#game design

haylan: I can’t espresso how much you bean to me! Oh man… haylan: I can’t espresso how much you bean to me! Oh man…

haylan:

I can’t espresso how much you bean to me!

Oh man…


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 Next step, the story of the game. I have everything in my head but this step will cost me because m

Next step, the story of the game. I have everything in my head but this step will cost me because my first game was an adaptation of a book. Besides that I need it to do the dialogues and the events.


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Here is a sample of the tilesets and the mapping that will be seen in the game, there is still a lotHere is a sample of the tilesets and the mapping that will be seen in the game, there is still a lotHere is a sample of the tilesets and the mapping that will be seen in the game, there is still a lotHere is a sample of the tilesets and the mapping that will be seen in the game, there is still a lot

Here is a sample of the tilesets and the mapping that will be seen in the game, there is still a lot but little by little.


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After finishing A sunset dream I felt unmotivated and the second game did not convince me. Now I got

After finishing A sunset dream I felt unmotivated and the second game did not convince me. Now I got the rpgmaker MV and started the Broken project. I’ll get better at making my own tilesets.


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First details of the last part of the extra content: the battlefield. You can gain exp and obtain big prizes. It’s optional.

I’ll test the game soon! Just wait a little more.


Some pictures of final chapter. I’m going to finish it this week.

The provisional date to finish the extra part is on March 27. And if everything went well, I would show the release date.

Development finished!!

The main game is finished and finally it’s turn to dedicate to the extra part. This contains:

-Bonus room.

-Final chapter (an extra story chapter).

-New dungeon.

-Short missions.


Thank for your patient, the game will be released soon!!

Hello, I could have sworn you’ve answered this already, but I can’t find the post, so I’m asking anyway. Is there any validity to the weapons triangle from Fire Emblem? Swords have advantage against Axes, Axes have advantage against Lances, Lances have advantage against Swords. I understand that reach is very important so Lances “beating” Swords makes sense, but I feel like the other two are arbitrary.

I know we’ve touched on this in the past, but it’s probably been years. The answer is, “kinda, sorta, not exactly.” These kinds of simple triangles tend to be more about gameplay, and less about reality.

There are specific weapon priorities. A classic example is polearms offering an extremely effective counter to cavalry. Historically, cavalry dominated forces frequently had serious difficulty when fighting against foes who prioritized spears as their main infantry units. Similarly, cavalry are extremely effective against most melee infantry. So we have two parts of a triangle… except, it doesn’t really close. Sword infantry doesn’t dominate polearm infantry. You can bring archers into the mix, and they will be more effective against unshielded infantry than shielded infantry. Your sword infantry are likely to be using shields, while your spear users are less likely to be doing so (though, this isn’t always going to be the case.) So, you start to have a four sided priority “triangle.” Except it doesn’t work that way, because your shielded infantry is going to get stuck in the tarpit of frontline melee, so, if the archers are significantly behind the lines, they’re more vulnerable to skirmishing cavalry, not the infantry they’re less effective against.

Oh, right, and those spear infantry that are so effective against cavalry? The best tool to deal with them is, ironically, cavalry. Get the polearm fighters tied up in melee with friendly infantry, then get your skirmishing cavalry around behind them, and charge into their rear. (This is why protecting your flanks and keeping skirmishers from getting behind your front lines is so important. Once you have skirmishers, especially fast moving ones, loose behind the lines, it’s over.)

If the above borders on impenetrable, that’s why many games use much simpler triangles. It’s not replicating reality, but it is replicating the concept that certain kinds of units serve different functions, and a battlefield is about getting different units to operate in tandem with each other.

A famous quote from Sid Meier holds that, games are about making a series of interesting choices. That’s the point of the triangle. It’s turning strategy into a game of Rock, Paper, Scissors.

Without any kind of priority, it’s very easy to create mono-unit forces that will steamroll anything in their path. Ironically, some of Sid Meier’s Civilization series are guilty of this. But, I’m also specifically remembering the armies of six Terminator squads, with Assault Cannons in one of the Dawn of War expansions. (I don’t remember which one had no recruitment limits, it’s not Dark Crusade.)

