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Game Design Theory / [IGF] Game Design | Development

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JLMoondog
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Posted: 11th Jul 2009 04:50 Edited at: 12th Jul 2009 19:35
Game Design | Day 1


As some of you might know, the IGF has started accepting submissions for next years event and I thought I would give it a go with an original game idea that I have been playing around with for some time now.

I was going to start this project after KK2 was finished, but because of some unforeseen problems, that is put on the back burner for now.

My initial motivation to create this game came from the desire to work at one of my favorite game development company's, Bethesda. Hence the original name of the project, "Road to Bethesda". I wanted to create short, playable RPG that emulates the story telling and originality of their games, while keeping a personal factor involved.

This post is starting to become long, so I'll make the rest brief.

I've developed a basic story with dialogue and now in the predesign phase of production. Character and dungeon design. Sketches of equipment and game layout. The basics...basically.

So without further adu, here is the first set of sketches for my game(untitled atm):







More to come. For my next update I'll upload the main character sketch and NPC sketches. After that, onto final design and color plans.

...now, off to bed.

JLMoondog
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Posted: 12th Jul 2009 19:33
Game Design | Day 2


So for the past 24 hours I have been doing a lot of steam punk research and the style mixed with the period clothing is just a lot of fun. I think I'm going to enjoy doing this project even more for the simple fact of diving into this world.

I have two new sketches to show off. One of the main character, Alexander Navradia and the first enemy you will encounter, The Sightless.

Alexander Navradia:



The Sightless:


Started typing out the storyline in a nice clean script form. Hopefully will finish that by tonight. Also started designing the random level creation, and how each section will be handle in terms of positioning, merging piece and how collision will be handle. Loads of fun!

New update coming tomorrow, now off to work on some models.

Tom J
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Posted: 13th Jul 2009 00:13
Ooh, gorgeous game design stuff Do you have a tablet?

If you see a thread of mine in GDT, please don't expect it to go anywhere.
JLMoondog
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Posted: 13th Jul 2009 04:39
Thanks for the comment. I have a bamboo, it's so much fun and I feel like a little kid again.

Dared1111
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Posted: 13th Jul 2009 12:51
So how morbid and gory do you intend to be?

JLMoondog
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Posted: 13th Jul 2009 13:41
The most you will see is exploding vampire guts. I don't want too much, gore isn't something I care much for in games, though I don't protest it and don't mind it when playing a good game.

Darth Kiwi
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Posted: 13th Jul 2009 14:48
Is that a robot - in a coat - and a top hat?

All looking really encouraging, good luck with this!

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
JLMoondog
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Posted: 13th Jul 2009 15:53
It's actually armor made from brass. His entire body is a sort of conduit. The main character is able to produce high amounts of static charges and store them in his backpack. He then uses that stored energy to create EM fields, power his Thunder Gun and do other tasks like operating machines and vehicles.

flashing snall
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Posted: 14th Jul 2009 03:03
wow, that looks cool man.

Monk
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Posted: 19th Jul 2009 14:35
That is some very nice drawing and planning. Good luck mate

monk

I like work. It fascinates me. I sit and look at it for hours

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JLMoondog
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Posted: 19th Jul 2009 15:20
Thanks for the comments! Right now I'm working on the random level generator. I think I almost have a nice system down. It's all a matter of setting up rules. Once it's complete I'm going to add some fancy graphics and post it up for everyone to try out.

Beast E Gargoyle
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Posted: 22nd Jul 2009 16:09
I was amazed at last year's winning entry. It was simple, yet fun for the majority of players. Keep up with it Josh and it may just turn out for the best.

Beaste

The Last Great Swordsmen a 3D hack N slash http://lastswordsmen.freezoka.com
JLMoondog
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Posted: 26th Jul 2009 02:48
Been working on some design sketches for the helm design. This is by far my favorite. I think I'll get rid of the 'teeth' lines, so it doesn't look much like a skull anymore. Will do a painting soon.



