Author Topic: Game Design Megathread  (Read 555809 times)

it would be awesome if they made a video relating to programming and creating the logic of your game, but there's far too many coding languages for it to be a sensible idea
still a man can dream

it would be awesome if they made a video relating to programming and creating the logic of your game, but there's far too many coding languages for it to be a sensible idea
still a man can dream
The logic of your game boils down to your ability. You should be able to translate you abilities into any programming language, it's down to how well you're able to translate your ideas. They're called programming languages for a reason, and you should be able do use your concepts of design and translate them into the proper language.

the logic behind games differs too significantly depending on the individual case. it's not even the coding language that really makes a difference, it's mostly the engine you're working with and what your game requires on a technical level. you can make videos on good general coding practice, but you can't really make a good guide to crafting the logic of a game because that varies so intensely.

also i think p much anyone that's worked a good bit with code would say that language doesn't matter too much once you know one; any practical language is going to have p much the same ideas, you just have to know what's different

i don't think it's within the scope of extra credits anyway, it would be better-suited for a game development show rather than a game design show



in other news i'm trying to make the first decisions on where to start with a game in a kind of paper mario/mario and luigi perspective
i was initially going to try using game maker but it would kinda be pushing the limits of game maker logic or be a mess of code that i don't want to wrestle with, so i'm considering going unity instead. i'm also already decently comfortable with C# and open to the idea of learning more 'javascript' (obv unity doesn't support real JS but its substitute based on it). i haven't looked at boo but if it's based on python i'll probably like it too

i'm not sure about doing unreal because i don't want to work with drag-and-drop or similar visual coding systems, and i don't want to dig in with lower-level code unless i absolutely have to.

in addition i have to consider art direction but luckily that's not something i need to be way concerned about right away. i just have to know the general idea, because i need to lay down the initial framework for the image i'm going to try to deliver. and that's understandably not something i really want to have to change halfway down the road
« Last Edit: May 19, 2015, 08:12:25 PM by otto-san »

it would be awesome if they made a video relating to programming and creating the logic of your game, but there's far too many coding languages for it to be a sensible idea
still a man can dream
the language doesn't make a big difference. you can definitely talk about general concepts without focusing on any specific language
for examples, you'd probably wanna pick one language and stick with it, just for consistency, but if you know one language you could probably understand the function of something in another language, even if you couldn't actually write a program in that language yourself
and i don't want to dig in with lower-level code unless i absolutely have to.
just because it's C++ doesn't mean you'll be doing anything low-level. the engine's already gotten all of that down, so you'd need to have some unique requirements before you'd have to start worrying about that

just because it's C++ doesn't mean you'll be doing anything low-level. the engine's already gotten all of that down, so you'd need to have some unique requirements before you'd have to start worrying about that
i haven't worked with unreal at all so i'm probably wrong, but unreal's c++ seems to be more so geared towards extending blueprint rather than handling the majority of game logic

ofc that's based upon some quick research and it's likely that's just a thing you can usefully do cus it's a well-respected engine and it would be silly if it forced to you jump through a clunky visual code system

i haven't worked with unreal at all so i'm probably wrong, but unreal's c++ seems to be more so geared towards extending blueprint rather than handling the majority of game logic
I don't think so. C++ is a lot faster than blueprints (I think I read somewhere that blueprints were 15x slower?? which still wouldn't be a lot of time because C++ is so fast, but it would add up if there's a lot of stuff going on). so if you did know C++, it would probably be best to use that for the majority of it, assuming you also had the time to write it

it would take more time for me to deal with a weird goofy draggy goo than it would be to do the same thing i've done all my life

it would also be less fun and less natural to me. i've done C++ before so it wouldn't be a big deal, esp. if the low-level stuff is already being done under the hood. aside from that, it's mostly just a matter of knowing where the engine's boundaries lie and what it would require of me as a developer, which is something that can be brutal to learn the hard way

ooga booga soon comes mcjooba?
« Last Edit: May 19, 2015, 10:19:35 PM by otto-san »

I don't think so. C++ is a lot faster than blueprints (I think I read somewhere that blueprints were 15x slower?? which still wouldn't be a lot of time because C++ is so fast, but it would add up if there's a lot of stuff going on). so if you did know C++, it would probably be best to use that for the majority of it, assuming you also had the time to write it
I work almost exclusively in Blueprint, and on multiple hardware setups we're not seeing any major improvements between C++ and Blueprint. The real reason to go for C++ is if you want to use EQS or any other new, complex systems that Epic is introducing, since they get them all cleaned up and optimised in C++ first, and slowly start rolling them out for Blueprint afterwards.

As a sidenote, EQS is in 4.7 and 4.8, but a lot of functions are still locked away and the interface is horrid.

