Game Design

Grand Theft Auto – One of the most effective Games Around Ever before

Grand Theft Auto 4 is among the best games ever, Freedom City most definitely deserves a put on the map, the Grand Theft Auto 4 map in this situation. It draws in a lot of people, not only the extreme players, yet likewise individuals who much like to play a game so from time to time.

I’ve browsed the internet as well as all testimonials are 100% positive. There are a lot sites devoted to this game so look around if you want to know something about this game. If you’re shed in this incredible game, as well as of course you could locate a great deal of websites with a Grand Theft Auto 4 stroll with. GTA IV is just dazzling, the appearances as well as game play are making this a leading 1 game. It’s extremely sensible, a digital city where a great deal takes place, crooks are chased after by polices, individuals in cars crashing into each other as well as all that sort of stuff. Every alley and also building is made differently, personalized graphics. There are also amusing billboards around the city. On the net a lot of forum/boards have discovered special cool points in this game, from nice looking Grand Theft Auto 4 cars and trucks to cool down buildings and so on. There are automobiles in different ranges, from old classic ones to high speed car. You can even hijack a bus or vehicles as well as all that kind of things. There are virtually no limits.

It’s a great deal of enjoyable playing this new GTA game, whether you use a go through or otherwise. The game play is easy and truly smooth. It’s simple to get made use of to it, specifically if you play the Grand Theft Auto 4 COMPUTER variation. Yet you can also play it on various other systems also of course. Superstar did an impressive work with the San Andreas title, however the followers where waiting for this brand-new one, as well as they more than happy that they wait that long. Some individuals also had a short night of rest, waiting at their neighborhood store to obtain a duplicate. Some of my good friends where the initial ones to obtain a copy, as well as all they did was playing the game the initial days.

In this game you can play missions or just do you very own thing as well as drive trough the city. , if you intend to do an objective be prepared to speak to a lot of individuals and make use of their abilities.. New in this game is to utilize your cellphone as well as net to correspond with your premium. Keep a close watch on your telephone since he can call you as well. It’s taking on the things we utilize a great deal in the real world, which’s good I think. Besides the regular points there are tons of possibilities with all kinds of things. From high tech brand-new thing to the old school points.

Certainly you could likewise make it extra easy to play the game as well as make use of several of the Grand Theft Auto 4 cheats which are about. If you’re stuck or simply do not intend to spend much time on this game. Then you could get some of the grand theft auto 4 codes, to do the help you.

One wonderful thing I found out is that your relative Roman is running a taxi company, so connect with him. You will be able to call a taxi whenever you require one (and also it’s complimentary!)when you do.

There are a great deal of opportunities in this game, so you probably believe you’ll need a grand theft auto 4 guide. Well it’s simply a matter of time, so eventually you could be the Grand Theft Auto 4 overview yourself. The game has some physical advantages also, it’s training your mind with all type of objectives you have to achieve. This way it’s a great way to discover and also build your skills also for more youthful children.

As I informed prior to it’s very easy as well as actually fantastic to play the game on a COMPUTER. You could also play it the Grand Theft Auto 4 ps3 game of program, that’s also fairly preferred. You can also bet or with your friends in the multiplayer mode. Drive with each other in your Grand Theft Auto 4 autos and go after the criminals and also hijack their cars.

For additional information about this wonderful GTA series, read blog news posts and use the codes or aid which can be discovered online, so it will certainly help you to get as much from the game as you can.

So where are you waiting for, go on as well as play this incredible game!

Game Design

Ultimate 8 Ball Pool Cheats for Coins as well as Cash

Exactly what makes it the most effective pool video game on the Android system is undoubtedly that it brings internet events that put 8 ball pool gamers versus each various other in order to locate the champ. It’s the only mobile video game that provide a lot enjoyable as well as precision relating to the swimming pool group, and also it’s likewise a follower preferred as a result of that players constantly want to contend versus their pals, which is really excellent.

8 Ball Pool is a complimentary to play title which implies that you will certainly have to pay actual loan for in-game things. While the video game is extremely enjoyable on its own, paying genuine cash in order to access the far better products feels like excessive for us, which is why we bring you the Ultimate 8 Ball Pool Cheats, an ingenious application that was especially developed in order to help you access the 8 Ball Pool hack as well as the 8 Ball Pool Cheats for Coins as well as Cash you constantly desired.

