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Game Design Improvement Talk

  • iambinary
  • July 28, 2009 at 10:23 PM
  • iambinary
    • July 28, 2009 at 10:23 PM
    • #1

    Hopefully there are actually intelligent replies this time given that there were spammer on the last thread: viewtopic.php?f=23&t=14201&p=241918#p241918

    1 please read and think carefully

    2 the objective is improving the game design

    3 this is completely theoretical

    4 links are always good

    Glory Days aims:

    1 as realistic as possible

    2 give player numerous options

    3 high depth

    The Layout

    You are responsible for keeping the space command center, Glory Days, functional, efficient, and defended from the unknown enemies. Glory Days is the most important and significant center in this galaxy. You has a first person view of the completely non-linear world and command center. This is the future, and space has been developed and is interconnected.

    These are what you are charged with:

    -command squads and other miltary units

    -intelligence gathering of unknown enemies,

    -research, and purchase weapons, upgrade,

    What else?

    There is an economic system which affects the price of purchases.

    So these are the menus/areas you need:

    Menu to command squads

    Intelligence unit – what type of intelligence and its completeness is unpredictabe

    Purchasing menu – new types of items are added unpredictably

    Mission log menu – shows current missions, and efficiency in completing it. Completed missions are recorded in the next tab over.

    What else? Menus are important. How can the player be able to realistically influcence this unpredictablity?

    Events drives the game. Events are unpredictable to you and occurs in real-time, but you have statistics of previous events that may be helpful in the defense. Events have a logic behind them but it’s a vastly complicated puzzle that you may wish to understand. Some events are:

    Challenges

    1 different types of attacks, such as attacking Glory Days’ technologies, communications of command order, spy infiritration, and these attacks have different degree of damage, and in what is targeted.

    2 There’s a political system. You have your position today because you deserve it. You earned it but there are corrupted politicans and powerful people who will try to replace you. How well you protect the civilians determines your fate. Politicans havea great influence on Events.

    3 Traitors in the ranks

    4 Memories problems: you are experienced to be where you are today. You seen a lot; you get flashbacks from time to time.

    5 Diseases: You will be afflicted w/ one life-threatening dieaese. You must find someone to continue your legacy.

    What missing?

    Types of specific Threats

    [edit]

    What are the various threats?

    You can leave the command center at any time for a mission or to explore. For the most part, it typically is dangerous out there so you should always prepare. See #Threats. You cannot carry unlimited items outside. There is no sci-fi technology that will afford this. When you are outside, events made happen inside, so it’s always a risk to go Outside. There are Mini games that can be played in the command center, but then you will be away from your post.

    Creation tools

    You can create limited tools in Glory Days to help you, but what kinds?

    This is more like a customization/simulation/strategy type of game, and you are roleplaying. I currently don’t know of any games in the entire world of Earth like it. If you are aware of any, please link it. I will update the thread to improve it periodically.

    Again,

    1 please read and think carefully

    2 the objective is improving the game design

    3 this is completely theoretical

    4 links are always good

    Glory Days aims:

    1 as realistic as possible

    2 give player numerous options

    3 high depth

  • Sentura
    • July 28, 2009 at 10:32 PM
    • #2

    what is this? cryptic mod pitch? game design class assignment? you want us to contribute with game design ideas for your mod?

    or is this some sort of game you want us to play on the forum?

  • Steppenwolf
    • July 28, 2009 at 10:38 PM
    • #3

    No offence but if this is a serious thread you definately need to improve your english skills. It's impossible to understand the purpose of this thread.

  • jaboo224
    • July 28, 2009 at 10:47 PM
    • #4

    Seriously. You are making absolutely no sense. It seems like you are trying to get us to critique on your so called game design.... however i do not see any real depth or even explanation to this document. Maybe instead of saying the last thread had no intelligent replies i would rather see it as it had no intelligence in the opening post... no offence...

  • kleinluka
    • July 28, 2009 at 11:16 PM
    • #5

    I'll give you a chance to explain exactly what it is that you want us to do with this. Do you need ideas? Do you want criticism? You are just posting random text and are not asking any questions. So what exactly do you want?