Did more stuff with that unnamed rhythm game thing! I'm also kind of sad that I only found out recently how amazing of a recorder OBS is.

Also, mapped out a full song.
« Last Edit: May 21, 2015, 04:36:34 PM by Kingdaro »


lookin REAL NISE!!
t HHANk



When adding mines, I forgot that love.graphics.circle uses radius instead of diameter, so I got this monstrosity.

« Last Edit: May 22, 2015, 07:57:39 PM by Kingdaro »

those are some big giant circles if i've ever seen them

For our ICT game, we need to redesign the entire thing, including redesigning the challenges. Right now we're studying puzzle games and we have to write several theory documents before we can continue work on the game. In the meantime, I'm also working on my own dissertation about what video games actually are.

This is a really really simple overview of the things I want to cover. It'd be nice if I could get some feedback. A lot of examples, explanation and detail are missing, but a few of my key points are present.



Video Games are like big open-book exams; the game is constantly asking the player questions, and the player must provide answers to the questions through the mechanics. The mechanics, including the player’s inventory of gameplay options (actions they can take) and the world’s rules, need to be taught to the player and tested in the many variety of ways that the mechanics can be explored and exploited. The idea is that no one mechanic is dominant in every situation, and that the player should ideally be eliminating gameplay choices until they can determine what solution works best in the current situation.

The crucial elements that separate games from interactive experiences are the following:

  • Goals/Objectives/Motivations: A game requires the existence of a winning condition which defines the whole point of why the player is playing the game, and to win there must be something have to achieve, as well as a reason to achieve it.
  • Rules/Options/Limitations/Boundaries: A game must have a list of conditions that define how the world works and what the player can/cannot do. These rules must make logical sense for the game to work. The actions that the player can take must have some effect on the world that allows them to progress from a state of zero to a state of success.
  • Obstacles/Challenges/Failure States: A game is about teaching or reinforcing some action/idea which they use to achieve the winning state. There needs to be some element that actually challenges that action/idea, and tests if the player has successfully learned.
  • Input/Output: A game must actually involve the player in a meaningful way that allows them to progress, and the game must be able to reflect whatever changes the player makes to the game’s state by showing this to the player.

Any good video game will have two stories; the narrative and the player story. The player story is about creating memorable encounters for the player, but also about challenging them through the mechanics by creating questions/challenges that they need to solve by answering with their mechanics. A good player story has an overarching question and/or constant repeating questions that keep the gameplay/story consistent, and serve as the point to use the mechanics in the first place. With that said, the game designer can never force motivation on the gamer, and so the game should only provide suggestions for motivations to continue through the game. The player may also bring their own motivations which the game should allow them to explore, within logical reason.

Whenever the player enters the game experience, the main rule that needs to be observed by the game developer is that, “every action has an equal and opposite reaction”. When the player makes or takes action, they expect that they have an effect on the immediate game world (equal reaction), and that action had an effect on their state in the overall game (opposite reaction). Similarly, if any object in the world acts, it should affect the world and player equally.

Games are simulated spaces, which means that the context of the game can be changed on the fly. The environment the player is in, the state of the player’s character, the player’s knowledge and skill with the mechanics and so on will all factor in to how they move through the world, interpret its challenges/questions and actually proceed through the game.

A game becomes frustrating when either:

  • The game does not meet or expectations, does not operate in the way we anticipated, and/or the game’s logic remains inconsistent and we cannot learn the pattern of behaviour.
  • The game prevents us being able to learn how the rules of the world work.
  • The logic/physical action gap between where the player starts and where they need to be to answer a question is too high.

sounds p ok

some thoughts i have. (i imagine you address some of these things in more detailed explanations but for the sake of sakedness):

not all games will supply a clear, defined, long-reaching goal or win condition (e.g. games like minecraft), and instead rely on the player to construct one, focusing on providing individual, inevitable goals along the way, essentially constructing a kind of "expanding" hierarchy of goals rather than a "collapsing" one. they still count as goals ofc, but the lack of a general, over-arching goal warrants giving that kind of thing attention

in addition, not all games use or require a narrative, though it seems like the mentioning of it was more to create a more clear distinction between the narrative and the player's experience

other than that sounds p gud!!



working on stuff
http://youtu.be/6ahYQ2lc5Xs
obv luigi is placeholder

unity's animation and sprite systems are pretty cool. wish i had chosen a better sprite sheet but o wel. the camera controller is a bit off from what i was looking for, but it achieves the same thing in the end i suppose

https://dl.dropboxusercontent.com/u/8406402/Piano%20Heer0/Game.html
play this, realize that king's is better, complain about timing issues