#Game_Design
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phonemantra-blog · 1 year ago
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The average score from users was 87/100 At the beginning of the month, unnoticed by many, the shooter RoboCop: Rogue City was released, which was liked by many players. In two weeks, the project was tested by 435,000 players, and the number of game sessions exceeded 2.7 million. Game studio Teyon and publisher Nacon stated that the game was very successful. [caption id="attachment_84037" align="aligncenter" width="780"] game[/caption] Alain Falk, CEO of Nacon, spoke about the success of the project: “RoboCop: Rogue City exceeded our expectations and was a real success from Nacon's point of view. We are very proud to have been able to work with Teyon on this game. We would also like to thank MGM for the trust they have placed in us throughout this collaboration, as well as all the players who contributed to making this release such a great success." RoboCop: Rogue City immerses the player in Old Detroit some time after the events of the second film. In this new first-person adventure, the player must restore law and order to a city thrown into chaos by the arrival of a new crime lord. The gameplay combines combat, field investigations and side quests. A real gift for fans and the best game in this universe, if the reviews are to be believed. The Teyon team left players with numerous references to the world of RoboCop, such as iconic locations, weapons and characters. Actor Peter Weller gave his voice to the cyborg policeman. https://youtu.be/s5V9pIAg2ZE It is also interesting that critics rated the project 72/100 (50 reviews), but almost 200 users on Metacritic gave the game a total of 87/100. In reviews and reviews, RoboCop: Rogue City is called the best game in this universe, the best shooter of recent years and the best superhero game of 2023.
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mortaine · 2 years ago
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Warlock Sanctum Games Interview
I was just interviewed by Warlock Sanctum Games about paid GMing and storytelling, and spent too long rambling about game design while I was at it!
Matthew from Warlock Sanctum Games interviewed me today about paid GMing, game design, and more! And while I have your attention, check out and sign up for my next playtest!
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reedrgale · 7 years ago
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Day 23
I started researching in tandem with programming. I do not regret.
Basically, I started poking an Asset called the SIP Script Intelligence Pack because it had a metric fuckton of documentation and I figured ‘well if that’s not screaming study me, when what is?’
I intended to walk into it to just get the gist... which I did. And then I realized I needed this in my life.
Observer pattern in my Unity? Plz.
So I’m learning that.
Otherwise, progress is proceeding. The unit locks again on edges. Sometimes. And the tools I’ve made for myself are presenting new solutions to old problems that might be more elegant than the solutions I had before.
Speaking of making tools, I’ve got an idea for a multi-tagging system based on an example presented through SIP, but more streamlined so it’s easier to implement in my code.
Ohohoho excitedddddd
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neoworldcorp · 7 years ago
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New game idea: “world of Alchimeras”
Hello guys, sorry for the long hiatus, needed some time to get my life straight and had some problems to post anything, so here I am and let's get to talk about it:  So, I had once a dream, of a game which felt like, if you fused together rune factory, pokemon, and full metal alchemist. But that's the rough idea of the game. The main mechanic of the game, and the main topic of this post: is the “creation of Alchimeras” These alchimeras, are creatures created by alchemists, in this game's world, which are made out of a special orb and any kind of object or material you find. These materials needed in creation of alchimeras can be anything from wood, stones or anything what you find in nature, to anything found in a shop or house: tools, machine parts or even small machines. The simplest alchimeras just need two objects to be created, with a low-class orb. The more advanced need 3 or more, need more expensive orbs and more complex alchimera circle, kinda like those in FMA.  So, these are the aforementioned alchimeras. Those can vary from animals, golem likes or just abstract beings like the gear wisp and kitchen knife knight.  There are three types of alchimeras: Zoochimeras, which are animals or animal-like creatures (in this category fit the: Hedgehound, Firefly bat, sickle mantis and pebble rattler)  Terrachimeras, which are beings made out of natural objects or just created out of “non-living natural material” (in this category fits the undead golem and claystone golem)  Xemochimeras, which are beings created out of abstract objects or just manufactured and changed material, machine types fit here too (in this category fit gear wisp and kitchen knife knight) 
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These alchimeras were made in Simple rank and advanced rank transmutation circles, these circles are the main part of creating an alchimera, the foundation of this strange science of creature creation.  These circles are just drawn on the floor of your house, but its suggested to elevate it on a platform. They are drawn with chalk.  Different kinds of transmutation circles affect what kind of alchimera you get and what abilities it will have. Certain kinds might increase the chance of getting a certain kind of alchimera, other make you easier to choose the right mix of “personality” of the alchimera, yes these alchimeras do have their own personalities, but preety simple ones. 