Introducing priority systems (even if they’re a natural interaction of unit stats) can go a long way towards forcing players to make “an interesting decision,” when assembling their army. It’s not enough to just load up on super heavy infantry, or cavalry, and roll the map without a second thought. Now you need to consider what enemies you’re going to face, and set up your army accordingly.

The irony is that, Sid Meier’s advice works for writing. Stories are a series of interesting choices made by your characters. The idea of a triangle is simple, but it’s also good advice for building your characters, if your character excels against one kind of foe, it stands to reason there are other threats out there they’re unprepared for. If your character is some kind of hotshot cavalry officer, putting them in a jungle fight would be an absolute nightmare. If your character is an archer, putting them in an overrun fortress, fighting to escape in close quarters, really plays against their strengths.

Triangles may be simple, but they are an abstract concept you can adapt for your writing.

-Starke

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Q&A: What You Can Learn From Weapon Triangles was originally published on How to Fight Write.

Draught Board, late 17th century. Venice. Silk fabric, gold and silver embroidery. Via imm.huDraught Board, late 17th century. Venice. Silk fabric, gold and silver embroidery. Via imm.hu

Draught Board, late 17th century. Venice. Silk fabric, gold and silver embroidery. Via imm.hu


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I recently found this chart on Reddit by u/Molotovn displaying the titles released by Valve since 2004 when Half Life 2 came out among the popularity of the FPS genre for PC games. Back in that period the publishing of the sequel to  Half Life raised the bar for many other game developers not only in terms of aesthetics, but also for the experience the gameplay would offer.

Valve has a unique history that defies any other game developers in terms of name content but also on its major controversy of sequel spawn. Gamers have been waiting since 2007 for a Half Life 2 sequel in the shape of a episode installment or stand-alone title. 

Meanwhile Valve has published other titles like Portal, Team Fortress 2, Left 4 Dead, Counter Strike: Global Offensive, and Dota 2. These titles all became international hits worldwide for their rich gameplay and extensive user-generated mods availability: you can play Half Life 2 or Left 4 Dead 2 with all the available perks to enjoy again a title coming out ten years ago.

Valve has been constantly criticized for its poor communication skills with their player base which left many people disappointed over the future of the Half Life destiny. The many rumors and leaks over the years condensed into an even more confusing direction Valve is secretly considering for this title: continuing or not continuing?

If we analyze the patterns of behavior Valve has taken in the last ten years we see they have slowly left the game developing practice in order to go towards the distribution side. Steam has become a significant yet unique publishing platform for all types of big and small games, followed by music and movie distribution. 

Valve has been intensely working  with the Virtual Reality platform for the past five years while the whole creative Half Life team has left the company. For many it was an omen of changing times while others remain faithful to a miraculous release of Half Life 3.

Steam has pioneered the online experience of a service providing game purchase at an advantageous price to fight piracy and the retail sector of hard copies. This system has become an OS within an OS and the SteamOS is available to users who want PC experience on the go with a console feel.

Valve has been smart managing its online identity ever since it became an official distributor of digital goods well before anybody else, including a personal interface for each player to manage with its content. Now it has become an empire of triple A titles as well as an important vault of indie games. Steam has given independent developers a voice for their products to be sold and admired, something the competition snubbed for lack of better foresight in game design.

I wouldn’t be surprised if Valve transforms itself into a multimedia distribution platform in the shape of Youtube/Twitch store, including the sale of the products it will eventually broadcast if the company decides to push for streaming rights. It seems as a logical deduction in the wake of the many shifts of broadcasting and sales rights the net has witnessed until today.

One thing we have to wait for is for international distribution rights to be granted along with specific contracts for each continental region. Laws and copyright restrictions still limit some deals of titles and contents as well of platform spreading in the Western World; any further expansion towards the east like China and the rest of Asia will still be something to monitor.

We can speculate that from here to 2020 Valve will make their biggest decision whether to continue to develop titles of their own or to fully become an international distribution platform; something totally new that will defy the rules of digital share we have today.

4,078 blocks in, it got so big I couldn’t work on it without crashing the emulator -_- So I am going to call this done for now.

Anyway, here is a project I have been working on to teach myself advanced App Inventor techniques! It’s… just knockoff DnD.

Did I build this just so I could carry my babies around with me on my phone? Maybe. Did I learn a TON of math and logic by doing so? GOD YES.

