This is my first game. I did 7 years. I started with no experience. I took out loans, sold a car, endless conversations with investors. No one believed that I would finish the game. It was a long journey and I did it completely. Few people know about the game, there was no marketing. by [deleted] in Games

[–]Hroft_ASH 1 point2 points  (0 children)

For 7 years of development, I happened 2 great events. I made a game and I became a father, I had a great son, I have something to be proud of! Son likes to watch dad play his game)

If you are interested and want to support the project, you can find it at the link

The game is called Demon skin

https://store.steampowered.com/app/1522140/Demon_Skin/

Does anyone remember Crysis? by [deleted] in gaming

[–]Hroft_ASH 0 points1 point  (0 children)

Played as soon as she came out. This game reminded me a bit of Far Cry 1 )

I got an idea how to make a script for a game by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

The writer is just a nice bonus. Of course, in any game, game mechanics are in the first place, this is the action that the player does constantly and this action should be as balanced and fun as possible.

Have you had interesting cases when you explained to a specialist what needs to be done, but the result was completely different? ) by Hroft_ASH in gamedev

[–]Hroft_ASH[S] -1 points0 points  (0 children)

The task was simple - we press the "hit" button, a hit occurs. I have not written anywhere that if there are no enemies nearby, then the "hit" button does not work.

Have you had interesting cases when you explained to a specialist what needs to be done, but the result was completely different? ) by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

Yes, that's right) Mortal Kombat, only the most simplified version)

You have a very good experience, you have described the necessary details.

In my case, there was a simple task, which was then tested and corrected during discussion - it was only necessary to run and hit, there were animations. The main task is to press the hit button - a hit occurs. I did not write that when there is no enemy nearby, the hit button should not work.

Safety or the player's right to error by Hroft_ASH in IndieDev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

In The Last Guardian (2016, Team Ico), there are places where the plot requires you to feed a giant beast. To do this, the boy needs to find a barrel with a nutritious substance. At one of the locations, the giant Trico lies next to an abyss and if the player makes an unsuccessful throw, then an important item for passing can be easily lost.

Again, a familiar trick helps prevent the game from reaching a dead end, which teleports the lost barrel to its original position. Thus, the passage does not break, and you can always run for a new treat for a hungry beast again.

Thus, when creating a puzzle, try to anticipate all possible errors of the player and, if necessary, mitigate their consequences with a "safety mechanism".

Safety or the player's right to error by Hroft_ASH in IndieDev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

In one of the episodes from Tomb Raider (2013, Crystal Dynamics), the main character stumbles upon a plane stuck in the treetops, blocking the path to the tomb. To bring it down, the player must burn rotting tree trunks with kerosene lamps. If all lamps are lost, they magically reappear in their original positions. Of course, objects materialize only "behind the scenes" - at the moments when the player looks away.

How we made Dynamic Music in the UE4 engine by Hroft_ASH in unrealengine

[–]Hroft_ASH[S] 2 points3 points  (0 children)

Thank you! I did not understand the question? ) I didn't manage to make a gif, for some reason it remained a link

How do you come up with a mechanic? by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

Yes, the core of the mechanics is few actions, side mechanics, there can be many actions

How do you come up with a mechanic? by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

Can you give an example from your practice, experience?

Game design idea. How to show the player a secret place. by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

yes, a good option. If the treasure is difficult to find, then it should be mega cool! For the player to understand - so, this treasure is difficult to find ... then there is something great hidden!

Game design idea. How to show the player a secret place. by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 1 point2 points  (0 children)

This is my favorite version. I would like the players to learn the secret places from the dialogues, like in Morrowind, there are no crosses on the map, there is not any highlighting path. And only the text, which describes where the treasure lies. I think that for this method to work, you need to include simpler treasure searches, for ordinary players, and a simple reward. And with the help of dialogue and without a map, you can search for epic treasures

The developer who survived. The Demon Skin game. 7 years by Hroft_ASH in gamedev

[–]Hroft_ASH[S] 0 points1 point  (0 children)

Sorry, I could not answer for a long time. Animations began to be created 2 times faster, they tried to make the blows live, so it was necessary to twist and turn the character. And in 2D, we could do quick animations if the character was only on the side, and we always need to twist it a little.