GRINDALF'S PROFILE

Im a games collector and programmer.
I love Yu-Gi-Oh, coffee and video games.
I surf and skate.
Paws for Adventure
A zelda inspired game about cats

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Race and Gender in Games

I think the problem with AAA games liberty is money.
most people in the world are hetero and some of those are grossed out by anything not hetero and the companies want to rake in as much money as possible. If a lead game designer made a main character gay and sales suffered because people don't connect with the characters the same or homophobic people dislike the interactions the executives would sack him.

I think its a simple case of not yet. But the world is getting there and I don't think it will be long.

Race and Gender in Games

I don't see how sexuality matters in a game. I never play a game for the sexual interactions. When I played ff6 and ff4 I didn't wonder why tera wasn't getting it on with one of the males(or females for that matter) ff7 did have a couple of interactions between cloud, tifa and aeris(and barret for that matter) but they were minor and didn't really show characters as being hetro, bi or anything else, but did it really matter? did it make it a worse game? But maybe that's the point I would not want to play a game where the sexual interactions are such an important part of the game(Im sure a lot of people enjoy character interactions as a main component, I guess Im just not one of them)


As for race puubutt nails it right on the head. the games setting is the main thing that should control that

Making games? What motivates you?

Most of the games that I have finished had no planning or thought put into them. I just made levels until I thought, "That feels like enough" When I put planning into my games I tend to never finish.
For reference I have...
20 finished
17 abandoned
2 in Development
3 on Hold
Of those 17 abandoned projects I think I planned to many features or the features were just beyond my skills and made development to stressful.




[RMMV] [RMVX ACE] Okay, Let's Have This Discussion: Sample Maps

author=Frogge
your game loses part of its identity when you have to explore maps you’ve already explored a gazillion times.


This is also true of pretty much any premade asset. Your game loses its identity when you are using the same graphics as other games you have played before.
Your game loses its identity when you are using the same music as other games you have played before.
In most cases a person would not notice the same code used again with the possible exception of menus.
Using any premade assets puts you in a dangerous position of people not wanting to play your game. This is a gamble you have to decide on being worth the time/effort needed to make the assets in question. I myself am rather crap at making music if I forced myself to make my own music my game might never get finished, is that a risk I want to take or do I just take the easy way out and use other peoples music?
Maps are generally the easiest thing to make when it comes to gamedeving so I would say it is the most questionable thing to use a premade asset for, but I would never tell a person they have to make original maps, just that I might not play it :P

Screenshot Survival 20XX

@Orange- That looks amazing :D

[RMMV] [RMVX ACE] Okay, Let's Have This Discussion: Sample Maps

EDITED(Ok I will have my say on this) Sample maps are like any premade asset. They take work out of gamedev.
Things I would classify the same would be.
Code, Plugins, Graphics, 3D models, Music.
Some people need to use these things because they don't have the time due to life being busy, and some people need to use these things because they don't have the skills. I use a little bit of premade code on occasion and all my music is made by someone else.
I see premade maps as no different. the problem with using premade assets is that you run the risk of your game looking unprofessional(and I mean unprofessional on an indie level) and that can mean less people playing your game.
Often using premade assets can make gamedev much easier but you need to edit the premade assets and put your own personality into them. I would see premade maps no differently. If you just dump a few premade maps together and make no alterations then that is lazy.

Screenshot Survival 20XX

@sidewinder Your game looks very impressive I look forward to playing it :)

Minimum viable product for a trading card game

This also depends on what the minimum amount of cards in a deck is and how often you have to draw cards.
If we look at "Triple Triad" you needed a minimum of 5 cards in your deck(which was also your starting hand and you never draw more cards)
In a card game like this 50 cards would be loads and might take you a while to collect all of them.
I know triple triad is technically not a real card game but it was fun and shows what can be done with very few cards.

Designing for odds and ends such as size of the world map etc.

I said 15 to 45 mins per quest. at 45 mins plus traveling time and story time that gets you 20 hours(People very rarely finish quests in the minimum time. Especially the first time they try that quest)
Although now I read your question again I think I understand what you are asking.
You don't really want advice, You want to know what other people do.
My game is procedurally generated so for the most part I don't have massive control over most aspects in my game. I have been setting up a collection of story quests though that link over to each other(you cannot take the next quest until the last has been finished) I have a few filler quests in this story quest section that have a number of tasks to do(for instance help 10 villagers) if my game is running a bit short I can just lengthen all of these tasks by a few numbers(help 15 villagers) to get an extra hour of gameplay in there(Its a bit of a cheap tactic I know) I cant help you with maps ect because my game is procedural.

Designing for odds and ends such as size of the world map etc.

you still need to say what style of game. 2d overhead action could be Zelda style(a small world where you revisit the same areas) secret of mana style where you virtually never revisit places and are on a constant huge adventure.
Will you have world maps like in the final fantasy games or will your areas be constantly normal size.
You also have to determine how long you want the game to take to play(for instance couple of hours like a very normal indie game or 20+ hours for a more professional feel)
If I was you I would be aiming for 20+ hours. This is the low end of the commercial rpg side of things.
you cant say how many quests without knowing storyline but I would say that each quest should be 15 minutes to 45 minutes long.
So you have 20+ quests with that kind of timeframe that gives time to travel to the next location and storyline bits in between to get you up to the 20+ hour mark.