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Author Topic: Game Mockups Thread  (Read 4848 times)

Gatleos

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Re: Game Mockups Thread
« Reply #30 on: September 19, 2011, 12:15:46 am »

Here's a pseudo-GDD for a little roguelike that I wrote up recently:
Spoiler (click to show/hide)
Whaddaya think?
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Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
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burningpet

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Re: Game Mockups Thread
« Reply #31 on: October 09, 2011, 12:08:10 pm »

Gatleos - i would play that!

kinda like dungeon keeper with raids mixed with a regular rogue like - this sounds great and someone should help you develop it!

_________________________________________________________________________________________________________________________

i was browsing some youtube videos trying to look for nice minecraft mods and saw there are A LOT of minecraft clones. i think that this is a really "wasted" creative energy and instead should be done differently - not just copying, expanding!

so with that thought staying in my mind i later unrelated launched minecraft and spawned on kind of an island, i built a tower, then a boat and started traveling by sea, after i circled the island i got bored of it so i started sailing towards the huge area of water to the south. it took my about 3/4 of the day to be welcomed by dry land, green trees, high mountain peaks and... an abandon village. right there and then it hit me.

Expedition To the new world in a minecraft like game.

TradeCraft. just like the somewhat known and pupolar expedition rogue like, you start in Europe and have to set sail across the ocean to the americas, there you may find local tribes to trade with, minerals to mine and bring back to europe for gold so you could buy new ships, weapons or hire specialists. and most importantly, locations on that fresh new world to build and thrive your new colony on. just bear in mind that colonising that world may result in the local tribes displeasing of you which may result in raids. instead of creepers there could be snakes, panthers, buffalos and other such animals.

this could just be some sort of a mod for minecraft, instead of a full game, but i think that a tailored suited engine would fit this game mechanics better.
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Virex

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Re: Game Mockups Thread
« Reply #32 on: October 09, 2011, 04:41:28 pm »

Might as well post here for feedback.


I'm currently working on the design document for a futuristic gladiator management game. The most recent document can be found here (It's a 10-page .doc file. It also updates automatically when I make a change).


The idea behind the game is simple: In the near future, armed combat between cyborgs has become an important spectator sport and many companies organize tournament for advertisement purposes. The gladiators are maintained and trained by gladiator schools. You're in charge of one of those schools. As such, you'll have to buy and build your gladiators, then train them and participate in fights for money and fame.
The gladiators can't be controlled directly but are instead under control of a learning AI. I'm looking into what type exactly right now. I'm thinking of using either dynamic scripting or case-based reasoning, as both provide for varied reactions and learn relatively fast, as opposed to decision trees, which remain relatively static, or evolutionary or neural-net based AI's, which learn excruciatingly slow.
Secondary to getting the best gladiators, the player will also have to wheel and deal for contracts with equipment manufacturers and advertisement companies, as well as hire or build his own stages and host his own tournaments once he makes a name for himself. The eventual goal will of course be for your team to win the world championships.


At this moment I'm working on mock-ups for the user interface part, of which 1 has been fully completed:
Spoiler (click to show/hide)
I would appreciate it if someone could comment on the overall GUI design. I know that it needs more colors and that it has a wonky aspect ratio right now, I'll fix that. What I'm more interested in is if it looks easy to navigate at first glance and if anyone got ideas to improve it.
« Last Edit: October 10, 2011, 03:56:50 am by Virex »
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burningpet

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Re: Game Mockups Thread
« Reply #33 on: October 10, 2011, 12:30:01 am »

the spoiler is empty.
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Virex

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Re: Game Mockups Thread
« Reply #34 on: October 10, 2011, 03:57:09 am »

Should be fixed now
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burningpet

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Re: Game Mockups Thread
« Reply #35 on: October 10, 2011, 07:26:54 am »

Some thought and suggestions.

there are some confusing parts that could be fixed either by size, location or color hierarchy.
The big calender is not necessary as it takes up a lot of space and is tad confusing. it could work in the context of the game, depends how it plays and how much you need to browse through the calendar, but from first glance it takes too much attention... oh hell, ill just paint what i think.
Spoiler (click to show/hide)

i think that my modified calendar can scaled down by at least, that really depends on how important the feature is, and in that space put out some important information like league rankings position, maybe important pop ups messages etc..

the name and logo of the company you run. this is very important as you may browse through other companies and see their gladiators, so it will prevent the confusion.
« Last Edit: October 10, 2011, 07:34:30 am by burningpet »
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Squanto

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Re: Game Mockups Thread
« Reply #36 on: October 11, 2011, 08:40:31 pm »

