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Re: what makes a good game [Re: zazang] #203869
04/24/08 17:12
04/24/08 17:12
Joined: Jan 2006
Posts: 59
Desert Zone
WolfCoder Offline
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WolfCoder  Offline
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Joined: Jan 2006
Posts: 59
Desert Zone
In the game I'm making, I'm clashing old-school 16x16 pixel sprites as the characters that walk around on 3D maps that are made as well as I can possibly make them (and if I can get some good shaders to work, they're goin in ^^).

I actually spent a couple of years from one gameplay design to the next until I got one that I can't wait to play (hehe, and I'm the one making it).

The graphics will be bizarre since I'm going to try for realistic grass, floating mist that parts and moves using a physics system for particles that float in the air, the best particle effects I can possibly make, and yet all the characters look like they came right out of a SNES cartridge ^^

I may not be that great at making things look good and cool with these tools, but I do my best. I develop on this laptop so I know it runs on normal machines, and add features that bring my 2GB DDR2/3.7Ghz/512MBVRAM system to it's knees that increase and decrease on either the player's whim or on the frame rate.

Weh, the story doesn't even matter to me but I have quite a bizarre story to match the game.

Plus the game is free so that kinda helps it along ^.~

Last edited by WolfCoder; 04/24/08 17:14.
Re: what makes a good game [Re: WolfCoder] #204065
04/26/08 02:34
04/26/08 02:34
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Sounds interesting, almost like Homer finding himself in a 3D world \:\)
But what makes a good game?

Re: what makes a good game [Re: Nems] #204068
04/26/08 03:40
04/26/08 03:40
Joined: Jan 2006
Posts: 59
Desert Zone
WolfCoder Offline
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WolfCoder  Offline
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Joined: Jan 2006
Posts: 59
Desert Zone
Well the fact that I combine everything that made action-RPGs fun and I'm changing it to also make it still a different experience.

It's recommended to do stuff that's been known to work, but if you don't try and do something different gameplay-wise, then you'll end up being compared as a game-clone.

PS: The main character kind of looks like the one in my avatar lol, I just noticed that.

Last edited by WolfCoder; 04/26/08 03:42.
Re: what makes a good game [Re: Nems] #212933
06/25/08 02:15
06/25/08 02:15
Joined: Jun 2008
Posts: 37
Ohio
K
Kravenwolf Offline
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Kravenwolf  Offline
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K

Joined: Jun 2008
Posts: 37
Ohio

Sorry to necropost, but after reading everyone's insight in this subject, I just wanted to put mine up there as well.


Speaking as a consumer, and not a creator

1.Opinion. The first thing that I look for when a new game title is released, is if it falls into a catagory that interests me. So, when it comes down to it, it's all a matter of what a person likes. I don't like sports games, so you won't be getting a sale from me if you create the next Madden; no matter how good the graphics are. But, I'm crazy about survival horror titles such as Silent hill and Resident Evil, so, if you make a game in that genra, you can almost bet that I'll want to learn more about it.

2. Graphics/Camera. After I decide on a game, the first thing that I look for on the box, are the screenshots. If the camera view is poor during gameplay, or if the graphics are poor, I'll put the game back, and look for a different one. But, if the camera's good, and if the graphics are seemingly up to date; I'll read over the storyline, and if all three of these factors appeal to me, I'll take the game home with me.

3. Storyline. At the start of gameplay, I'll look for an opening cut scene that introduces the storyline to me--I want to know why I'm playing the game--why I'm about to kill these zombies, or escape from this mansion. I also want to be assured that my character is as three-dimensional as his surroundings (internal conflicts, etc).

4. Controls. If the controls are simple, and easy to follow, and the gameplay actions are unique for its genra(think of Resident Evil 4's action button that enables the player to perform kicks and suplexes in a shooter game, as well as interact with the environment by knocking down ladders and etc), the game will score easy points with me.

5. Enemies/Bosses. Enemies are important to me as well. A FPS game where I have to fight my way through other people with Uzis is a played out concept. If the game has new, never before released enemies, the game will stand out to me from others. Take Resident Evil. Zombies were getting repetitive in the series, so they replaced the zombie enemies with parasites that control people's minds (not a drastic change, but it altered the storyline, as well as the enemies' abilities and appearances).