  • 2d-chris
    • July 29, 2009 at 9:00 AM
    • #6

    Looks to me like some kind of weird high concept design. Just needs FORMAT and STRUCTURE

    Start again, explain the setting, story and what your going to be doing in less than 1 page A4 ...

    Don't try to explain every little detail in such a document, you need to start with the basics first :megamon:

  • Duff-e
    • July 29, 2009 at 9:21 AM
    • #7

    damn. indentation, bullet points, numbering, structure. you need to work it out.

  • -HP-
    • July 29, 2009 at 10:42 AM
    • #8

    Either you're very smart, or very dumb... cos I didn't understand what exactly you want us to discuss here by the text you wrote.

  • iambinary
    • August 3, 2009 at 12:50 AM
    • #9

    ok, i'll restate for this.. crowd.

    "the objective is improving the game design" <- not clear enough..? lol

    if you had any understanding or knowledge of game design, which i assumed you did, given that this site is supposely a "game design community" (which it is not), then you would well understand how theoretical discourses of game design flow; in any event, i obviously shouldn't continue any further w/ this... crowd..

    this is a place of ppl w/ lots of issues. sorry to distrub.

    bye.

  • Steppenwolf
    • August 3, 2009 at 1:18 AM
    • #10

    Well you need excellent english skills if you want to become a game designer. So my advice for you is to work on your english first.

    Sorry to hurt your feelings but this is the truth. It's impossible to understand what you try to say because your posts read like nonsensical gibberish.

    I'm still not even sure if this thread is serious or a joke.

  • Taylor
    • August 3, 2009 at 2:39 AM
    • #11

    The design is so incoherent everyone assumed this thread was a troll attempt. There is little here of substance, it is just a brain dump of text that only makes sense to its author. Being able to clearly and concisely convey your ideas to other people is the most essential skill you can have as a designer, having a repertoire of mechanics and creative new ideas is worth nothing if you cannot accurately express them to the people who will be helping you implement them.

    This design is a riddle. There’s no opening elevator pitch, no core mechanics, no information. You don’t even state the genre of the game. All we can surmise is that conceptually it’s a command centre in space, you are under attack from “unknown” enemies (info?), there are real-time events (info?), and you have access to menus and statistics to solve puzzles (info?). No picture is being painted in my head to how this plays.


    I was keen to humour you and try to help, but the patronising tone you use is not helping your case at all.

  • 2d-chris
    • August 3, 2009 at 9:09 AM
    • #12

    Haha classic, yes obviously people from some of the best game developers have no idea what they are talking about

    Just for the record, words such as discorce, thesis should be well and truly banned from game development, unless you're at school trying to impress somebody. Formal design documents have there place, but often most people don't read or understand them, a good lead designer communicates through many other means not just paper

  • Jetsetlemming
    • August 3, 2009 at 12:55 PM
    • #13

    I design games all the time... IN MY HEAD WOOAAHHH

  • Section_Ei8ht
    • August 3, 2009 at 4:19 PM
    • #14

    No no. Come on now guys. He's right. Part of being responsible adults is knowing when to admit we're wrong. We're obviously not professional enough here at the core, as illustrated by this thread.

  • destructo
    • August 3, 2009 at 4:59 PM
    • #15
    Quote from Taylor

    This design is a riddle. There’s no opening elevator pitch, no core mechanics, no information. You don’t even state the genre of the game.

    isn't it obvious? this is Zero Wing the RPG, & the garbled prose is merely setting the mood

    [Blocked Image: http://upload.wikimedia.org/wikipedia/en/5/52/AllYourBaseAnimated.gif]

  • AlexM
    • August 6, 2009 at 3:50 PM
    • #16
    Quote from 2d-chris

    Just for the record, words such as discorce, thesis should be well and truly banned from game development, unless you're at school trying to impress somebody. Formal design documents have there place, but often most people don't read or understand them, a good lead designer communicates through many other means not just paper

    oh thank god

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