Please credit me as game designer if you develop one of my ideas. Please email me if you wish to use one
Saturday, 20 December 2008
My Game Design Documents
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
- 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. - 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. - 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 - Get some kind of To-Do Program
To Do List Resources
Doomi (Requires Adobe - As ironic as it sounds, stop reading blogs about Productivity
Nuf' said (although this wasnt my issue)
Tuesday, 9 December 2008
Team Interaction
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
Sunday, 7 December 2008
Motivation Vs Demotivation
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
Saturday, 22 November 2008
Thursday, 6 November 2008
Have not Updated in AGGEESSS
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
-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 :)
Technorati Tags: Game Design, Games, replay value
Wednesday, 22 October 2008
Horrah!!!!
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!!!!
Technorati Tags: Escape!Lovecraft
Monday, 20 October 2008
Oh Hai
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
Tuesday, 14 October 2008
Daily Progress 14/10/08
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
Feeling rather weird today.
Wednesday, 8 October 2008
Daily Progress 8/10/08
Tuesday, 7 October 2008
Time Catchup+ Final Changes (As far as i can help)
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.
Saturday, 20 September 2008
Wednesday, 10 September 2008
Doh!!!
Will announce Media release date.
Wednesday, 3 September 2008
Player Choice and 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
Friday, 29 August 2008
Biggest Time Wasters
Games
Kongregate
Cool Stuff
Eureka Car ParkSentry Gun
Music
FlyleafEscape the Fate
Cuteness
Munchkin Cat
Funny Cat Pictures
Blog Changes
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
Saturday, 23 August 2008
23rd August
22nd August 2008
- 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
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
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)