Log in

No account? Create an account
February 2007   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28


Posted by moogle1 on 2007.02.08 at 20:56
Hey guys,

piomega4's online game Echo is online now. If you have AdBlock enabled, you may have to disable it to see the top frame. Give it a try and leave him comments.



Darkmoor Monster Contest

Posted by moogle1 on 2007.02.07 at 10:17


Free Web-Based Game - Critique Wanted

Posted by piomega4 on 2007.01.28 at 13:52
A few months back, I decided to start learning some PHP. I've been doing this by writing a web-based game. The game is still in progress, but I feel that it's advancing well. It's called Echo.

About Echo...Collapse )

Difficulty Progression

Posted by gasolinewaffle on 2006.04.04 at 13:00
In games, there's this oddly familiar routine: As you go through the game, you progress through levels, sometimes made obvious (Mario) or subtle (Metroid). As the levels progress, the challenges get tougher. Also as you progress, you gain power-ups that allow you to pass these more difficult obstacles more easily, be it more health, more attack power, temporary invulnerability, or just a really cool gun. But I ask you: Why make it easier on players? Why did you go through all the trouble of making überhard enemies if you're just going to hand the player a holy hand grenade? True, there are power-ups that give players more power at the expense of being a challenge to use at first (you see this in Paper Mario:TTYD) or are simply required to beat an enemy, add depth, or solve a puzzle (Metroid, Castlevania, LoZ, &c.), but these are welcome. Don't get me wrong, I love plowing down hoards of zombies in one big awesome looking blow of a 500m axe, but it seems counter-intuitive.

Another thing I've noticed is that I really hate getting a bonus at an obvious loss. In Thanksgiving Quest, I rarely equipped anything, because in numbers it said my stats would go down. This, I understand, as I don't like to sacrifice something, no matter how trivial, for something else. What confuses me, tough, is that in Golden Sun I was willing to sacrifice a little defense for an awesome power.

So what's the cure for this strange routine? Should players not be pampered with power-ups in the first place? It doesn't make any sense to me.

Happy George Orwell Day!

Posted by gasolinewaffle on 2006.04.04 at 08:00
But I digress... Hello, everyone. My name is J. Anthony Aquinas J., and I have been interested in game design since I was two (literally). Of course, I really sucked then (which I partially attribute to having no friends), but maybe I'll redeem myself. We'll see. Anyhoos, I've eventually led myself here and now I have a question: Has this been abandoned? If so, I'll move on. If not, I have ideas and services I'd like to offer. Thanks and goodnight.


Town Generator

Posted by moogle1 on 2005.12.06 at 10:13
Warning: Long post. Skip to the second section if the first is uninteresting. (I think it's fascinating.)

The Backstory

Sometime during History or maybe Compilers yesterday, I started coming up with the awesomest idea ever. Initially, it was an NPC tasker -- something to make NPCs actually do things, like go to the store for a loaf of bread or visit a friend or just go outside and play. It kept track of what each NPC was doing and would show the NPC doing it if you managed to be on the same map as it.

Well, the idea expanded when I thought of arranging the NPCs into "families" by giving them parents, siblings, and children -- conceptually, you want to be able to generate a new NPC given a male and female parent NPC with "genetically inherited" similarities of appearance, so I thought it might be a good idea to implement a child generation function.

Then my mind went a step further (keep in mind that I was planning this on paper during my classes) and thought, "Why not allow it to generate an entire town of NPCs?" There would be a fixed number of households and for each household, an NPC would be generated, randomly male or female, from the age of 20 to 80. There would then be a chance for that NPC to be married (normally distributed with age -- older people are more likely to be married, but really old people are more likely to be dead). If so, generate an NPC of the opposite gender of the same age (age is mostly internal, but it can influence the NPC graphic). If the NPC is young enough, try to generate a child. If that worked, try to generate a younger child and repeat until it doesn't work.

Then, generate compatibility charts for each NPC. NPCs are more likely to like than to dislike an NPC, especially those in their own family, but they can also be neutral. If a single boy and a single girl both like each other, chance of them becoming boyfriend/girlfriend. And so on. A generated town might have between thirty and forty NPCs.

The Question

I don't really have a game concept in mind for this. So far, all I can think is to allow you to make your own character (male or female, with customizable hair, eye, and skin color) and maybe include a little "dating sim" aspect. But I don't want it to be a dedicated dating sim. I'd like it to be something more along the lines of, "You have come of age and have moved from far away to seek your fortune. Start a business in this small town."

But I'm not sure I want an open-ended business sim, either. I could make it a sort of "Harvest Moon OHR," but I need to be somewhat conservative with variables since I estimate each NPC will take about 20 globals (40 x 20 = 800 total globals used on NPCs alone).

The Question is what to do with this. I'm open to suggestions. I'm also open to teammates, especially for map design and maptiles. The layout of the town will not be randomly generated, so I want to make it as rich as I can.


How to design games

Posted by moogle1 on 2005.10.28 at 07:40
"It's really easy! All you have to do is imagine your game audience saying, “Wow!” And then just work backward and fill in the blanks."


Read the whole article. You'll be glad you did. It's on making games in 7 days, but the principles apply to large-scale game design, too.


Attn: All aspiring game designers

Posted by moogle1 on 2005.10.27 at 12:30

I know nothing more than this, but this is definitely worth looking into.


This is also pretty good

Posted by moogle1 on 2005.10.24 at 12:52

I don't agree with everything there, but I agree with most of it. More on this when class isn't in five minutes.


Independent Games market

Posted by moogle1 on 2005.10.24 at 12:35

From the article:

What evidence do you have that independent, niche games will sell?
A good example is an independent company called Her Interactive, which couldn't get a publishing arrangement for the Nancy Drew computer games it developed for a very specific niche. So it sold them solely on Amazon.com (AMZN). Atari (ATAR) picked up the titles after the Amazon sales proved there was a market. [Note: To date, Her Interactive has sold more than 2 million units of Nancy Drew titles].

Previous 10