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The Symetra Alpha circle is the first circle you start with, it doesn't have any modifiers for your alchimeras, but at least is the most stable transmutation circle. This one helps you to create one of your starter alchimeras, which wouldn't be your master creations but will be still useful when starting out as a freelancer alchemist, on your small farm/estate. The Reflexio Omega circle is a more complex but unstable transmutation circle of the 2mark series (the mark represents how many materials will be used in this kind of circle). This circle is mainly used if you want to experiment with materials or just if you want more special kinds of alchimeras, with more chaotic personalities and skills.  I will talk about personalities and skills next time. I am done for today.  So please reblog, follow or just leave a comment on this post. Please, i wanna share this idea to other people. 
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onionmancer · 7 years ago
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trying to get shaders to give me the look I want. Also i really need to redo the chain physics.
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fadhelartworks · 7 years ago
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Robot study #Robot #sketch #art #games #game_design #conceptart (at America/Los Angeles)
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isaacmemes · 5 years ago
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Oooh, Pokemon Dungeon Gym Master.
Balancing Pokémon Species
Obviously, not all Pokémon are battle-viable; there are definite tiers there. But I don’t think Pokémon all need to be battle-viable. Since gen2, battling hasn’t been the only way Pokémon can be comparatively ranked. There are beauty contests, some pokemon breed better than others, and so forth. Ideally, given this, the Pokémon species list should be balanced given some weighted sum of all their stats, such that a given Pokémon species might be worse at battling, or at beauty contests, but their stats in other areas will always make up for these flaws.
This doesn’t make much sense with the game-as-implemented-today, because the Pokémon world’s “economy” (in the game-design sense of the word “economy”) is quite broken: not only are trainer battles the main way you earn money as a trainer, but you earn such large amounts of money this way that money—and all the things connected to it, like item and equipment and TM purchasing—cease to be barriers quite early on.
What I’d really like to see (but probably will never happen) is a Pokémon game that fixes the economy, and thus acts a bit like a survival sim + 4X game:
you have a starting sum of money, but you and your held Pokémon need money to eat, so your cash depletes on a daily basis;
but your held Pokémon also do jobs to earn you money;
some jobs are active, and you have to be there controlling your Pokémon to have them do them (e.g. battling other trainers, as happens today);
but others jobs would be passive—you assign that job to the Pokémon, and it does it while you’re not playing the game (so, for Pokémon whose battle stats are high, this could be e.g. volunteering as a sparring partner at a gym, or escorting people safely through routes with wild Pokémon);
a Pokémon would earn the most money when it’s doing what its species is good at (battling, participating in contests, etc.) and when you’ve trained it further for that job (leveling for battles; giving good items for contests; etc.)
the first part of the game is “dangerous”, because you’re constantly losing money; you have to catch enough Pokémon, and raise them to do some job well, to get yourself to “revenue-neutral” before it becomes safe to stop playing for more than a few days;
though if you need to, you could always go home to stay with your mom and Save+Quit the game there, where you and your Pokémon would be fed and put up. Not a bad deal, but until you get Fly, this constitutes a trek half-way back across the world.
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rat-game · 4 years ago
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Update 10/2020
I haven’t posted in a while so I’d like to talk about what I’ve been up to. I’ve been working on rat_game every single day though
Programming
In the past few weeks I’ve been refactoring my old stuff, the problem with doing something you haven’t mastered yet is that by the time you finish, you’re already better at it than when you started and everything suddenly seems sub-par. That happened a lot for my programming stuff but I’m confident that this time I’ve chosen far better software-design that hopefully future-proves my code. I’ve commited thousands of lines to my github in the past few weeks, I try to start work around 14:00 and stop at 20:00 and then maybe do some art-stuff at night. I’ve had a lot of personal stuff go really bad recently and having something to focus on that is fun was a huge help for me. I’ve also started working with GLSL which is a shader language and doing that was incredibly interesting, it’s a completely different paradigm than both functional and object-oriented programming and the fact that you can literally see what your code does because it translates to an image is incredibly rewarding. By learning shaders I’ve tried to face one of my biggest weaknesses knowledge-wise which is geometry and while I very much have not gotten any better at that I’m now able to create any effect I’d like in GLSL making the world of visual possiblities for rat_game gaining a new horizon.
