Author Topic: Game Design Megathread  (Read 558036 times)

hah

that's two people making the same game now

idk the idea of switching between modes with diff physics is the same but i think the way the idea is applied is p different

idk the idea of switching between modes with diff physics is the same but i think the way the idea is applied is p different
You're right. They're using the same primary mechanic of shifting physics, but they each have different variable mechanics, and those mean the games should feel entirely different.

I think it's a really great concept what you're going for there, and you should continue working on it.

Also, on using the word "gimmick":

Gimmick: A function or ability that offers no practical advantage in terms of advancing through the game's goals, but may be an interesting experience to the player
Mechanic: A function or ability that modifies the behaviour of the game and either gives the player a way to advance through the goals, or creates challenge that the player needs to overcome

Gimmick sounds really bad, and people associate it with things such as awful motion controls (technically they're not gimmicks in the games they're used, but they're stupid regardless). I know it sounds really nit-picky and pedantic, but I'd use the term "mechanic" in future because it sounds a little bit more professional and it sounds like you've got a clear idea of what your gameplay is going to be like, at least for that specific part of the game :)

i remember when you got mad because i said gimmick on a skype call lol

scar and zanaran should totally collaborate

I've tried making games before, but I've never gotten this far since I always end up abandoning the project early on. Here is my game so far. It's made from scratch in java.
There are some cooler levels later on (19 atm), but no new gimmicks or anything yet.
I swear I didn't copy the gimmick from you, zanaran lol.
oh hey that actually looks pretty neat, you should build upon it and add more content

You're right. They're using the same primary mechanic of shifting physics, but they each have different variable mechanics, and those mean the games should feel entirely different.
yeah you're exactly correct. the thing that makes mine different is that my game takes weight into account (heavy densitron can hit buttons, isn't affected by fans but is severely affected by inertia, etc.) also you cannot transform in midair

and in the end we both stole the idea from bugbug in sky tower
« Last Edit: March 02, 2015, 03:50:44 PM by Zanaran2 »

Just gonna come in here and post an incredibly important link

https://www.unrealengine.com/blog/ue4-is-free

wow that's super cool. past or current subscribers get $30 for the Marketplace, which is also cool
now nobody has an excuse to use Unity just kidding. but I do think UE4 is better

yeah that was definitely a great move for epic. don't know what to nab off the marketplace now

sick
i might actually use it

Lovin' it. I already had a subscription, but now I don't have to worry about it running out, and I can get the college to install Unreal 4 on all the PCs without requiring hundreds of licenses.


Is Unreal Engine harder to use than Unity?


Lovin' it. I already had a subscription, but now I don't have to worry about it running out, and I can get the college to install Unreal 4 on all the PCs without requiring hundreds of licenses.
You could already do that, Unreal 4 was free for Academic use