vimes Posted September 6, 2005 In the past few years, I joined a few game projects as coder and/or artist.. but none of them met the end. My first attempt was a game using Quake II engine that didn't even live to see a complete design. Then I worked on an aventure game using the AGAST/morningstar engine and it went quite well until the point I got bored on working with a script engine that didn't give a view on game creation. Finally there were those two VR projects that used 3D and advanced devices but which were so rushed and complex that I didn't really learn anything new in game creation. This year, I finally met a reliable guy to work with and our main goal is to start a project that will enable us to focus on the process of creation rather on the final result. A project that would gave us some bases for bigger, more complex project. Our main interrogation is : what kind of gameplay and technical complexity should we aim for ? We're thinking a 2D game in the trend of Sokoban but, we're in the early stages of design so we would gladly welcome (and need) some feedback on the design, on the methods and APIs to use. I believe that the diversity in taste and experience of the Idle Thumbers would give us a better 'outside view' than what we could find in a developer's forums. So, are those kind of requests welcome here ? Share this post Link to post Share on other sites
BigJKO Posted September 6, 2005 Personally, I like games with killer presentation. Make it look good to me, and I'll be the first to rush to play it. Not really feedback on what type of gameplay I like, but hell... it's at least some.. err, feedback. Share this post Link to post Share on other sites
vimes Posted September 6, 2005 Personally, I like games with killer presentation. Make it look good to me, and I'll be the first to rush to play it.Not really feedback on what type of gameplay I like, but hell... it's at least some.. err, feedback. No, that was useful. useful in some way I'm still trying to figure out but still, useful. I think you're right and we'd like to make something in the line of Orisinal but I don't think I have the artistic skills to do that. Share this post Link to post Share on other sites
miffy495 Posted September 8, 2005 I don't know if pretty is what's necessary, but a defined art style always helps to draw me in. Look at a game like N, where everything is done using stick people. The game isn't pretty in a conventional sense, but has it's own flow and style simply because of the minimalist artistic direction that was used. As for gameplay, I like the direction that you seemed to establish by mentioning that game Sokoban. A crasy-addictive genre you've set yourself in, and I wish you luck. I guess it could be argued that a unique visual presentation is a result of artistry, but the impression I got from your post was that you meant artistic skills in the "I can draw" sense and not in the "I'm creative" sense. If you're going to be designing a game and its levels, then you're probably already pretty creative and could come up with something moderately original. If a game's visual stand out, for whatever reason (The PDA games in Alien Hominid are another example) then I'm usually more inclined to give a game a shot. Share this post Link to post Share on other sites
PixelPete Posted September 9, 2005 Lately I've been looking at all the games that I've really enjoyed and the ones I've wasted time on. One thing I've found is that most of the games I really enjoyed have a great story. Not just the "back drop story" as to why this game is happening. I mean a story that keeps going as you progress through the game. I hope I helped...a bit. Share this post Link to post Share on other sites
BigJKO Posted September 10, 2005 I don't know if pretty is what's necessary, but a defined art style always helps to draw me in. Look at a game like N, where everything is done using stick people. The game isn't pretty in a conventional sense, but has it's own flow and style simply because of the minimalist artistic direction that was used. As for gameplay, I like the direction that you seemed to establish by mentioning that game Sokoban. A crasy-addictive genre you've set yourself in, and I wish you luck. I should've been more clear, but when I say "killer presentation" I mean exactly what you're talking about. Just like the stickmen in N show, good graphics can be alarmingly simple. BreakQuest doesn't exactly look like a next-gen game, but it feels just as professional because it's polished down to every last detail, and uses physics and particles to great effect. Share this post Link to post Share on other sites
twmac Posted September 10, 2005 In terms of gameplay, a simple but fun leveling up option would be nice. Hunter the reckoning was rubbish but enjoyable, by including a leveling up option that involved creating more experience by using a particular skill successfully and thus making it more effective. Or Chaos Engine where the character's successfull killing and collecting led to them to become even better. Or just Ikaruga's approach of allowing the player to unlock more features by being good at the game (more continues, level select, higher difficulty levels etc). All of these things appealed. Share this post Link to post Share on other sites