http://gamingtrend.com
September 17, 2014, 03:32:34 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: 1 [2]   Go Down
  Print  
Author Topic: Help Semaj Design a video Game...  (Read 7833 times)
0 Members and 1 Guest are viewing this topic.
Turtle
Gaming Trend Senior Member

Offline Offline

Posts: 9364



View Profile WWW
« Reply #40 on: April 26, 2008, 02:49:54 AM »

Are you making this 3d or 2d?
Logged
Semaj
Gaming Trend Senior Member

Offline Offline

Posts: 1946


View Profile
« Reply #41 on: April 26, 2008, 03:18:31 AM »

I'm thinking 2-d Isometric.

Logged

WoW:
Venerable
Skywarden
Eagerly awaiting Drakes Fortune 2...
Turtle
Gaming Trend Senior Member

Offline Offline

Posts: 9364



View Profile WWW
« Reply #42 on: April 26, 2008, 05:11:17 AM »

Can you try for 3D isometric, locked camera?  Use techniques just like if you were in 2d, like disapearing/see through walls and such.  Lock the camera so you can focus on useability, not forcing the player to adjust the view all the time.
Logged
Crux
Gaming Trend Staff
Gaming Trend Senior Member

Offline Offline

Posts: 1541



View Profile
« Reply #43 on: April 27, 2008, 12:56:46 PM »

There are two titles just begging to be made:

Strip Club Tycoon

Street Pimp Tycoon
Logged
whiteboyskim
Senior Staff Writer
Gaming Trend Senior Member

Offline Offline

Posts: 7848


Hard partier


View Profile
« Reply #44 on: April 28, 2008, 04:02:36 PM »

Quote from: Crux on April 27, 2008, 12:56:46 PM

There are two titles just begging to be made:

Strip Club Tycoon

Street Pimp Tycoon

Those exist and are referred to as "Grand Theft Auto IV".
Logged

Behold the glory of my new blog!
Filmmaking is vision plus faith plus balls, all 3 of which Hollywood knows little about.
Semaj
Gaming Trend Senior Member

Offline Offline

Posts: 1946


View Profile
« Reply #45 on: May 03, 2008, 03:02:02 AM »

Paper prototype testing people have asked for more stats and less tough zombies.

It also revealed the need for scenarios and things for people to do, in at least paper testing.

More shall be done shortly...   But after replaying X-com I forgot how fricking lethal that was and how you basically had an unlimited amount of soldiers.  As such I'll probably have to tone down the danger level enough to make it survivable.  Hopefully I can get a few more lads together and run 6-10 scavengers and more zombies. 

Real debaes are on how much accuracy people have.  X-com was around 40-70% with modifiers for shooting.  I wanted to hit slightly less and have the zombies miss a lot so close combat didnt end in serious amounts of violence and dead people inside of 2-3 rounds. 

We've been hashing design ideas as well and we are working on thebrainstorming step, with the idea tree and whatnot.  Where we were last time I posted.

I also worked on designing the storyline for the first 24 missions.  I'd say the one thing I really liked in arguments over repetitiveness was bad humans to compete against you while you fight zombies.  It allows for more than just the same old thing and serious changes in strategy and scenario objectives.  Still, how many humans you find is going to be an argument as it should in a survival game.

I've picked up a few books.....   The 2-d vs 3-d seems like a issue for graphics for me.  2-d could use cheezy sprites, while 3-d will require actual graphical detail.

it's an argument for another day... smile

 
Logged

WoW:
Venerable
Skywarden
Eagerly awaiting Drakes Fortune 2...
Turtle
Gaming Trend Senior Member

Offline Offline

Posts: 9364



View Profile WWW
« Reply #46 on: May 03, 2008, 09:36:30 AM »

If you lock the camera distance to a certain angle and distance, you can use a lot of shortcuts and use more stylization.

