06-20-2011, 06:58 PM
Super Senior Member
Dude, I waste my time on long posts all the time.
But really, that's all I needed to hear lol. I just wanted to see if anyone is interested in playing a game like that.
06-23-2011, 04:31 PM
I would enjoy that game. Definitely. It seems suited to the arcade/PC game genre as well; good for some brief fun or to waste away the next 10 hours. Some random tips if you're serious about this:
Originally Posted by CypressDahlia
- Introduce new challenges gradually. The puzzle you showed would be great early game to hook gamers. Throw in a couple of different types of challenge at the start, then work with those when designing puzzles for a level or two. Then one or two new puzzles get thrown in the mix.
- be creative; combine different types of obstacles.
- Either have a deep story, or hardly any story at all. Don't half-ass one for the sake of having one.
06-23-2011, 07:14 PM
Super Senior Member
Thanks for the advice, dude. I've never actually designed an entire game before, aside from small experiments so I could use any help I can get.
but yeah, the story really only exists to give reason as to why you do what you do and the timer. I don't like games that have timers for no reason, especially if they're in a fully illustrated setting. Puzzle games that take place in some nondestinct limbo, not a big deal, but things like Super Mario Bros are weird. Like...is there some kind of giant invisible clock tracking me, why and to what effect? You know what I mean?
06-23-2011, 11:32 PM
Lord of Death
Timers are good mechanically because without them the player will always choose the most boring option. For instance Rummikub without a timer is basically 4 player solitaire.
Thematically I dont know. Dont really care either way tbh. Though lost planet worked it in with the theme pretty well.
06-23-2011, 11:58 PM
Super Senior Member
Yeah, timers are pretty much invaluable in most games. especially puzzle games. Won't question that.
06-24-2011, 05:18 PM
I hate timers because I personally feel they discourage experimentation and discovery. When the clock is pounding, I feel compelled to stick to the most streamlined, familiar route to make sure I don't run out of time. They also cause frequent continues and repeating the same level over and over, usually because I am .5 seconds off.
The only time I'm okay with a timer is escape missions like in Metroid: Fusion. First, it makes sense: of course you have to get out, its gonna blow up! And since those areas are less explorative and more about suspense and drama, the timer works well to get my adrenaline going.
I have an idea for an online system based around "clubs." The goal is to create smaller, yet expansive, online communities that are 1. optional and 2. player-run, to take pressure off of devs to moderate player behavior.
A club must consist of at least 50, but up to several thousand, online players of a specific game. It is created by a player, and that player is responsible for controlling the settings of the club and moderating its members. The player can, of course, assign admins with specifically allocated controls of the club. A club:
- Can have a certain theme, set by the creator. Themes could include: "Adult club (18+)", "kid-friendly", "Friday Night gamers," "competitive gamers," or even "hackers/modders." The theme is written in the description, and the creator also chooses classification(s) for each theme to help players searching (i.e. play style, age, date/time).
- Have options for admitting new players. Some could be open, and allow anyone to click and join. Others could be request, and still others could be invite-only (find fun players through randoms and invite them). The creator can decide which option, and which members can invite if that option is chosen.
- Have rules for maintaining membership. Rules include but are not limited to:
> Memberships: players can/cannot be members of other clubs
> Mature content: players can/cannot include mature content or use mature language.
> Activity: players have to/don't have to log a certain number of minutes per day/week/month.
- Players can report fellow club members for potential punishment. The creator (and admins if allowed) can ban players or deliver warnings. The creator (and admins if allowed) can kick a player from a club at any time, for any reason. They can also write a brief report about the reason the player was kicked. After 1 kick, the report is hidden. If the player is kicked from a second club before the first report expires, both reports will now show on that player's profile when joining or requesting new clubs. Reports will expire, but will take longer if they occur frequently or if the player has a habit of being kicked. Note: This is balanced by the fact that clubs must publicly display all kicked player reports on their page. Poorly run clubs, whether too strict or too lenient, will fail.
With the club system, it is easier to find similar minded gamers, and to avoid hackers , cheaters, and bad sports due to the more intimate nature of the system. Nevertheless, the large size limits of clubs mean there will rarely be a shortage of players to matchmake in larger clubs.
Last edited by Fenn; 06-24-2011 at 05:39 PM.
07-15-2011, 03:52 AM
I played Project IGI.it's a nice game.