Saturday 20 December 2008

My Game Design Documents

Here is the link to see my design documents: http://www.scribd.com/people/view/5483772-david-smith

Please credit me as game designer if you develop one of my ideas. Please email me if you wish to use one

Wednesday 10 December 2008

Efficiency: How I became more work oriented

Here is a list of changes I made to be more Efficient, focused, productive and motivated

  1. I changed to a more focused browser for a whileD
    I changed to Google Chrome for a while so I could cut down on my StumbleUpon usage. This however seemed to be an issue as blogging cut down. I got rid of the easy shortcuts to my internet browser, giving me self control over my firefox obsessed right hand.

  2. I reduced my big goals into lots of short goals, positively phrased ones
    A little while ago, I read an article on Wikihow about making problems positive, anyway, it works and it makes you feel better to be more positive and to scale your goals down.

  3. Organise your bookmarks and desktops
    I did not want to go into my folders, or at least hated the way they looked, once sorted, i felt better and I could navigate easier, now that i dont have to search for things.

    Use your Bookmarks> Organise Bookmarks or Ctrl+Shift+B

  4. Get some kind of To-Do Program
    To Do List Resources
    Doomi (Requires Adobe

  5. As ironic as it sounds, stop reading blogs about Productivity
    Nuf' said (although this wasnt my issue)
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Tuesday 9 December 2008

Team Interaction

In many videogames, you see that TEAMS are not TEAMS but INDIVIDUALS not attacking each other and maybe getting multiplied capturing of a strategic point if in the same area.

The following would work:
1. Encourage interaction by giving extra points for positive interactions.
2. Allow a mutual "symbiotic" relation where the host has no option. Examples:Vehicles in class based games (Passengers provide protection while driver gets them to their destination).
The medic in Team Fortress 2 (Target is healed, medic gets points for every 1000 heal points)

Sometimes the teammates are pure jerks so:
1. Disallow player from collecting more than X amount of additional ammunition for a gun they do not have.
2. Penalise Teamkills

Sometimes people just make mistakes:
1. Provide VERY clear visual clues that this is your ammunition
2. Allow players to choose whether to penalise teamkills or not

We have a the forums :)

Sunday 7 December 2008

Motivation Vs Demotivation

In videogames, sometimes a player gets a choice in Style vs Power, but sometimes, the consequences were so much worse than it sounds, that the player is demotivated.

For example in Bioshock, the ice plasmid allows you to freeze the enemy, however, smashing the enemy, while killing them, loses you the loot. Also, the rewards for saving the little sisters were so far spread across the net and by word of mouth that those that were less concerned about getting a greater reward bothered to harvest them.
How do we make the consequences fair?

1.Make it useful still
Bioshock already has one plasmid to immobilise the enemy, so why dont I just use that? The thing is the Ice plasmid is obsolete in comparison to the Shock Plasmid.

2.Think, then Balence
The designer for Bioshock could have thought with more care about the consequences of saving the Little Sisters as the player is greatly rewarded in such a short time. If the rewards throughout the game were both as useful, then we would make up our own minds instead of going down one path as if we had no choice.

I really know of little other applications but for when you are doing character customisations.

Saturday 6 December 2008

Been really Busy

Ive been working hard, but there is little that is actually notable to a massive extent. Some stuff needs a tad bit of improving.

Saturday 22 November 2008

Thursday 6 November 2008

Have not Updated in AGGEESSS

Anyway, a friend told me I havent updated for ages, so:
Just Die Already is still alive. I am optimising the code that has been done so far.
Escape! Lovecraft is very behind and i dont know if i will complete on time. Heres the progress thread for it anyways: http://forums.tigsource.com/index.php?topic=3341.0

Friday 24 October 2008

Game Design: Getting the player to keep playing: Adding replay value

How to add replay to a game:

-More content
This can be done two ways:
1.Large amounts of content, which a player must go through twice or more if they want to see it all. This is done in Need for Speed Carbon, the player needs to continue playing or start again if they wish to see all cars, or to customise a large amount of time. This also to an extent is adding such a large amount of content that the player starts fantasising over what he could make, basicly giving the player the illusion that your game is is a Mary Poppins bag of content.
2.Content Exclusive to second+ run through, which is done in Fatal Frame 3. Basicly, the player needs to go through and see more. 'Nuf said.

-Achievements
By giving the player goals that extend beyond the first run through, we all see it alot, so you understand :)

-Procedural Content
The content is generated as you go along. So the landscape may be different, new looking enemies or new looking guns.

-Experimental Nature
Spore does this, Falling Sand does this and so do many games. What I mean is the player must keep playing, see what he can make and what he can see. This goes nicely with the other points I have made.

Ill try to put something cool up tommorrow :)

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Wednesday 22 October 2008

Horrah!!!!

Anyway, I like random blog entry titles now :)

http://forums.tigsource.com/index.php?topic=3341.0 , dont forget to visit it :)

Anyway, coming along nicely, gotta make a rooftop model and some other assets, tommorow i shall start with procedural content... Yay!!!!


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Monday 20 October 2008

Oh Hai

I got me some bloggin' plugin for Firefox :)

Anyway, to help build the engine, Im entering a compo. It has no prizes, but competing should alone help me to build the game.

Saturday 18 October 2008

Progress


Strong Zombies have been visuallised.
Zombie Dogs have been visualised.