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Fig. 1: My IDE showing of the dozens of files and thousands of lines of code
Art
So I was looking for a gif of an earthbound background for reference and I kinda ended up scrolling through the google images recommended picture, it was all mock-up- and fan art of earthbound fights an seeing so many of those I couldn’t help but be very conscious of the least common denominator of all of them and I kinda felt like my vision for the rat_game was... very much also that. Obviously earthbound is a huge inspiration but I’ve tried with both the story and mechanics to not just be an earthbound romhack. That also means not looking like one visually though so I made the decision that I don’t just want static sprites of enemies sit in front of an often-recycled background. Instead I think I will aim to give each enemy encounter it’s own unique background, for example a spider enemy could have a giant net in the background or maybe there’s even an enemy that is bigger than the entire screen so you only see parts of it. I will also try to consider more animation, at the very least I’ll have 3 sprites, one for undamaged, one for damaged and one for dead or knocked out. I don’t think I have the resources to animate every enemy myself but if I end up having enough money to hire an animator that is totally something that’s at the top of my wishlist. I know this is all kinda abstract but I’ve been creating demo textures for my engine so I have something to render and just doodling random shit I’ve come to be more and more comfortable to not just imitate earthbound sprites but do my own thing.
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Fig. 2: A random spoder enemy I doodled in like 5mins but that I’m surprisingly attached to after staring at it for 2 weeks while debugging (no pun intended)
Story
I mentioned before that the story of the game is done, it’s all in my head and partially on paper but I still feel like I don’t have that good of a plan because all this story is mostly irrelevant for what happens in the demo which is the main objective right now. I’m currently thinking about giving the demo it’s own scenario kinda separate from the main story, here’s a quick elevator pitch for that:
Prof being a scientists he leads the party to an abandoned research lab. It’s build inside of an old resident-evil mansion but rather than being a functioning mansion it’s mostly just a ruin that proper lab-equipment has been build into. Imagine someone found an uncharted level and decided to not bother modifying it unless absolutely necessary so one wing might be falling apart while one room over is decked out in science equipment. This lab is where the source was created and by exploring it I have the chance to slowly feed enough exposition to create intrigue via scattered diary entries research papers and correspondence (I’m kidding, it’ll mostly be environmental story telling, remember that one of my design prerogative is to use the minimum amount of text necessary). A nice thing about this lab being the demo scenario is that I can go wild with the enemies, I need to stretch rat_games entire hidden tutorial fights into a 30min demo that still delivers on story and world-building so having the freedom to not care about strict theming like I do in the main games chapters is a huge help. Tl;dr: imagine the pokemon mansion on cinnabar island from red/blue/yellow but it actually has stuff happen rather than just having a few statues onto which mewtwos story is written with crayons.
So yeah, I’ve been keeping myself busy. I tend to listen to music when I work and I had it a few times now where i enter this “flow state”, kinda like when your jogging and serotonin and your brain stem takes over and your body just moves, instead I’m programming or drawing. I don’t mean to humble brag rather I’m trying to illustrate that I really, really enjoy doing this and if I had a wish I’d wish for 20k€ so I can just do this full time for 2 years but alas that will have to wait. 
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animationbugs · 4 years ago
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Animation Bugs offers career courses that train you on the fundamental, technical, and creative aspects of Game designing and Development. Game Design course designed by #Animation_Bugs specially for children aged group 13 - 18 . Join the professional #Game_Designing course to develop your creative skills. Prepare for a creative career in the gaming industry. Join the course online now and start learning from home. Contact for Counselling : 9041 222 444 . . #CareerReady #CreativeCourse #Gaming #CareerInGaming #GameDevelopmentProgram #GamingProgram #GameAR #GameVR #AdobeAnimate #GameArtist #OnlineLearning #LearnOnline#CareerCourses #OnlineCareerCounselling #OnlineClasses #StayHome #StaySafe #LearnAtHome #StudyAtHome #LearnFromHome #StudyWithMe #animationbugs #gamedesigning https://www.instagram.com/p/CE_G5plHJos/?igshid=39j1t0htxjmn
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6th-dimension-doodles · 7 years ago
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Have some doodles I did for a project, viking themed game symbols
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phonemantra-blog · 1 year ago
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This is a remake of Metal Gear Solid 3: Snake Eater Fans of Metal Gear Solid 3: Snake Eater, who have long been waiting for news from Konami regarding the previously promised remake, have finally received it. The publisher showed the first video demonstrating the gameplay. [caption id="attachment_73853" align="aligncenter" width="780"] Metal Gear game on UE5[/caption] The game was announced for PlayStation 5 on May 24, 2023, during Sony Interactive Entertainment's PlayStation presentation along with Metal Gear Solid Master Collection Vol. 1, which includes the original version of Snake Eater. The new trailer was shown during the digital presentation of Microsoft Xbox Partner Preview. Metal Gear Solid Delta: Snake Eater (as the remake is called) retains the story of the 2004 original, which tells the story of Operation Naked Snake 31 years before the events of Metal Gear. gamers are delighted with the trailer for the first Metal Gear game on UE5 Konami is promising plenty of modern updates, including improved graphics (the remake is being developed in Unreal Engine 5), as well as improved gameplay and a "seamless user experience," whatever that means. https://youtu.be/DboMtjms2c4 Metal Gear Solid Delta: Snake Eater is being developed by Konami Digital Entertainment's internal studio with the participation of Virtuos (Metal Gear Solid series creator Hideo Kojima is not involved in the project). Feedback from users who leave comments under the trailer: The graphics are just great. We also need remakes of Metal Gear Solid 1 and 2. Looks great. This is very good. It looks amazing. Incredible, visually very worthy. It better be more than just a tech demo because the game looks great. Good job, Konami. The game looks just great. The game will be released on Xbox Series X/S, PlayStation 5 and PC.
