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Graphics and physics engines, wich offer what i want?
the dark side Offline
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RE: Graphics and physics engines, wich offer what i want?

@arvuti, sorry but no, a short post will not be able to get across all the information required to aid people to understand the reasoning behind my decisions, i have never posted short messages.

@hirnwirbel, i already have a partial gameplay design document, its not complete though, as according to one of my interested devs (clue words as to who they are: "piano", "texas"), Publishers want a gameplay design document that explains WHY risky "old fashioned" mechanics have been chosen over more modern "mainstream" mechanics, and i cant just say "because i like them" , i need to explain WHY i have chosen those mechanics in terms of what they offer to people in my target market, and i am afraid that, for the life of me, i cannot work out HOW to phrase it on the document, so i fiqured that, perhaps explaining it to someone who knows about game design, without bothering a pro dev as they are sinply too busy to help, could help me to work out hopw to phrase it in the document, so i can complete it, and they can point out were i might be rambling, or usiong words that are too "elitist" and will put publishers off.

they also want a gameplay FAQ, the thing i mentioned, for there marketing division, so marketing can work out how to emphasise the entertainment behind the old school gameplay within there advertising campaign. Seeing as the usual "rap music, boobiez, explosions, soldiers, big guns, more explosions" type advert will turn the games target market right off as they will just think its "just another modern fps, boring!" and not the sort of "silver age throwback" they have been yearning for, so the advertising campaign will have to epmphasis the gameplay. in order to make that kind of campaign, they need to know what the gaempely is, and why its like that, but the dont have the time to read a 600 page game design document, they want a quick, bulletpointed, 2 page gameplay FAQ as that takes less time to read.

i am from the UK, indeed, a document might help me get that tax rebate games developed in the UK are going to get, wich might make publishers a bit more willing to take a risk,.

the game vision cannot stray in terms of gameplay, as i have set the copyright up so it can only be leased from me, and i retain 100% creative controll, in short, anyone who takes it up must abide by my decisions, so if they say, for arguments sake, try to use regenerating health when the lease conditions cleary state that, (and this is from the genuine lease condtions page), "any form of automatic health point recovery, IE, regenerative health, is Strictly prohibited in any and all forms or concepts" they are going to be in serious Fyfe for breach of lease.

I do have an art guide as part of the design document though, wich will be mandatory seeing as the game globe-hops, so i need to ensure the right art artifacts are in the correct locations, your not going to find an african shanty town in the middle of Albania for example.

I Also have a semi completed acheivments list, as you need "'cheevo's" for steam support (cant complete it however, untill i know all the weapons, and i can't know all of those without a publisher as i need a weapons expert, because well, in this country even looking at IMFDB is liable to result in the police wanting to know WHY you are looking at guns, its why the weapons list is also incomplete as i want weapons to be 100% correct for faction, unit type and area of level, your not going to find an M16A4 in the hands of an "assault soldier" in the middle of Siberia, its more liklely to be an AEK-971-G with "winter spec" White Furniture, so i need a weapons expert before i can finish that), it also contains prototype level design maps, the story and plotline in both synopsis and full forms, the charachter list and bios, charachter art, level art, gameplay elements, the copyright lease conditions, prototype setpeice element order, BOSS AI routines, standard AI Routines, concept HUD artworks (the game needs a HUD in order to display ammo ammount, weapon slected, fire mode selected, the weapons wheel selector (when activated) , Health and (depending on level, you cant always wear armour) Armour readouts (percentage based by default, its easierr to understand than "bar" form, but "bar" form is optional), the static crosshairs, etc) an incomplete weapons list, menu GUI concept art, etc,

so please, i would like people to ask me questions on my gameplay mechanic choices, so i can work out, via explaining the market targeting reasons here, how to phrase my reasoning in the gameplay design document, for without Sound and logical Market targeted reasoning for my choices, the publisher will probably demand i change them to modern day gameplay mechanics to gain the "casual" market that they are obsessed with attracting, at wich point i will just remove the coywright off them for breaching the lease, as i REFUSE point blank to have my game turned into 1, a form of game that i HATE with every fibre of my being, and 2, someting that will never sell well, simply because the main segment (12-15 year old Americans) of that market buys, pretty much exclusivly, only FPS games that have "Call Of Duty" or "Battlefeild" written on the box. so i will have to tell any publisher that tries to change the game from a silver age throwback to a dark age mess to basically go forth and do something incredibly rude and physically impossible, and i really dont want to do that, as it would severly damage my chances of EVER getting another publisher. so i REALLY need some sound market targeted reasoning, and i would REALLY appreciate some help in working out how to phrase them by having people ask me queastions on my gameplay choices, or anacronyms such as F.U.C.E.
(This post was last modified: 10-03-2012, 07:28 PM by the dark side.)
10-03-2012, 07:21 PM
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RE: Graphics and physics engines, wich offer what i want? - by the dark side - 10-03-2012, 07:21 PM



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