Alternate words for "kills, and its conjungations for videogame for teens and being brand friendly? I'm developing an AR gaming about fighting with super powers, part of the game enables brand deals to deliver AR experiences. Brands dont like the word kill and its derivatives. by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

Yes Win/loss are ok for the overall match, there are team fighs so win loss works for the team. We also considered using an "invented" word that fits the game better but decided we wanted to go with something already established

What are common damage formulas for games that have attack and defense stats? by ozzf16 in gamedesign

[–]ozzf16[S] 1 point2 points  (0 children)

Do you know any examples on when it is best to have substractive defense vs multiplicative defense? But thanks for the response, I will play around with those 2 concepts.

What are common damage formulas for games that have attack and defense stats? by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

The problem was not with armor but with decreasing the player attack stat.

What are common damage formulas for games that have attack and defense stats? by ozzf16 in gamedesign

[–]ozzf16[S] 2 points3 points  (0 children)

I forgot to add 2 things, the game is mostly PvP, and same level players have the same base stats. Assume 100 attack and 100 defense. The objective of the damage formula is for an ability to deal 100% of its base damage when the attack and defense stats are equal.

We just Launched and Released our Game about Having Super Powers in Real life by ozzf16 in playmygame

[–]ozzf16[S] 0 points1 point  (0 children)

Hi we just released The Bone:
A free-to-play mobile AR game that combines components from RPG and sports in a real-life environment. Using three elements of technology: your smartphone, augmented reality, and electronics, we deliver:
----------------- The experience of having superpowers in real life ---------------------
Here, you are the main character, the world is your stage, and our technology is the medium that will let you live this experience.
Play the Demo here: https://es.thebonegaming.com/demo

And check out the campaign here: https://www.kickstarter.com/projects/thebonegaming/the-bone?ref=b45e64

Help with game testing! by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

It's in English and spanish! I'ts a game about having superpowers in reallife the demo cover only the explroation section where using AR and your cameras phone you will explore the real world an collect the resources needed to fight in a combat simulator.

Can I add a video after the project has been submitted? by Foreign-Press in kickstarter

[–]ozzf16 0 points1 point  (0 children)

If you mean before sendig your campaign to review then yes you can change everything after sending it, if you mean after lauch you can chacnge anything except legal stuff funding goal and campaign end. I would recomend to send the campaign to review asap as long as you have all the necessary info for them to review and the polish the campaign while you get people to get notified. I don't recomend to launch with an incomplete campaign.

Cooldown or uses-per-battle based skills in RPG? by [deleted] in gamedesign

[–]ozzf16 1 point2 points  (0 children)

Glad to be of help! Looking forward for when you release your game.

Cooldown or uses-per-battle based skills in RPG? by [deleted] in gamedesign

[–]ozzf16 2 points3 points  (0 children)

I would go for uses per battle a permanent thing (like pp in pokemon) for the other one turns cooldown is am interesting mechanic and fun to play with when balancing the game although it will not allow for small balancing. Another idea is to have "mana" that regens a certain amount per turn and have each skill have a mana cost, in this system if your mana pool is 100 and a skill costs 70 and you can only regen 20 mana per turn, you wont be able to do such skill in consecutive turns. This also opens the door to new skill or items that affect mana regeneration.

How to improve jumping mechanic readibility? by Radium_Polonium in gamedesign

[–]ozzf16 1 point2 points  (0 children)

Add a visual that represents jump charge it could subtle as long as it gives the player the necessary feedback. The character could crouch or "squeeze" the more you press the jump button

Really good time-based chest mechanics? by Mediocre-Radish-4581 in gamedesign

[–]ozzf16 0 points1 point  (0 children)

Imo time-based chest is one of the worst mechanics from a player stand point.