Darth Vader
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Posted: 1st Aug 2009 18:58
Quote: "I think I'll get rid of the 'teeth' lines"

I actually think the teeth lines look good! Must say all your drawing is good, really good.

nackidno
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Posted: 2nd Aug 2009 01:03
At a first glance, Alexander Navradia looked like Rorschach from Watchmen then I saw it was a robot. xD

JLMoondog
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Posted: 2nd Aug 2009 02:49
Darth Vader: I'm finishing up the character painting, I kept the teeth line, and they do give him a more menacing look. I think I'll keep them.

nackidno:
Funny you should say that, because I modeled Navradia's personality off of Rorschach's.

JLMoondog
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Posted: 10th Nov 2009 04:53 Edited at: 10th Nov 2009 04:54
I"m still working on this project every now and then, so it's not dead yet.

I've been gradually developing the story, even though this will be a diablo style rpg, I still want something for players to look forward to when playing.

I've developed a new character that Nav will eventually encounter in his dungeon travels named Lei. She's blind but she possess demon site which allows her to see in a different way.
Concept:


I'm hoping to get more done in the next month or so, and maybe even start developing the engine. Who knows...I'm so busy anymore...blah.


BearCDP
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Posted: 14th Nov 2009 06:02
Josh, these drawings are fantastic! I see so much depth in these characters already. Once you're able to get development up and running, would you be in need of some original music?

JLMoondog
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Posted: 15th Nov 2009 02:57
Bear:
Thanks, been really trying to get a story together, really make this idea work. Not sure when I'll actually start production, but I'm hoping soon. Right now I'm in a limbo...sorta. I don't have any projects that I'm really working on, and I've shown interest in a couple other forum user projects, but yet to commit anything.

Not sure what I'm waiting for.

Any examples of your work? I'm not much of a musician, I can play jazz clarinet but not much else, lol.


BearCDP
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Posted: 17th Nov 2009 03:36 Edited at: 17th Nov 2009 03:40
That's pretty awesome that you play jazz clarinet. Have you heard the Grim Fandango soundtrack? The first track, Casino Calavera has this amazing clarinet solo that exhudes this subtle attitude.

I was looking through what I have available to show, and I'm not certain if any one of my samples would be what you might be looking for, so I just picked out some that I felt could give you a feel for how I approach music. Granted, if any of these styles or methods don't jive with you, don't count me out! I'm very much of the mindset that as a composer I'm providing a service to the designer, who alone carries the grand vision of the game and dictates the style or amount of stylistic freedom for the composer.


Rush Theme
This theme was for a Sonic the Hedgehog-inspired DBPro project that sadly never came to fruition.

Drunk Monk
This is a song for jazz combo (septet), inspired in part by Thelonious Monk.

The Road to Abu Dhabi
This was my first attempt at writing a piece for two pianos/4 hands. It ended up being a little too difficult for the pianists to learn it in the week they were allotted for recording, so I mainly use this MIDI rendering for showcasing it. There are a several points at which it could loop and transition, and the two pianos work well as stems.

Redwall Themes
This is a demo I put together for Sunflash's Redwall project. The sounds used in this are from an older Yamaha Clavinova.

Not Games - Rebel Intro
This was a proof-of concept track I wrote for a coworker who was trying to create good vs. evil Fable/KOTOR style game in the Source engine. the beginning is meant to be played out of an old record player, a la Bioshock and Fallout 3, and then as an in-game sequence progresses, the score sort of emerges out of this physical location in-game in order to fill out the background score as the action emerges in the opening scenario. The orchestra sounds are Garritan Personal Orchestra, and piano is actually an old, out of tune piano from the dorm that I lived in last year. I just recorded myself playing it live in order to capture a feel similar to the Warsaw Concerto from the 40's Briish film Dangerous Moonlight--a concerto played on a piano that's somewhat out of tune, but still has a certain live characteristic.

