Mechanic should be simple, elegant and concise, not obscure.
While the details should be mess, complex and obscure. For instance you have 3 choices, one is obviously good, then the player can choose the right easily. That’s not what I want.
Give the player a couple of choices, and make every choice unclear and very hard to trade-off. Increase 8 strength while decreasing 5 wisdom, or increase 5 wisdom while decreasing 2 strength or so. Let the player choose loose 5 strength or 5 wisdom. Let the player choose the bad things he accept, don;t give the bad things directly.
NPC1 can help the player increase collecting speed, but he also steal some. NPC2 can help the player battle and royal, but he has a disease which will cost a lot of money. Let the player make a choice to choose one as a partner. If the player choose NPC2, then NPC1 tell the player he knows NPC2 has 30% to be contagious. Let the player make choice again.
And, like near all your thoughts on game design, it’s prescriptivist nonsense based entirely around things you’ve read in books rather than direct experimentation. Obscurity can be incredibly important, making it so the player has to think and potentially research what they’re doing.
Play Fez. Almost all of the late-game puzzles involve dealing with obscured mechanics and concepts.
Yes, I think our main man Hong is stuck in a loop of endless procrastination. i want to see screenshots and videos of a game, then followed by questions/thoughts.
It’s like kissing, you know. You can practice with your pillow or whatever, but at some point, you gotta just start kissing people (consensual, please), realizing that the first ones are gonna be awkward as hell.
I don’t know what’s your definition for prototype.
Is design document or similar paper prototype too? Or just Unity3d prototype?
Now I am playing games for data. I want a lot of items and a lot of attributes and traits. Many work should be done by notes. For instance, how much for each item duration? How many bad traits?
When you make an Unity3d prototype, you will have a lot of issues to face. You can’t test many ideas easily. In fact, in my previous threads, I showed many prototypes focused on one idea. I spent a lot of time on prototypes, and they can’t form an interesting game. That’s why I came here for game design. I made some progress on game design now, but I am still learning it.
Before I came here for design suggestions. I made some prototypes.
I tried to mix first person adventure with texts adventure (“lifeline” BGM). I made some improvements later, but not uploaded.
You can skip texts.
First task at 2:00 Second task at 4:15 Third task at 5:30
In fact I checked each template of Unity asset store? They can be considered as prototypes too, and they all have one fatal shortcoming: the game design. That’s one reason why asset flips have bad reputation.
Then leave this forum for game development? [quote=“hongwaixuexi, post:9, topic: 748944, username:hongwaixuexi”] So details should be obscure is correct. [/quote]
“Game design” not “game development” is this forum for. Then how can you remove game design from game development. You can’t make game development without game design. What will happen if designer or writer leave? The programmer do all of this.
Very well. You said Obscurity can be incredibly important. I said details should be obscure.
A game design forum on the Unity engine developer boards. A game dev forum. [quote=“hongwaixuexi, post:11, topic: 748944, username:hongwaixuexi”] Very well. You said Obscurity can be incredibly important. I said details should be obscure. [/quote]
CAN be. You’ll notice I also said “late game puzzles.”
A thought that has no value because you have zero experience with the subject in question. Come back once you’ve made a game and then we’ll consider any wisdom you want to share. Until then you’re just wasting your time and ours as well as potentially confusing anyone that genuinely wants to become a game developer.
No they aren’t because a game is the culmination of multiple different elements, and making those elements interconnected is a huge part of game design. You would know this if you made a fucking game. [quote=“hongwaixuexi, post:16, topic: 748944, username:hongwaixuexi”] One day Alice came to a fork in the road and saw a Cheshire cat in a tree. “Can I make a game?” she asked. “Do you make game design?” was his response. “I don’t know,” Alice answered. “Then,” said the cat, “it doesn’t matter.”
** [/quote]
You can not call yourself a game designer, you can not design a game, without working on a game. Otherwise you are, appropriately, just playing make believe.
I’ll pass. If they’re anything like you they’ll just ignore any sound advice and continue making an idiot of themselves. At least with my posts here I have a good chance of convincing people that don’t know any better that you don’t actually know what you’re talking about and to avoid your “wisdom”.