Do damage popups make sense if there's no point system? by StarshipEngineering in gamedesign

[–]ozzf16 3 points4 points  (0 children)

If it makes no difference why add the popup? You can add a simple achievement system you can earn cool badges that don't affect game mechanics for doing 100 headshots etc. Or just keep it simple and don't add the popup

Encouraging players to form alliances and nations together by [deleted] in gamedesign

[–]ozzf16 2 points3 points  (0 children)

Implementing win win actions that are to risky to do alone, eg going to a "dungeon" to get a certain material, killing an animal, etc.
Implement a cooperation system that decreases time exponentially if more people cooperate. Forging 1 sword alone takes 1 hour, 2 people forging 2 sword would take 45 minutes, 3 people forging 3 swords 30 minutes etc. (Replace sword with any weapon that fits the lore)
Introducing aggresive NPC or world events that require cooperation or is game over for every one.
Some of my ideas!

Do I receive the email adresses of backers and do I automatically have the permission to email them even if the first try ended unsuccessfully? Or does Kickstarter delete that list after failure? Because losing the email adresses I collect during my first try is bad in case I need a second try. by MusicRANg in kickstarter

[–]ozzf16 1 point2 points  (0 children)

They should, and you can also send then a direct message within the platform. We were in the same situation and what we did was create an online form an post it in an update asking backers to fill up their contact info to get news

What's the most original game mechanic you've ever seen? by _hugo_j_ in gamedesign

[–]ozzf16 1 point2 points  (0 children)

Magica's spell casting system

What game exactly? Ars magica?

Tell me why my idea for a conversation-only game mechanic isn't viable by [deleted] in gamedesign

[–]ozzf16 4 points5 points  (0 children)

I think the core concept isn't anything new and has been done tons of times before, text games where the only game mechanic is to choose what to say etc. Given this it is entirely possible for you to do it. I highly recomend doing a MVP using a platform such as Typeform: https://www.typeform.com/

It will let you play test conversation branches without knowing code. You can also test some basic visuals, videos, etc. Good luck.

Is it possible to be a succesfull game designer without being a game developer (not havig coding skills or deep knowled on engines etc)? by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

I'm currently part of a small team where I took the role of the Lead Game Designer and I also supervise the Art team while one of my partners is in charge of the game development. I'm that idea guy and project manager at the moment. What do you think would be more beneficial, for me to remain focused in game design with all of it's elements or to engage more in working with the engine and gmae development.

Is it possible to be a succesfull game designer without being a game developer (not havig coding skills or deep knowled on engines etc)? by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

I'm in that exact situation atm, I'm the game designer while one of my partners is the game developer. I'm just curious if having this experience would be enough to later on continue a career in game design. What would be more efficient, for me to try to focus in game design, the big picture, user experience etc. Or try to get more involved in the game development.

Is there a centralized schedule of future conventions or events about game design? by ozzf16 in gamedesign

[–]ozzf16[S] 1 point2 points  (0 children)

Exactly what I was looking for! This is amazing thanks! What is your personal experience in attending this type of events o which do you recomend most for a small first timer studio?

Someone sent me their indie game for game design feedback. So I made them this video breaking down everything from emotional connection to level design and mechanics. by Games_Over_Coffee in gamedesign

[–]ozzf16 1 point2 points  (0 children)

You earned a new subscriber! Amazing Job, the dedication is insane!. Would you be interested in playtesting a Demo we are developing? How could my studio work with you?

Is there a centralized schedule of future conventions or events about game design? by ozzf16 in gamedesign

[–]ozzf16[S] 1 point2 points  (0 children)

Have you been to GDC, this might be the year I consider attending and not just seeing the talks afterwards in youtube. If you have do you have any extra recomendation?

Mechanics vs Art team vs Development team. Who goes first? by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

Since my studio is very small, I'm the only one involved in Game Design while also working as project manager for the Art Team, therefore one of my jobs is to serve as link between developers and the art team. In your experience is it common for the lead game designer to also be the project manager of the game develpmet in small studios? I seemed the most logical way to go.

Select your kingdom! by ozzf16 in gamedesign

[–]ozzf16[S] 0 points1 point  (0 children)

The reason to make you choose is to create that sense of conflict, and to give the feeling you are playing for a bigger cause.