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Developer / Business / Re: "Episode shareware" model - is this still viable?
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on: December 17, 2013, 05:44:38 AM
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In my case with my first game, Wisps: The Redeeming, I feel like I shouldn't have released a demo for it. The full version of the game is exactly the same as the demo, except that the demo is a time limited version. More than that, the mechanics are the same, the game just gets harder and harder as you progress.
So I guess it depends if you are going to introduce new stuff in the later episodes that would make people buy it, but if it's pretty much the same stuff I don't know if it would work. It really depends on the game, there is no general rule that can be applied.
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Developer / Technical / Re: 2D/3D engines that use OpenTK?
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on: December 16, 2013, 01:59:25 AM
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If you already know about Unity and Monogame, what kind of level do you actually expect? Unity is very high level, Monogame is in between basically with OpenTK being just a wrapper, these three cover up pretty much all the spectrum.
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Community / Creative / Re: 3D AK-47 model WIP
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on: December 12, 2013, 06:18:32 AM
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You pretty much need 2 models. A low poly one with way lower polygon count for the game itself and a higher one to general normal maps from.
Is this some special ops version? Because I recall the AK having a longer barrel, or maybe it's the perspective that cheats my eyes.
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Community / Creative / Re: Abstract text game?
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on: December 06, 2013, 05:53:21 PM
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Well, text based games might be something new for younger people, but they are certainly not new to your average 30+ years old gamer. They are not certainly new to me, I have played such games in the past.
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Community / Creative / Re: Abstract text game?
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on: December 06, 2013, 05:45:52 AM
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This might work if you keep text input but provide more than text as feedback in my opinion. There is a kind of slowness in game-play in these games that would drive most modern players away from the genre.
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10
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Community / Tutorials / Re: LibGDX multi-part tutorial series
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on: December 05, 2013, 09:49:17 AM
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Thanks a lot for this. I was actually thinking to try libgdx, but then I wanted some 3D in the project in question so I went for lwjgl. I have found out a lot about libgdx during the selection process and I will use it in future projects for sure.
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Developer / Design / Re: How do you turn 'interesting' into 'fun'
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on: December 04, 2013, 08:12:28 AM
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I think "interesting" means a problem of fine tuning. I got that before for my first game, it means "wow, never seen such stuff, not fun for now but I'm willing to try it later, do some more improvements on it". Unfortunately most people testing games have no idea how it could be improved, so you should go on a trial and error route, increment as many times as you can and adjust according to feedback.
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Developer / Design / Re: HARDCORE GAMERS! How hard is too hard for a hardcore game?
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on: December 02, 2013, 09:40:58 AM
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Well, I think a first step would be to determine which is your audience. I would put out an early version of the game and let people try it out. Gather their feedback and tune your difficulty settings based on that. I remember the Diablo 3 designer saying that they put their internal teams to play the game on Inferno, and when those considered it was difficult enough, they took that and doubled it. That was what came out on release, but since then they made it a bit easier and made a less steeper progress curve from Hell to Inferno and so on. There is no magic bullet here, just try until you get it right for your players.
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Developer / Design / Re: Level design.
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on: November 29, 2013, 01:24:55 AM
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I would again refer to Demon's Souls (which is my favorite game). In this game the player is given all his possible actions from the beginning and after teaching some basic moves he dies at the end of the tutorial, you cannot really go around that. After that, all learning is basically done by trial and error. You face a new situation, you die and then you face it again until you learn how to defeat it.
Ninja Gaiden series is also doing this. You get all the moves from the start but giving their number and complexity it takes some time for the player to figure out how to combine them and he will fail a lot in the process.
However I think it depends on the type of game you are making, this doesn't work well with all types of games out there.
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Developer / Technical / Re: How to make a map of provinces
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on: November 27, 2013, 06:08:44 AM
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I think Polly's idea is great. Another one would be to use some polygons over your map and highlight those when you go mouse over. Unfortunately that would not work perfectly with a map full of round borders.
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Developer / Design / Re: Pick your flavor of Beat 'em Up: What would you like?
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on: November 26, 2013, 05:58:24 AM
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I remember playing a very old game on a very old machine (ZX Spectrum) called Target Renegade. The things I loved about the game were the fact that there was a two player mode with a second character joining the fight and that you had a special flying kick move that would kick multiple enemies down into oblivion. You could also pick up weapons like bats and bars to fight with.
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Community / Writing / Re: Opinion
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on: November 22, 2013, 06:10:43 PM
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There is a lot of garbage in the books medium too. I do read a lot and I am quite disappointed by some very popular novels out there.
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