Ive also done some of a knife and a test room.

Tuesday 14 October 2008

Daily Progress 14/10/08

I had to reformat, thats the gap...

No progress is lost but the USP.

Today things are reinstalled and ive done some speculation on what a super strong zombie should look like.

Thursday 9 October 2008

Daily Progress 09 10 08

Started some physics stuffs, will finish USP tomorrow...

Feeling rather weird today.

Wednesday 8 October 2008

Daily Progress 8/10/08

Today I have UV mapped a USP which I also did pretty much all today... Tommorrow is for the texturing and for some coding.

Tuesday 7 October 2008

Time Catchup+ Final Changes (As far as i can help)

I now have: some shooting, A nearly finished car model and some drawing... That's not all... I've got a Game Design document, I got friends to beta test and I also have a musician.

Daily Progress starting tomorrow.
Weekly Article (to do with game design if I can help it) at anytime during a week.
Fortnightly Surprise.
Monthly Game Design Document at anytime during a week.

Wednesday 10 September 2008

Doh!!!

Anyway, sorry to say, this week there wont be any more entries. will resume next week friday.

Will announce Media release date.

Wednesday 3 September 2008

Player Choice and Mechanic Slack

Player choice and Game Mechanic Slack

Intro

Last time you played a game did you play it for your fun or the developer’s fun? You obviously played it for your own. The game is for the gamer, not the designer or programmer. So the player should be free to:

· Use his preferred weapon(s) as opposed to feeling he cannot snipe or take full on (or anywhere in-between)

· Choose to sneak or to assault

In Rainbow Six: Vegas, attempting to sneak up on the enemy will sometimes be stopped when the main character (beyond player decision) decides to whistle and this attracts unwanted attention (its still a awesome game).

The other path

Nope, this section is not about multiple pathways (although multiple pathways should be allowed in any good game (not that it would make a game bad if it were without multiple paths (See Half Life 2)). This section is about giving players slack to players to do whatever they wish, and encouraging behaviors (rather than forcing).

For instance, if a game were based around zombie killing, you could have hiding or killing, both beneficial, as one may carry awards for hiding while the other will give awards for killing. But in order to further encourage, you may give players rewards in order to encourage them to do it further than the award.(Just told you what I’m making with the Escape Engine first).

Another game idea I had once encouraged the player by introducing a character which would kill for better weapons (even if it were unnecessary) , perhaps encouraging players to do the same. Do note this may be a bad idea as the player may have needed to save the characters ass.

Another way (back to rewards) would be to allow players to choose a path from two sets of goals, which would be repeated every level, when the player meets the requirements, he unlocks an item.

Game Mechanic Slack

And now for the other topic. Commonly an issue with jumping gaps, that the player must be at very edge when starting to jump.

Friday 29 August 2008

Biggest Time Wasters

Games


Kongregate

Cool Stuff

Eureka Car Park
Sentry Gun

Music

Flyleaf
Escape the Fate

Cuteness


Munchkin Cat
Funny Cat Pictures

Blog Changes

I haven't made posts for the last 2 days.

I am making the following changes:
  • Game Design Article (Wednesdays)
  • My Biggest Time Wasters (Fridays)
  • Progress (Fortnightly Monday)
  • Media Release (Montly/Bimonthly 5th)
  • Video (Quarterly)
  • Tech Demo (Yearly)

Tuesday 26 August 2008

26th august

Today:
  • Started Molotov Cocktail Model
  • Read some AI stuff

24th+25th August

24th: Nothing

25th: Got normal map plugin to work

Saturday 23 August 2008

23rd August

Today:
  • Making road Textures (20 mins)
  • Making WaterMark (30 mins) (Wanted a nice looking one)
  • Attaching WaterMark to images (30mins)



22nd August 2008

Today:
  • Readied a image for Normal Mapping. (5mins)
  • Tried to get a Normal Mapping Plugin for GIMP to work... And failed (20 mins)

Thursday 21 August 2008

Player Control

In prince of Persia: two thrones, there are simple controls. Space will jump over your enemy or be acrobatic moves, E is usually some kind of grab move and so forth in a rather controlled and uncomplicated manner.

Player controls must be simple

Player control should not be too extensive where it becomes an overwhelming responsibility, for example in Crysis, the team decided to have a cloaking, but the player had to fiddle with temperature controls, but they got it removed. It was too complicated and made the cloak more about responsibility than making things easier. It would have destroyed the player’s beliefs that it made things easier (making them feel invincible) and instead, done the opposite.

Player control should give feedback for example in Dead Island, a currently in development game you can gore up your enemies face when it is hit. Other ways are destroying cover or destroying objects.

If we shoot a zombie in the arm, we want his arm to blow off. If we shoot him in the knee, we want him to limp. And if we shoot him in the head, we want his head to explode. We want our bullets to create wounds. Now let's watch a bit of Umbrella Chronicles, and watch the zombies go down undamaged, as if beaned with a baseball

http://www.cracked.com/article_16196_p4.html


21st August 2008

Today I have started this blog on the Escape engine. It already has some basic menus functionality and mouselook.

Tasks:
  • Made a sawdust wood like texture (2 mins)
  • Made a temp model for a small wall thing (5 mins)
  • Make a sparkle image (5 mins)