacious health first.


Then Cy has two health bar? I don't really see the intent behind this mechanic.


Do you have any situation/examples/schematics? It would be easier to understand. :)

#5309529 How Important is Concept Art?

Posted by Navezof on 05 September 2016 - 10:15 AM

If you are working in a team, having concept art, even if not of a really good quality, will probably be necessary. If you start spending some hours on a characters and the creative director (or the other members) doesn't like the design of the character, you may lost a lot of time redoing your character.


Even a quick drawing to show the general atmosphere, design of a character/place is always nice to show :)


#5309504 Working on a boardgame - looking for some ideas

Posted by Navezof on 05 September 2016 - 05:44 AM

The idea seems fun, specialy the day/night cycle which can bring nice gameplay opportunity.


My problems right now are:

  1. balancing [...]
  2. endgame [...]


  1. 1. Yes, playing and playing and playing, with a lot of different possible is required to balance your game. Try to get as many data as possible to put into graph in order to help you balance everything. It is quite tedious, but numbers never lie :D

    For example, record the statistics of each heroes at each turns (position, number of abilities, life, etc...) for as many games at possible.


2. To make the endgame more interesting :


- Event card : as you said, event that change the game is a good idea, as it prevent player to just stay at one place. Some of those event could be the apparition of a very powerful and evil monster who roam the land destroying every town he sees (Much like the mongol and Chaos hordes in the total war strategy games) To defeat him the player have to either be extremely powerfull or he has to team up with the other heroes (and then taking the risk of being backstabbed)


- Destiny mission :  At the start of the game each hero draw a destiny. A card which give a mission the hero has to achieve in order to win the game. His mission his known only by him.


For example : Kill the hero of light, destroy X town, find W gold, find the object X and bring it to Y


- Leveling and stuffing are easy way to add more weight on the player progression, but it can be difficult to balance. (how a player gain level/stuff, does the monster have to level up? does the reward of quest is leveld up?)



In any case, good luck and keep us informed :)

#5309083 My Dream World

Posted by Navezof on 01 September 2016 - 06:39 PM

 because my daughter, like so many kids, said she wanted to do game design


Really? I didn't know kids these days were into game design. That's nice to know :D 


Would I be able to do everything I need in the free version?




Comparison of the different version of unity, check for yourself, but I'd say that the free version is largely enough for an indie game developper.



 What's the cheapest card I can get for the game I'm describing?


Test with your current graphic cards, and if you can't run smoothly your game, pick a better one. A little research on google would tell you more.



Would I need a higher spec card just to run Unity?


Unity requirement


I hope it helps, and that you and your daughter will manage to do some nice games :D


Ps : I don't really mind, but most of your questions could have been answered with a quick research on google. Try making those research before coming here, you'll learn a lot by doing that ^^

#5309017 the dreaded "escort" quest

Posted by Navezof on 01 September 2016 - 10:12 AM

A little out of topic, but I would like to add an anti-frustration feature from The last of US.

This game being a sort of escort mission for a huge part of the story, Eli (the one you escort) is not the huge load that escorted character tend to be. Thanks to some clever tweak, for example, Eli can't be detected by enemies. It is unrealistic as an enemy will walk right in front of her and not see her, but it prevent the player feeling cheated by the computer because he has to endure the consequence of not his action, but a computer action.


Even if the objective of an escort mission is to escort a NPC, if he willingly and stupidly jump into danger (like fighting a boss character with bare hand and hundred level stronger because the boss dared step in front of the NPC) it is only frustrating to see him die and the mission failing.

The most important questionis : do you really need escort missions? :D

#5308980 What's more addictive: Endless gameplay or make progress one level at a t...

Posted by Navezof on 01 September 2016 - 04:47 AM

I personaly prefer endless type of games over level-type. Altough level-type allow a more clear progression, the endless type is more engaging, especially if you are fond of beating high-score.


And it's tedious to always start with the easy part once you have mastered the game


Good point, I played a few games who had a store you could access between each try. You could spent the point you earned in previous try to unlock power-up or item. In the case of a 'go as far as you can' type of game. (like burrito bison (dat example....))


This mechanic works well with the genre. For each try you will go a little further than previous try, meaning more points to buy better item which help you go further, meaning the next try you will go even further, etc...


This mechanics also prevent the tedious start, as some bonus item allow the player to skip the first part, like a super rocket.

#5308821 Tactics RPGs with an actual "game" (world exploration, etc)?

Posted by Navezof on 31 August 2016 - 05:52 AM

What about Dofus? it is a strategic MMORPG as they call it. You navigate freely in the world with a character (and other player) similar to any rpg, and the combat are grid based similar to a tactical.


Else, there is the Valkyria Chronicles series which are a turn by turn tactical but with no grid. Each character has a amount of action point he can use to move around, attack, etc...

