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342
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Developer / Art / Pretty vs practical GUI\Gameplay
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on: November 28, 2012, 01:14:50 AM
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It's sometimes nice to have pretty effects for all sort of things in your game. For instance, when you enter a town my game fades to black. Even the speed a character walks has a pretty vs practical considerations. A slow walking character can show more it's animation, while a fast walking character might be more practical for traveling.
In my turn based RPG game I need to consider those kind of things quite a lot. For instance, I conisder if I should have some sort of blend effect when selecting different tabs under the char page. Like equipment, items and skills. It seems like it could be really annoying though when you need to constantly browse those menus.
Do you have any rules of thumbs for these kind of things?
Edit: The fade to black when walking into a town actually serves a purpose, it makes the player realize he went into a town. If the screen just siwthced to the town, he might be confused how he "teleported".
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343
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Developer / Art / Re: Floating life bars? Something else?
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on: November 28, 2012, 01:11:32 AM
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Well, it's also a matter of having a fast interface as opposed to slugish interface. Currently if the enemy is in range, clicking it would attack it. If I do what you suggest then attacking would take at least two clicks, which might make it more annoying.
I think my solution is pretty good. For the most part you won't really need to use the "all monsters info" button. Because you get the info of the current char\monster as you play. It will appear at the top or bottom of the screen. You might need to check the monsters stats at the beginning of the battles, but after that the small current char updates will be enough to allow you to remember the health of all the units.
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344
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Developer / Technical / Re: Question about the Raspberry Pi.
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on: November 27, 2012, 11:43:30 PM
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Hmm, what kind of Android OS can you install on it, and can you install any apk or download from google play just like a normal phone? Or does it use a modified Android OS?
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345
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Developer / Creative / Re: A new way to monetize.
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on: November 27, 2012, 02:50:25 PM
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Why not just make your own store\bundle and sell other desperate indie developers games for dirt cheap and take a big cut out of it?
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348
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Developer / Offering Paid Work / Re: Programmer needed for a very simple game
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on: November 25, 2012, 09:04:56 PM
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I find your offer outrageous, for the very least. You want someone to work on a free game, and tell them that in a future game(not the free game) which won't be free you will give them 23% of the profits? It's very greedy and exploitative.
If you want someone to work for royalties, at least make them an equal member of the team. You basically tell them you are going to be so popular it's gonna be worthwhile and you will give them some crumbs as a reward.
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351
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Developer / Art / Re: Floating life bars? Something else?
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on: November 24, 2012, 06:04:55 AM
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Since it's turn based, I need it to be super accurate or just displaying a number. I think I will do both showing the HP of your current character and of the enemy you attack, and some info button you can see every piece's stats.
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352
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Player / Games / Re: Desperate Gods (Wolfire's Fuck This Jam game)
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on: November 24, 2012, 05:09:10 AM
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Well, too bad they are not as fast when working on Overgrowth. I have seen some kickstarter project that looks more impressive than overgrowth that was made in one year. (Overgrowth already hit it's fifth development year?)
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354
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Developer / Art / Re: Floating life bars? Something else?
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on: November 24, 2012, 02:18:58 AM
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Well, I can't hover above them since it is on the Android. I don't have a mouse.  I am thinking maybe always showing the life bar of the current character, and maybe have a button that pressing it will show all the monster stats, but you need to disable it or once you press something else the stats disappear.
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356
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Developer / Art / Floating life bars? Something else?
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on: November 23, 2012, 10:03:38 PM
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I am a bit reluctant of using life bars in my RPG game.
First of all, they are a bit more confusing than just showing numbers.
I also think it's kind of ugly to have floating bars above characters. It takes away from the visuals, especially in a 3D game.
It might be more useful in an action game where you need to quickly tell the HP of all the enemies all at once.
This is an Android game btw.
How would you suggest to present the HP of enemies and party characters in a 3D tactical battle(Tiled)?
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357
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Developer / Business / Re: Followers, subscribers, where and how?
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on: November 23, 2012, 10:43:06 AM
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Well, the fear of hacking is due to there is more in stakes here than just your credit card number and etc. You are not only risking yourself, you also risk other people who trusted you. I had a newsletter list, but the service I was using got hacked(for someone's else list). So it got me scared I guess. I will check out ymlp. Are they like the leading service for newsletters?
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358
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Developer / Business / Re: Followers, subscribers, where and how?
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on: November 23, 2012, 10:20:14 AM
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I don't recall signing to anyone's mailing list in the past few years unless it was some big company I purchased their product and they add a "Want to be updated with news about discounts?" kind of thing. And I usually don't accept it either.
Maybe mailing lists are good if you are a big company, I am not so sure about small indies. Big indie developers might benefit from it.
Do you have a mailing list? How many subscribers you have?
My big issue with maintaining a mailing list is that it is the least safe method to keep in contact with your followers. I mean, if your mailing list service get hacked, all your followers are going to get their emails sold for spammers.
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359
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Developer / Business / Followers, subscribers, where and how?
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on: November 23, 2012, 08:57:21 AM
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I have come to realize that having players' contacts you can notify about your new game is more important than a press release or being featured in some website.
In the past we had mailing lists, but I don't think mailing lists are relevant nowadays.
How do you gain and maintain contacts nowadays?
There is twitter, facebook, RSS feeds, what else?
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360
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Player / Games / Re: Desperate Gods (Wolfire's Fuck This Jam game)
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on: November 23, 2012, 06:52:58 AM
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So is it made with the Pheonix engine(the one they use for overgrowth) or Unity? Also, I suspect after developing overgrowth for almost 5 years(?) they hae quite some code for physics and etc. Assuming they didn't just use Unity.
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