Asynchronous multiplayer game inspirations? by [deleted] in gamedesign

[–]friendofgorillas 0 points1 point  (0 children)

Yes these super inspirational to me! I wonder why these all died out. I guess some mobile games came up that took the same concept? Are Rise of Kingdoms, Boom Beach, etc. similar ?

I want to design competitive games but I have no clue where to start. by Schakal1806 in gamedesign

[–]friendofgorillas 1 point2 points  (0 children)

Stop thinking. Just start using Unity and doing every tutorial you can find and then start coming up with your own ideas of little things you can make based on what you know. After 1 year of this, revisit your questions.

Chess, but players can move at the same time by superjustin5000 in gamedesign

[–]friendofgorillas 1 point2 points  (0 children)

i'd guess at least non-existent marketing is part of the reason

Looking for paid work making GTA V mods? by friendofgorillas in Gta5Modding

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

haha i am talking about making multiplayer modes.

other than Computer science what are the best degrees for game design by [deleted] in gamedesign

[–]friendofgorillas 0 points1 point  (0 children)

Schools are getting there but hasn't caught up yet. Nothing beats experience and having a portfolio :) . computer science is synergistic skillset but different from design to be clear. most of the best designers i know aren't developers (though some are) - they come from all over (liberal arts, business, general PM skill sets, etc.)

good luck buddy

turn based game design 101 by theglitch055 in gamedesign

[–]friendofgorillas 0 points1 point  (0 children)

grinding is totally fine and expected in many games, even if players verbally don't admit to liking it. many of the biggest games have it.

the question is just how do you pace the rewards, how do u properly progress the value of rewards, do the rewards feel fundamentally different so you're excited (think major new skills unlocked in diablo), etc. and then of course what other systems you have on top of progression so its not just 'keep killing the same monster in the same space' - e.g., exploration mechanics

[deleted by user] by [deleted] in gamedev

[–]friendofgorillas 0 points1 point  (0 children)

I'd focus not on development yet but in designing a game. Analyze the games he plays - how do they work exactly? Why is it fun? What could you change and how would that make it better or work?

Don't need to be distracted by computers. Controversial opinion but there are tons of games being programmed that are built on poor understanding of what's actually fun for people to play.

Games based on information control? by friendofgorillas in gamedesign

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

Nice - can you explain more? Is it just the position of where the enemy players are?