#5306686 Apocalypse/ Collapse of Civilization

Posted by Navezof on 19 August 2016 - 04:11 AM

But I wanted to hear if anyone know of such a game that already exists


There are games in which the apocalypse is happening, but it is a part of the story rather than the focus (typicaly you have to stop the apocalypse happening, à la final fantasy 7, if I recall correctly), or the prototype series which happen during a small scale virus apocalypse in Manhattan. But no complexe ai interaction in those.


Else, there is Alone in the dark 5, which happen during some kind of apocalypse. There was also a particular way of handling inventory in Alone in the Dark 5, you didn't have any menu, but rather when "opening the inventory", the character open his jacket and look inside his pockets. Is this the kind of mechanism you are looking for?

I would like to design an AI system that you can interact with basically by chatting with it, would just a complex collection of if statements be the best way to go about doing this or are there other better alternatives?


As Avalander said, the behaviour tree is an alternative (the article is very good also)

I am actually working on an AI which use the information it gathered during its life (know this place, that person, know that the player is dangerous), its mind state (happy, optimist, suspicious) and event that happened (the player threatened its family, its dog died).


But this require a really huge amount of text.

#5306507 Brainstorm:Multiplayer RPG setting

Posted by Navezof on 18 August 2016 - 04:06 AM

It is a rather classic setting, nothing really new there. A dark lord and an evil Empire/Kingdom, corrupted church, player is a rebel.

It is not a bad thing, especially if the rest of the game is well built, but I personaly like it when the world in which I'm playing has something different from all the other medieval-themed game.

How is used the magic for example? What is the network of "refuse" you are talking about?

#5306307 A sandbox RPG for tweens Part 1: basic gameplay and world outlines

Posted by Navezof on 17 August 2016 - 02:52 AM

Mind telling me the specific reason?


In term of budget estimation you are way too optimist, as says Tangletail. 


  • Budget: for a game with the graphical fidelity of FFXI on a high-definition emulator, a total size (from all the game worlds added up) about 43 square miles big (30 of said 43 square miles is procedurally generated), partial voice acting (mostly for main characters and special scenes), and a customization and character progression system leagues deeper than any TES title, is this a realistic estimate for how much the game will cost to develop?

For your expectaction count at least a medium sized team (so 20-30 people) multiply it by an average salary of 2500 euros (average salary of a programmer) to have a (really) rough estimation of the cost, by month, of your game. And this is only the salary of the people, without taking into account the tools and the marketing. So yes, $100,000 may be a little light.


  • Day/Night cycle: I believe a common complaint for this idea is that some will feel as if this is like playing two games at once. Even though I plan to elaborate on this later, do any of you think this way currently?

This is a good idea, in my opinion. If you manage to make the feel of day and night really different and not just a loss of luminosity, it is an interesting feature.


  • Dialogue system: simply put, Is in interesting or refreshing?

Interesting? Not much, how can you talk about thing not related to environment? Refreshing, not really. The dialog mechanic is not as important as the actual dialog quality (except if you have a good AI which can talk inteligently (use different dialog lines depending on what happened, his status, player's reputation, etc...)

  • game world: created due to budget constraints, the game world is not what makes this game a sandbox RPG (that would be the mechanical system, to be discussed in a future post). that being said, does anyone like this hub-network idea?

If you have a well crafted hub, and the other area are some kind of dungeon, it can excuse the lower quality of the procedural area. 

  • was something to vague or just left out? point it out.

I would like to hear more about the combat system.

#5266774 trying to think up a new way to level up

Posted by Navezof on 17 December 2015 - 08:40 AM

Other experience system :

- The Sphere grid from final fantasy X : the player have a grid with multiple path which can be unlocked and each node give a boost in stat or a new skill.
- The fruit/eat from odin sphere : the only way to get xp in odin sphere is to eat things.

Else :

- unlock boost in stat by achieving things (beat X creatures, run for X seconds, end X level, etc...)
- use items (other than food)

They are the few I can think of right now, but if that can set you on a path. So good luck, and also  welcome :D

#5266634 Is this game idea possible?

Posted by Navezof on 16 December 2015 - 05:04 AM

As soon as you start adding superlatives in your features description, you should start thinking about downgrading your features or readiying your paycheck. As the others said, superlatives cost a lot of money.

If you want to have a good idea of the feasibility of a project. Take a very small part of your project and start programing it, you will have a better idea of what does it cost :)

#5235650 Game Engine For Strategy Type Game?

Posted by Navezof on 19 June 2015 - 03:56 AM

I do not know engine specificaly built for a strategy type game.

But if you are looking for javascript there is Unity. You probably already heard of it, as it is one of the big game engine out there. Its use is fairly easy and comes with all basic things (collision, physics, graphics, tools for animation, sprite, etc...)