3d multiplayer FPS/RTS with completely modular everything.  Modular weapons (so I can make a revolver with a laser sight and bayonet that shoots 12 guage slugs of solid platinum if I wanted to), modular armor (that has different containers for packs/more weapon holsters), and maybe even modular vehicles.  And, of course, this would either have RPG-style play or deathmatch/ possibly able to limit weapons (like no firearms or firearms only).  All of the items on your character would have a mass, which would slow you down, and possibly need exoskeleton to hold more, which would use a battery that could be hit and destroyed.  It would also have realistic damage (getting shot in the foot won't kill you unless you have severe bloodloss), and possibly broken bones that would make you drop held items or fall down.  Maybe even dismemberment.

customization UI - weapon customization like Brink's layout, points appear on model of character in armor screen to select holsters to create/modify weapons from or edit armor

 --- a dream game of mine, if only I could make it.  customization = win.
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Probably no reason other than it giving them a larger B-peen.
The B is for Business.

Gatleos

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Re: Game Mockups Thread
« Reply #37 on: October 14, 2011, 10:15:16 pm »

Ever heard of the game LSD Dream Emulator? If not, it's an obscure PS1 game with a cult following where you explore a surreal, randomly-generated dream world. Of course, it's not actually randomly-generated, but set in a massive, interconnected world where your starting location and certain events and textures are randomly selected. Still, it's known as an immersive, frightening game and is a one-of-a-kind experience.

My idea is this: a free, open-source game engine based on the original game, maintained by the community. With hundreds of people contributing to the code and creating assets, it could quickly balloon into an enormous, truly random game with incredible replay value.

Of course the game's fanbase isn't very big, so a project like that wouldn't be easy to get off the ground. Would anybody else like to see something like this?
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Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Siquo

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Re: Game Mockups Thread
« Reply #38 on: October 17, 2011, 04:01:32 am »

Essentially you'd be creating a framework and other people can add their dreams to it? You've got a winner.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Virex

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Re: Game Mockups Thread
« Reply #39 on: October 21, 2011, 02:13:45 pm »

Some thought and suggestions.

there are some confusing parts that could be fixed either by size, location or color hierarchy.
The big calender is not necessary as it takes up a lot of space and is tad confusing. it could work in the context of the game, depends how it plays and how much you need to browse through the calendar, but from first glance it takes too much attention... oh hell, ill just paint what i think.
Spoiler (click to show/hide)

i think that my modified calendar can scaled down by at least, that really depends on how important the feature is, and in that space put out some important information like league rankings position, maybe important pop ups messages etc..

the name and logo of the company you run. this is very important as you may browse through other companies and see their gladiators, so it will prevent the confusion.
Thanks for the tips. Based on your version, I've made a new concept:
Spoiler (click to show/hide)
As you can see, I kept your ideas for the calendar and company emblem. The reason I kept the calendar is because planning is an integral part of this game and this makes it easier to see ahead. Hovering over the date bar would bring up a month calendar so planning ahead is easier. Also, there is a rankings button on the button pane to access league rankings, because the ability to subscribe to multiple leagues would make it difficult to prepare enough space to put it directly in sight, it'd either be too much or too little. I've also added a little eye candy :)
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burningpet

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Re: Game Mockups Thread
« Reply #40 on: October 21, 2011, 05:45:09 pm »

yep, you pretty much covered the design aspect, now what left is enhancing its visuals because it still looks too clean and crispy.

start with applying different gritty textures to parts of the interface, play with their opacity and blending mode until you get a good theme for the interface that you like and suits the overall theme.
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Virex

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Re: Game Mockups Thread
« Reply #41 on: October 21, 2011, 05:58:18 pm »

yep, you pretty much covered the design aspect, now what left is enhancing its visuals because it still looks too clean and crispy.

start with applying different gritty textures to parts of the interface, play with their opacity and blending mode until you get a good theme for the interface that you like and suits the overall theme.
Thanks for the tips, but I think I'll first start working on the technical aspects of the game before I return to the interface. I want to see something happen instead of still lives ;)
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burningpet

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Re: Game Mockups Thread
« Reply #42 on: October 21, 2011, 06:03:41 pm »

have you started coding it yet?
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Virex

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Re: Game Mockups Thread
« Reply #43 on: October 22, 2011, 07:30:28 am »

Not yet, wanted to have a rough idea of how everything is supposed to click together and look first, that's why I focused on the Game Design Document and the GUI mockup first. I don't like finding out halfway through that I forgot some groundwork ;)
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