6. Weapons. Another thing that I look at when I'm playing a game is the weapons that I use. My preference, is playing with weapons that actually exist in the real world. I want a Glock 19 to start with. And later, I want to pick up an M4A1 or M16 assault rifle.

7. Unlockables. A guarenteed way to get me to play a game again and again, is to award me with new weapons/costumes after I beat it the first time. This way, I'll get to go through the game with a stronger weapon, or new abilities. Unlocking new levels would be really awesome, but I've never played a survival horror game with this unlockable feature.

8.Music. To me, the music has to fit the title. I don't expect to be listening to Britney Spears music when I'm by myself in a dungeon with zombies about to jump on my from every corner. But I don't expect to be playing in silence, either. I expect a suspensful, creepy tone to be played in the background.


That's all that I can think of, and pretty much everything there is to a game for that matter. Me, and million others play Resident Evil 4 over and over again. It's been out for 4 years, and I still play it more than newly released titles. And look at all the videos on youtube. Why? I don't know. Maybe because it was a unique game--the idea was never used before. You'd have to either play it for yourself, or watch some gameplay videos of it on youtube, and try to figue out what makes that game so addictive. I hope this helped everyone.


-Kravenwolf

Re: what makes a good game [Re: Kravenwolf] #213133
06/25/08 23:54
06/25/08 23:54
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
what makes a good game?






i do.

sorry i couldn't resist, and if i wait until i actually make a good game this thread will probably be pushing daisies again.

but yeah, that's a pretty good summary of what makes a good game. unlockables are hugeley successful and under-utilised. i would put community in that list as well. a single-player game can easily stand on its own two feet but if it's possible to have multi-player then why not?

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: what makes a good game [Re: JibbSmart] #213857
07/01/08 08:39
07/01/08 08:39
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
what makes a good game?
that means, what makes a successful game, right?

very simple.
it's the 4 b's:

blood (violence, guns)
babes (save the princess)
boobs (why save her if she doesn't kick a$$)
booze (let the hero be a fallen angel... or a drunkard... anyone who has fallen very deep and now seeks revenge)

it's because men are simple and have simple needs. games that unify all the 4 b's are quite successful. take the GTA-Series for example. is it a "good" game? i hate it. but i don't count. what counts are the sales figures.

Re: what makes a good game [Re: broozar] #214978
07/08/08 15:04
07/08/08 15:04
Joined: Mar 2008
Posts: 104
theDust Offline
Member
theDust  Offline
Member

Joined: Mar 2008
Posts: 104
Originally Posted By: broozar

games that unify all the 4 b's are quite successful.


That's sad but true... but Gta (i love it smile ) has more then this 4 b's :
a huge and alive world, a sandbox-gameplay, the songs from the radio kick a$$, and the game has a special charm and joke...imo wink


Last edited by theDust; 07/08/08 15:05.
Re: what makes a good game [Re: broozar] #215669
07/12/08 18:55
07/12/08 18:55
Joined: Jun 2008
Posts: 21
S
spaceguy76 Offline
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spaceguy76  Offline
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Joined: Jun 2008
Posts: 21
Originally Posted By: broozar
what makes a good game?
that means, what makes a successful game, right?

very simple.
it's the 4 b's:

blood (violence, guns)
babes (save the princess)
boobs (why save her if she doesn't kick a$$)
booze (let the hero be a fallen angel... or a drunkard... anyone who has fallen very deep and now seeks revenge)

it's because men are simple and have simple needs. games that unify all the 4 b's are quite successful. take the GTA-Series for example. is it a "good" game? i hate it. but i don't count. what counts are the sales figures.


Can 3d gamestudio handle weigted vertexes? That way the ever popular BOOBJIGGLE can be placed into the female character? Or do they all have to be non-boobjiggly?

Re: what makes a good game [Re: spaceguy76] #215695
07/12/08 20:54
07/12/08 20:54
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Originally Posted By: spaceguy76

Can 3d gamestudio handle weigted vertexes? That way the ever popular BOOBJIGGLE can be placed into the female character? Or do they all have to be non-boobjiggly?


yea the pro version supports weighted vetecies in bone anmiaton


3333333333
Re: what makes a good game [Re: Quad] #215729
07/13/08 01:11
07/13/08 01:11
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
if you don't use bone animation in MED, you won't need it to simulate what you desire. use bones in your favourite 3rd party modelling/animation/3d suite and export it as fbx with vertex animations. you only really need bones when you want to actually simulate it rather than just animating it.

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