How about something besides the usual average zombie uprising?  Could be supernatural, weird science, or other.  This would allow you more leeway in enemy types.
Logged
Semaj
Gaming Trend Senior Member

Offline Offline

Posts: 1946


View Profile
« Reply #47 on: May 08, 2008, 07:12:01 AM »

Yeah I debated it.  I never said the zombies were of human origin...  But the problem with going to apesheet on random monster design is you lose a bit of the zombie horror feel.

I mean at that rate we mine as well include all the major horror flick monster types....  Werewolves, Chainsaw wielding loonies, guys with red/black flanel shirts, blobs, body snatchers....

BUT....   As it stands now, I think I'm going to make people who live and kill lots level up a la rpg like...  As such, I now debate powerlevels of people who level up.  I think I am going to give people character points they can spend as they choose on an assortment of skills, some spicy, some not so spicy but lead to really spicy.

So you kinda root for people to level and coddle those who you want to live most.  But the downside of that is my fear that like in D&D people get way to ridiculously powered inside a few levels (10) and suddenly the game is much easier unless you just throw meaner monsters at them.  Maybe I should make leveling cool, but not awesome, like you have to save up points for something that makes you a close combat monster, but you never get any better in any other way (avoiding attacks, etc)... Or you can spend the points on the lower stuff and just be decent at everything... hrm..

Hopefully this week I can start work on the engine while we argue the end result of the leveling... Sunday I know for certain a bunch of my testers and helpers will all be in the same location and then I assume all sorts of hellzorz will break loose smile
Logged

WoW:
Venerable
Skywarden
Eagerly awaiting Drakes Fortune 2...
Eel Snave
Gaming Trend Senior Member

Offline Offline

Posts: 2786



View Profile WWW
« Reply #48 on: May 14, 2008, 04:13:34 PM »

Hey, Semaj, what programming language are you using?  I'm looking for a good, dynamic, easy to use language that a n00b can get a start on.  I would also like a pony that makes rainbows.
Logged
Graham
Managing Editor
Gaming Trend Senior Member

Offline Offline

Posts: 4015


View Profile WWW
« Reply #49 on: May 14, 2008, 06:03:09 PM »

Quote from: Semaj on May 03, 2008, 03:02:02 AM

Real debaes are on how much accuracy people have.  X-com was around 40-70% with modifiers for shooting.  I wanted to hit slightly less and have the zombies miss a lot so close combat didnt end in serious amounts of violence and dead people inside of 2-3 rounds. 
From what I've seen in games like HeroScape, StarCraft: The Board Game, and others, you might want to change your strategy.  Most games reward being agressive, and this also speeds up the game.  If you have both sides miss too much, you'll end up having a game that is boring and drags out.

That's my take anyway.
Logged

Partial Owner of the World Champion Green Bay Packers
Eel Snave
Gaming Trend Senior Member

Offline Offline

Posts: 2786



View Profile WWW
« Reply #50 on: May 14, 2008, 06:16:02 PM »

One of my gripes about Baldur's Gate was always how often you miss.  Granted, that's true of D&D, but for someone who doesn't know it, it's just plain obnoxious.
Logged
Semaj
Gaming Trend Senior Member

Offline Offline

Posts: 1946


View Profile
« Reply #51 on: May 15, 2008, 02:28:59 AM »

I understand the need for aggressive behavior.  But running into a building and trying to kill everything is asking for hot death with any kind of hit ratio on zombies.  It also means you work harder to keep guys alive and get your people buff.

Language?  Probably C#... I know a lot about C++ and Java and nothing says new and trendy like the hot new language.  Plus I can use microsoft for half my hard work.  I refuse to do a lot of the hard coding until we have a game in place.  I'm working for the dream curve smile

If you want a quick plug and play and go setup, look online for game makers.  There are quitrte a few out there, or if you want something more professional, look into software companies that have engines you can use.  Like you can get the  Torque Game Builder/engine and build decent games right out of the box.

http://www.makingindiegames.com/

It's a decent and easy way to jump right in.  I'm doing this as much for the portfolio and a game job than anything.
Logged

WoW:
Venerable
Skywarden
Eagerly awaiting Drakes Fortune 2...
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 0.112 seconds with 46 queries. (Pretty URLs adds 0.04s, 2q)