Rock Intro
This is a sample I put together last weekend, it's the most recent indication of the quality of production I can get in the guitars, drums, and synths department. The guitar is a wet distortion patch from my keyboard, then fed through Logic Pro's amps and compressors to give it a little more edge. The backing chords is a trance synth chord patch, but ran through similar effects as the guitar so it sort of mimics a really phat rhythm guitar. When composing this, I envisioned it would work well for a racing or speedy platformer game, so I tried to create a distinctive lead guitar melody like you'd hear in F-Zero.


Many of these cues are on the shorter side for the purpose of serving as demo tracks. Another thing I am working toward is being able to create scores that are highly adaptive. As in fading out different instrument groups depending on the game situation's intensity, and each transition between scenes having an appropriate ending, or a transition for the sake of changing tempos or modulating, or even just fading out. Just in case you're interested in that sort of thing.

If you'd like to hear anything more, like some of my older tracks or whatnot, please let me know. The personality in your character concepts is great inspiration for themes and motifs.

JLMoondog
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Posted: 17th Nov 2009 09:20
I really like your work, lot of character...especially the piano pieces. I'm wondering if you ever dabbled with 80's old school rpg/techno rhythms? Well, not really techno...not sure what it's called. Ever heard of Ronald Jenkins? Youtube search him for what I mean. I always thought of that style of music with some mixed orchestra for this games music.

Just ideas though. You inspired me to launch this project. So I'm officially producing this baby...er, good luck to me. lol.


BearCDP
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Posted: 18th Nov 2009 04:31
Is this the guy you're talking about?
http://www.youtube.com/user/ronaldjenkees?blend=1&ob=4

I haven't heard of him until you mentioned him, his music is awesome. So you're thinking it might be cool to have a mix of chiptune-type sounds mixed with orchestra sounds? That does sound like an awesome combination. I haven't written or recorded much music in that style, the closest is probably the RUSH Theme song I posted above. But, that genre has started to get more interesting to me lately, as it seems to be the popular option for indie developers. Also, I heard this track from a GameSetWatch article and loved it: http://www.gamesetwatch.com/2009/11/gainax_pays_tribute_to_chip_mu.php

JLMoondog
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Posted: 18th Nov 2009 18:52
Yah that's him. He's my favorite pianist of our time. Not sure If you played a lot of horror games before, but they always seem to share the same musical themes, heavy metal...Nothing against it, but I'd like something with as much character as the game. RJ's music is something that really inspires me, so in my opinion it would be perfect for this game.

I'm weird though.

Will be updating all the designs soon, plus my new painting of the main character and his weapon redesigns...something tells me I'll be doing a lot of redesigns...jeeze I hate being a perfectionist!

..or maybe I'm just a slacker, lol!


Slayer
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Posted: 19th Nov 2009 04:34 Edited at: 19th Nov 2009 04:34
What are you going to use for collision, for this game your making?

I dont know how to spell
JLMoondog
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Posted: 19th Nov 2009 10:51
Not worried about that part yet. Though I'll probably use some kind of slide collision with a hidden primitive object for the levels and use raycasting for attacks.


BearCDP
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Posted: 21st Nov 2009 09:48 Edited at: 24th Nov 2009 09:50
Many slackers are really just perfectionists in disguise

When you talk about typical horror game music, are you talking about survival horror like RE/Silent Hill/sort of Dead Space, or more just horror-themed (which I guess could run the gamut from Castlevania to Left 4 Dead)? I do recall all of those games using heavy metal riffs in one form or another, whether it's Castlevania's baroque rock or some of the really crunchy guitar chords in some of the other titles that function as much or more as a device for unnerving the listener than as harmonic texture.

I've been finishing up a few cues for a documentary a friend was making, and every time I got stuck on a scene, I just went to RJ's youtube[s] channel and I immediately felt more confident. That guy is something special. His personality really shows through in the character of his improvisations and beats.

I'm currently writing a few pieces for my university courses, but those will be done with shortly--it's almost Thanksgiving (US at least). Are there any characters you'd like me to sketch out themes for? Or perhaps a main theme for the game? My email address is michael[dot]bartnett[at]gmail[dot]com, in case you'd like to communicate about the project somewhere a little less open to the public.

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