01/02/2021

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  • เผยแพร่เมื่อ 26 พ.ย. 2024

ความคิดเห็น • 5

  • @avionblacksmithwannabe
    @avionblacksmithwannabe 3 ปีที่แล้ว +1

    Well what are you missing out on? What are the missing elements? What type of games are you inclining towards? Let me tell you something, for generic game designing stuff many times the basic generic things can be rather welcome. If you wanna be something like a kinda loner indie game dev, well that can be surprisingly challenging imo. Many times it's better to collaborate with some other people. Tomb Raider Legend is a pretty excellent video game, if you have inclination towards such games, then you should be able to find some oppertunities to create such games. There are lots of great stuff for game devs nowadays. In case of a Tomb Raider style game I would say one of the surprisingly big challenges is to figure out the main character. Lara Croft is an excellent heroine and her stories and settings provide good action-adventure games. I suppose you know what are the 3+1 prime elements that make up such games.
    1. action sequences (fighting parts),
    2. traverse&jump parts,
    3. puzzle challenges,
    and the +1 is the dramaturgie of the story and the character.
    For me usually making the main character come alive is one of the hardest parts. Making her look decent and fluent. And figuring out what can make her unique and admirable. What type of moves and abilities she should have, what kind of charisma and aura she should possess. And of course one should achieve a good 3d model that is good to work with in the 3d editors. What I like to think of next is what she will face. What type of terrain, what type of oppenents would she face. I tend to think of this as a more fun part usually, since it usually takes a lot of testing and trying out different challenges, and usually I kinda like doing that. Once these two parts are done you are done with the prime base pillars of the game. it can take some time though. And then comes the 3rd part, where one creates the timelines and solidifies the main objectives and the main stories, and prolly also the main conversation parts.
    well anyway I'm not here to write down all the things about such things, I'm not an expert. But if you have some questions about some this and that, then feel free to ask me about them. I am Hungarian by the way, so English is not my native language, but that shouldn't be a problem.

    • @fantasygamedev
      @fantasygamedev  3 ปีที่แล้ว

      Wow, this is an incredibly helpful comment! Thank you for all of the information that you have provided, I’ll definitely explore these concepts further.
      Something I am finding difficult is determining a methodology in design that allows for the environment and level to portray the intricate parts of the character. Allowing personality to show through in a way where the player feels empathy. I have been exploring the concept of spatial empathy for this, but have just touched the surface. I think there is a delicate balance between dialog and environmental inferences that help tell story in a way that keeps the player involved.

    • @avionblacksmithwannabe
      @avionblacksmithwannabe 3 ปีที่แล้ว +1

      @@fantasygamedev I know that my comment sounded a bit arrogant and cocky, so I would like to say sorry in case I was too rude. You are the one living in the land of video gaming, not me, I'm just a wretched Hungarian dude who is a hobby game designer. I like to think that most video games have basic principles and pillar stones. And that most video games are based on mathematical formulas (I like mathematical formulas btw). When it comes to things like concept of spatial empathy and delicate dialog balances I am not the person to turn to. Although I kinda like RPG games that involve some nice dialogs, but I usually end up having my kinda unique and weird RPG styles for such games. My approach to games is usually more scientific and mathematical, but I'm aware that artworks and artstyles can be rather important elements. Back in the days when I was a young kid I was fascinated by many westerner fantasy and sci-if style stuff. As an 8 year old kid I really liked things like World of Darkness, Marvel, Warhammer, and a bunch of typical cartoon stuff. Of course this was back in the 90's. So since then I managed to discover some other things too. I like video games, I am fond of making video games, but I am not some kind of artistic person, I'm more like a mathematician/physicist. Although I like working with artworks too.

    • @avionblacksmithwannabe
      @avionblacksmithwannabe 3 ปีที่แล้ว +1

      @@fantasygamedev By the way, I might wanna point out that although I am personally fond of this "3+1 prime elements", and I think that this is indeed a good ol' way to build up such games, I should mention that many devs seem to choose somewhat different routes of development. Well I suppose most of them wouldn't declare the action sequences as the number one element and would prolly leave them for last. So one can change the order of the elements, yes. But since I think that most of these dungeon type games always have a notable emphasis on battling hostile opponents, and so many players are fond of engaging combats, that I would say starting with developing the combat sequences can be a decent idea. Also, one can usually learn quite a lot when one starts working on developing action sequences. Even the combat sequences have their own artistic appeal and flavor. Here is for example a pretty famous action scene from the Matrix Reloaded movie: th-cam.com/video/CEkVesNORU4/w-d-xo.html

    • @fantasygamedev
      @fantasygamedev  3 ปีที่แล้ว +1

      Your comment was not rude! You make some good points. Its interesting to look at games from a mathematical perspective. As an artist, I tend to approach game development from a more artistic perspective. However, It doesn't make one way better or worse than the other. I think different perspectives and methodologies allow for a wide variety of opportunity for other developers and different outcomes for gamers. The best part of being in the entertainment side of things is the ability to have more freedom in the way we provide experience to our audience.