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wscubetech · 6 years ago
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Love Video Gaming? Make your passion as career. Join our Game Designing Course and get the best training for a flourishing #career. Just reach us today at- Website: http://www.wscubetech.com/ Email: [email protected] Mobile: +91-9269698122, 8561089567
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elrincondelescritornovato · 3 years ago
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Richard Baker, escritor de "Condenación", tercer libro de la saga "La guerra de la Reina Araña"; graduado con licenciatura en inglés de Virginia Tech, Blacksburg, Virginia; sirvió en la marina de los Estados Unidos, graduándose como oficial de guerra de superficie; es diseñador de juegos, la gran mayoría de sus trabajos y colaboraciones se llevaron a cabo en Wizard of the Coast, en la actualidad trabaja de forma independiente; ha escrito dentro del género de la fantasía. Aquí hay algunos enlaces de interés: https://en.wikipedia.org/wiki/Richard_Baker_(game_designer); https://richardbakerauthor.com/about/ ; https://richardbakerauthor.com/ ; https://www.goodreads.com/author/show/32915.Richard_Baker ; https://us.macmillan.com/author/richardbaker/ ; https://boardgamegeek.com/boardgamedesigner/5814/richard-baker ; https://www.amazon.es/Libros-Richard-Baker/s?rh=n%3A599364031%2Cp_lbr_books_authors_browse-bin%3ARichard+Baker ; https://www.casadellibro.com/libros-ebooks/richard-baker/30847 ; . . . . . #elrincondelescritornovato #elrincóndelescritornovato #richardbaker #escritoresdefantasia #escritoresamericanos #escritoresnorteamericanos #escritores #gamedesigners #gamedesigner #gamedesign #reinosolvidados #forgotenrealms #calabozosydragones #dungeonsanddragons #megustaescribir #escribohistorias #escribomilibro #pasiónporlalectura #pasiónporleer #pasiónporlaescritura #pasiónporescribir #pasionporlalectura #pasionporleer #pasionporlaescritura #pasionporescribir #devenezuela #elescritornovato #escritornovato #narradornovato #soyunnarradornovato (en Venezuela, Maracay, Edo Aragua) https://www.instagram.com/p/CSPAICxr8Vq/?utm_medium=tumblr
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mortaine · 6 years ago
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Jinkies! Final Day on Kickstarter
Jinkies! Final Day on Kickstarter
A project I’m working on, Jinkies! RPG, is in its final 36 hours on Kickstarter– and it’s so close to funding!
Jinkies! is an RPG where you play teen musicians-turned-sleuths solving mysteries with your talking animal companion– basically the Saturday morning mystery cartoons we all grew up loving from the 70’s and 80’s!
