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| 29 May 2016 09:35 PM |
I don't think you are. But if you disagree then fill out these questions. This is a common practice in th professional develop community see how you answer these questions about doors do see where you fit in as a game dev if you even do!
Are there doors in your game? Can the player open them? Can the player open every door in the game? Or are some doors for decoration? How does the player know the difference? Are doors you can open green and ones you can’t red? Is there trash piled up in front of doors you can’t use? Did you just remove the doorknobs and call it a day? Can doors be locked and unlocked? What tells a player a door is locked and will open, as opposed to a door that they will never open? Does a player know how to unlock a door? Do they need a key? To hack a console? To solve a puzzle? To wait until a story moment passes? Are there doors that can open but the player can never enter them? Where do enemies come from? Do they run in from doors? Do those doors lock afterwards? How does the player open a door? Do they just walk up to it and it slides open? Does it swing open? Does the player have to press a button to open it? Do doors lock behind the player? What happens if there are two players? Does it only lock after both players pass through the door? What if the level is REALLY BIG and can’t all exist at the same time? If one player stays behind, the floor might disappear from under them. What do you do? Do you stop one player from progressing any further until both are together in the same room? Do you teleport the player that stayed behind? What size is a door? Does it have to be big enough for a player to get through? What about co-op players? What if player 1 is standing in the doorway – does that block player 2? What about allies following you? How many of them need to get through the door without getting stuck? What about enemies? Do mini-bosses that are larger than a person also need to fit through the door?
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Lucas_Lua
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| Joined: 18 Jun 2008 |
| Total Posts: 7521 |
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| 29 May 2016 09:39 PM |
Oooh a clickbait title with copy and pasted content. I've never seen this before. Guess I'm not a real developer.
/s |
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| 29 May 2016 09:41 PM |
| I thought it was a interesting article that I wanted to share. |
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Syntropy
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| Joined: 16 Mar 2009 |
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| 29 May 2016 09:42 PM |
| I don't think a game of solitaire needs doors. |
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| 29 May 2016 09:44 PM |
| Solitaire was also not meant for the computer. I also don't think it aplies to this in any way |
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Lucas_Lua
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| Joined: 18 Jun 2008 |
| Total Posts: 7521 |
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| 29 May 2016 09:45 PM |
| I'm sorry for my hostility, I must have misread you. It seemed like your original post was calling out people who want to develop games with the common over-exaggerated door problem. |
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WoolHat
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| 29 May 2016 09:56 PM |
I want to answer this but I also fear that
1) I will have a lot of "incorrect" answers 2) this whole thing is a trick question for people to claim how good they are when it's some pointless questionnaire that will make me look stoops for answering. 3) I've never really made a door in a game |
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| 29 May 2016 09:59 PM |
"Are there doors in your game?" No. Therefore all the questions beyond are invalid and you don't have the evidence to judge my ability |
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| 29 May 2016 10:04 PM |
what a stupid wall of text
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| 29 May 2016 10:05 PM |
i answer the questions about the way my game works when they need answering and are relevant questions
this is awful clickbait and poorly thought out
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legoe22
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| Joined: 25 Aug 2012 |
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| 29 May 2016 10:09 PM |
| I bump this :3 if a game did have doors this would be a smart post to read |
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Syntropy
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| Joined: 16 Mar 2009 |
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| 29 May 2016 10:13 PM |
"Solitaire was also not meant for the computer. I also don't think it aplies to this in any way"
Neither is warfare, but you know. This has to do with your ability to add a door in your game. |
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Soybeen
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| 29 May 2016 10:22 PM |
I think you're overthinking doors.
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mudkip99
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| 29 May 2016 10:53 PM |
@Flux The point is more about how you communicate information to the player and to get you to think about how they interact with the world/how it reacts to them, rather than just applying to doors, though I'm fairly certain you understood that and are just being facetious.
Anyways, for as inflammatory as the title is, the content is very useful,if misleading. There aren't inherently any right or wrong answers to any of these, all that matters is that you can answer them, and that you're consistent in their application. As anyone who has ever worked on a game in the Real World™ will tell you, these are questions that you need to answer constantly when working on any system a player will interact with. The worst thing you can do is throw inconsistent and conflicting systems at a player so they have no idea how a door will work.
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Mapyo
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Kishero
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| 29 May 2016 11:01 PM |
| If anything dynamic grass is a better argument than doors. |
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| 29 May 2016 11:40 PM |
| lmfao mudkip you're so edgy |
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| 29 May 2016 11:41 PM |
@Flux
You're awesome but that's ironic |
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| 29 May 2016 11:45 PM |
| use irony correctly next time and i'll think about it |
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| 29 May 2016 11:45 PM |
| Good point. How about hypocritical? Didn't want to use that word because it seems insulting :/ |
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| 30 May 2016 12:48 AM |
This isn't meant to be a guide for doors, although I didn't clearly put this, that "unless wall of text" is used to help the developing process along and find new ideas for things. And although it may not apply directly to doors, it may apply to other important game aspects like Ui, goals, and etc...
And if we're talking about irony I think it's funny lunate crap post questions and people answer them religiously, but when I try to relay a useful design process it's bombarded with everything but the point of the thread.
Anyway uv mapping is hard. |
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| 30 May 2016 12:49 AM |
| It's because she's a girl you corndog |
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