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TheCreativeType

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  1. Great response! You bring up some great points about having to insure that your world supports the kind of advancement you want! Some times I have a habit of designing game systems with out reflecting on the world the game system would exist in!
  2. Hello bro and broettes! In this thread I wanna talk about time based training systems. Love them or hate them the idea of them is interesting. For sake of conversation lets define a "time based training system" as follows: Generally a players prime none item form of advancement comes through using a currency that is gained over time, for the most part regardless of a players actions. This currency is either spent in advance by allowing a player to select what part of their advancement they wish to advance and then waiting on it to progress, or saving the accumulated currency to buy advancement. I feel like a system like this has two primary pros. First is that it makes for a vast amount of ways a player can customize a character. Generally games that implement a system like this have tons of things you can get each advancing you a bit. These ways for the most part are extremely easy to implement being just data and math. (I feel like if the combat formulas, spells, and crafting allowed for usage of player variables it could be done even with intersect) The second is I feel like it prevents players from rushing to "max level". Often times mmo developers spend a lot of time crafting worlds and stories only for the majority to rush through them not because they are bad or the player doesn't want to experience them, it is just the player wants to keep up with everyone else and do the content his friends are doing or get to where his friends are. The main con of a system like this is what I call "Prison Syndrome" . This is when a player simply maintains an account or character to advance and doesn't experience the game world. The player feels like they shouldn't play because they aren't good. So they wait out a "prison sentence" until their character is good enough to join the real world. Often times players find that sense they haven' been accumulating wealth then they have no way to experience the game at their characters current stage of advancement and they typically leave the game shortly after. Even though at current time I feel like intersect isn't the proper engine in which to do this system. I still wanna create a discussion on this kind of systems pros, cons, and ideals to implement or stay away from this kinda system. What do you bro and broettes feel think?
  3. Hello bro and broettes! So I have made a series of maps for practice forming a very small "dungeon". It uses the default art tile sets and was made as a creative test to see if I could start making some decent maps for my game. I am a programmer by trade. I have worked in the game industry as a contractor before but never from this end. However one thing I know about art is you can not grow and get better unless you show other people and let them critique it. These are extremely rough drafts and I would put them on a par of being only about 60% done. I still have much of my designed "production process" left to go through including shine. Think of these as "rough sketches". With that being said I am looking for positive critique and not "OMG YOU ARE SO TRASH HERE IS WHY". I know these maps are poor, I am looking for tips to improve them not for someone to explain to why I am bad. This is about two days worth of work for me. (It took me a solid four hours just to learn how auto tile and cliffs worked lmao!) Anyway enough stalling here you guys go!
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