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.