This is a great game, and my friend Toby Strauss is creating it, I’m…
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neoworldcorp · 7 years ago
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Insecity: City wars of kids Part 3
Hi guys, sorry for the mini hiatus, live before Silvester is a mess, so I found some free time to finally give some extra ideas for Insecity, I think I might stick with this name.  So you might remember, I said there will be 3 blaster brands, but explained only one, there will come the latter two. The first of which is:  Battle bees: The classic, vanilla, blaster brand, with a wide variety of blasters, from lightweight to heavyweight, but no many specialized or quirky blasters. This brands basic blaster designs are light futuristic blasters, with some idea of today gen blasters, with a simple color scheme of Bright yellow, black, and grey, with orange or red as accents. They often use stripes or dotted decos on they blasters, even too coloring some blasters like tiger skin. They darts colorations are just black on the tip and yellow rest. The main use is in urban areas, because of the more precise, but low reach darts, so perfect in small radius skirmishes, especially when using the full auto blasters. The poster boy blaster is Beequeen v.02 blaster, which is a 25 mag middleweight blaster, with a medium reach barrel and fast firing speed, but lacks in range. This blaster too sponsors the companies main logo of a striking bee, as a stock paint. These blasters are mainly used in early game, but still are useful in mid and late game, if you gonna train newbies. This company has three other “subseries” for different tastes, these are:  Lava knights and frozen dragons: This series is more specialized in a rival like fake competitions between two factions, which use different kinds of blasters on they own, but some are very similar to the basics, just different decos or shells. This series specializes in all kinds of blasters, but mainly in medium and heavyweight blasters and faction differences aren't really big, just two or 3 blasters are faction exclusive. This series specializes more in mid range fights, mainly in half open battlefields, like parks or plazas. The poster boy of these 2 factions are: The Frost kings cannon (these blasters are faction specific, so choose which faction you want to follow, or just wanna go both) Which is a heavyweight blaster, which shoots 3 darts at the same time, in a line like formations, and this big gun uses a 50 dart drum mag, and the packaging gives you an extra 50 dart drum mag, with a clip to attach two of those bad boys, but for love god, this gun gonna slow you down to a crawl, because its so freaking large, its similar to the sizes of the freaking mastodon blaster from the mega dart series. Although its medium range, this boy can you give you pretty nasty punch. And the lava knights poster boy blaster is the: Dragoon destroyer rifle, this lady rifle is the main thing of the elite soldiers. This blaster just needs a 20 mag dart to hit hard and fast. Is just a common semi-auto with really hard springs to hit far radius targets, but this baby needs to rev for some time to properly hit your desired target. Although its kinda mid-tier in shooting time, its outclasses most of its competitor blasters in how hard and far it can hit.  Although it doesn't have a long barrel, the packaging includes a barrel extension, which might help when trying to hit more accurate, but kills the range, and isn't this thing's main thing its range? So, better don't attach the barrel extension, but you can try. Oh, i forgot the two faction blasters deco and dart things. Well, the frozen dragons have mostly trans light blue, white and silver coloration, with navy blue added in accent colors and extra shells. They mostly make the main shells look like ice is freezing over them and even adding extra shells, to look like some bones and skulls have fused with the blasters, even one blaster uses a nose cavity of a skull as a partial barrel, but I don't say which.The darts of the frozen dragons are on the tip cyan and other pure white, with light part of cyan visible in side the foam. The lava knights on the other side, use mainly trans neon red and orange for deco, black and silver for main colors and scarlet for deco and or added details. The main thing with their blasters' deco, is heavy usage of low poly hexagonal clusters or just making it more sci-fi mechanics, then looking less complex. The main use of the trans colors are used for mags or “energy” vents and tubing. These blasters too sometimes have rotating parts, which just are made for looks. The darts on the lava knight side, are orange on the tip and grey foam with parts of red crystals on the grey foam. That might be all on the series and i almost forgot, this series is specialized in mid game and bit of late, but you find better blasters in late game.    The last series of them, is quite a mess, for the eyes mainly. This series is called: Nightmare Realm, and it's quite a mess of light and medium-weight blasters, with quite gimmicky blasters. They main deco way is black and gunmetal grey, with lavender and yellow, added in. The main deco is tentacle-like and scratch like, even sometimes looking like black sludge over took a common blaster, even sometimes eyes and mouths visible on the sludges. Some blasters too have lights inside the partially visible shells, which make the part look like its alive, even scaring people. These blasters have the most gimmicky blasters in existence, like using a Ferris wheel-style machinery and using 6 dart cylinders as shotgun shells, even being able to replace the cylinders. Or making a full auto blaster with an 18 dart cylinder, but you need to crank to shoot. They are very gimmicky but have sweet passive abilities and even being able to scare off enemies. This series darts have a neat extra, they squek when fired fast enought, and have a yellow tip with purple foam. This blaster series is only late game accesible and even can help you out on the harder side missions.  So that might be all, for one company i invented out of the blue, i will try to make the last and third company, geez, sorry guys for torturing you for the rest. I will try to make the last company in the future, but i am creatively drained. Sorry guys ._.
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onionmancer · 7 years ago
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I wanted to flesh out the astronaut idea I had earlier. Here’s my attempt at shopping together some elements I wanted.
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