I may consider sharing the actual application if people are interested! It’s definitely nothing new, just an experience to teach myself something I never thought I would be able to learn :D

Getting kind of FUNKY with my slideshow art. I’m starting simple game design with the kiddoes today and wanted to illustrate something seasonally appropriate :)

prokopetz:

Concept: inverted metroidvania where the environments are full of things that move you around in various complicated ways, like every screen is a Rube Goldberg machine of cannons and jump pads and teleporters and things that grab you and swing you around like a reverse grappling hook and such, and all of your “mobility” upgrades are things that let you selectively interrupt specific types of movement in specific ways in order to fuck with where you ultimately end up.

I know this isn’t quite related… but if this took place along the axis of time as well as 3d space, you’d basically just have Groundhog Day.

UPDATE 3/21/19Hello! I am Eleanor, Founder and Creative Director of Pandamonium Game and I am lookin

UPDATE 3/21/19

Hello! I am Eleanor, Founder and Creative Director of Pandamonium Game and I am looking for a talented Sprite and CG artist to assist me and my team on the development of Fair X Imposter.

Originally, I was the sprite and CG artist for the game, but due to other projects in real life taking over - this game is just a nice project for me to work on in my free time after all - we will unfortunately need a different artist to take over that roll. We want to try and get the demo out by the end of this year so we prefer somebody who has much more time to work on this project than I do, but I’m still willing to become flexible if absolutely needed. You will need to discuss with me about your situation if so.

This will be a very large project and , of course, is a paid opportunity. But, if you are wanting to be paid upfront, then I highly recommend you don’t sign up for this job. I can only pay partial at the beginning and the rest after each sprite since I have to use my money wisely with school and, as stated before, other responsibilities outside of FXI. I still want everyone working with me to be paid properly, though.

If you are interested, please email me at [email protected]with your name, portfolio, and prices. If negotiations need to be made, no matter what it is, please just talk to me about it. I’ve already said it, but this is a commercial project I simply doing because I want to and because it’s in my free time. I’m more than willing to hear people out and negotiate ^^.

Thank you for your time and I hope to hear from you soon!


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UPDATE 10/14/18Not many exciting news has occurred as of yet since most of our team are either hard UPDATE 10/14/18Not many exciting news has occurred as of yet since most of our team are either hard UPDATE 10/14/18Not many exciting news has occurred as of yet since most of our team are either hard UPDATE 10/14/18Not many exciting news has occurred as of yet since most of our team are either hard

UPDATE 10/14/18

Not many exciting news has occurred as of yet since most of our team are either hard at work with the game or with our own personal lives. However, here are some recent sketches and WIPs to keep you all posted! ^^

Here’s what’s new:

Writing:96%

GUI/Programming:0%

Sprites:90%

CGs:10%

Backgrounds:25%

Music:60%

Additional assets: 15%

Demp Overall: 43% Complete


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UPDATE 9/4/18It’s officially been a whole year since the development of “Fairy X Imposter” began! OuUPDATE 9/4/18It’s officially been a whole year since the development of “Fairy X Imposter” began! OuUPDATE 9/4/18It’s officially been a whole year since the development of “Fairy X Imposter” began! OuUPDATE 9/4/18It’s officially been a whole year since the development of “Fairy X Imposter” began! OuUPDATE 9/4/18It’s officially been a whole year since the development of “Fairy X Imposter” began! Ou

UPDATE 9/4/18

It’s officially been a whole year since the development of “Fairy X Imposter” began! Our goal is to have our demo out by next year and we will be continuing to work hard in order to make that deadline. 

Thank you to everyone who’s followed our progress this past year and here’s hoping more will soon follow.

Here’s what’s new:

Writing:95%

GUI/Programming:0%

Sprites:80%

CGs:5%

Backgrounds:23%

Music:60%

Additional Assets: 10%

Demo Overall: 39% Complete


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UPDATE 8/7/18Did you know that each character will get more than one outfit in the game? With the ch

UPDATE 8/7/18

Did you know that each character will get more than one outfit in the game? With the chilling breeze of winter blowing in France, what do you think everyone else will wear to keep themselves warm? 

Here’s what’s new:

Writing:90%

GUI/Programming:0%

Sprites:60%

CGs:5%

Backgrounds:23%

Music:50% 

Additional assets: 0%

Demo Overall: 33% Complete


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