8 Ball Pool Hack Features:

  1. Limitless Coins
  2. Unrestricted Cash
  3. Proxy Use
  4. Anti-Ban Script
  5. Automatic Updates

Making use of the application is extremely simple, first off you have to access the 8 Ball Pool hack download web link, after that you need to most likely to the location where the application was download it as well as begin it.

You require to wait up until the phone is found after that choose the quantity of coins you require to consist of in your 8 Ball Pool as soon as that is done. If you are a Facebook customer for the video game when you should enter your username as well as with the assistance of the Ultimate 8 Ball Pool Cheats for Coins as well as Cash you will certainly have the ability to disrupt that too by including the preferred variety of coins. The application likewise brings some enhancement hacks also, yet utilize them just if required. After you finish all these actions, after that you should push the Hack switch as well as wait till the procedure is ended up. You will certainly be able to appreciate your freshly included coins and also improve your video game experience when that is done.

Game Design

Week 1 Update

I have started on a journey that I wanted to start long time ago… I must admit I’m not a fan of RPGs, and this had me worried, but now I am feeling that it might be an advantage, with the help of Miguel, I’m discovering the game mechanics and it’s being a great incentive to me.

On the other hand, I’ve never tackled a big development like this. I have made little games and small developments, and have always been my own boss, but the experience of this week is proving to be clearly positive… although Miguel thinks that I hate him, I appreciate the willingness he has shown to solve my doubts regarding the design, and accepting my suggestions to make it easier to implement certain aspects of code …

PD: I must be kind to Miguel these days because next week we start analyzing the IA…. :)

Game Design

In-game books in RPGs. Do you feel the same?

Some days ago I was talking with my teammates about a proposal to make in-game books that the player finds scattered throughout the levels a bit more compelling.  I recall when I played the first rpgs and found a book. Wow! I would read them eagerly to find out more about the game world and the connections with the main story arch. After having read twenty or thirty books, my motivation from trying to find out something interesting within them would wither away.

Some books displayed disconnected stories about races or places you would never get to see, others seemed to had been created in a rush to ‘ocupy’ space just to be thrown where game designers would feel was an argumental void. I think other issue is having so many writers to create the lore of the game. Even following guidelines about what to write or not, it’s difficult to get any cohesiveness from such a mud puddle when the lore extends to the order of thousands of words. There are many correlations that will be lost along the way.

Maybe it’s also the board game mentality of trying to stuff the player with as much knowledge of the world as possible so he can roleplay parallel to the main story arch. Whatever it may, books in rpgs have been reviled and delegated to an accessory place, to say the least.

What we will attempt in the Dark Triad is to redress that. It won’t be revolution, but evolution. A logic one. I hope this small change helps avid RPG players to regain that old school thrill for discovering what a book can reveal.

Game Design

Working on Dialogues

When we first started preplanning the game, we searched for interactive storytelling tools to make it easier to integrate all dialogues in the game. Amongst all options, we decided to buy the commercial version of ChatMapper. It can export dialogues in .xls and .xml, supports Lua and the interface layout it’s pretty good, so it was a nice candidate.

Anyways, then Jose Manuel came and coded his own tool to assist on creating the dialogues, and as you saw on his last entry, it rocks! =) Anyways, as he finishes the load/save coding, i’m creating the first dialogues of the game with Chatmapper to later copy&paste it all on our own dialogue tool. Chris Avellone recommended not to do so. Instead, to boost creativity it’s better to work on your own editor and be able to test the texts in the game with the NPC graphic assets to get a better feeling of it all. But as we are tight on budget and time, i must move forward to at least set the building blocks of the main arch story for the first scenario, that’s composed of several chapters.

Above: at the left of the screen you can see the different NPC dialogues, at the center the main node editor and at the right an overall view of the current branching dialogue.

On the writer side of things, I’m having much fun creating all texts for the dialogues and cinematic scenes! =) The main challenge is creating a believable history and characters that help players to be under the influx of the famous suspension of disbelief. Branching trees have their own limitations in this regard and it’s not possible to make an open world with so many dialogue options… even James Ohlen from Bioware said that the main arc story of SWTOR didn’t branch until the last hour of gameplay, so I’m relieved to hear that! Even this, i’ll go great lenghts so players can enjoy a good story with many twists and, above all, that they crave to know more about the game world.

One thing that i’ve found lacking in many rpgs is that connection and empathy with your game characters and other NPCs. I constantly asked myself why this happens. There can be many reasons: the motivation of the writer, the synergies of the designing team, technical limitations, time and budget constraints, but for must I would say it’s about the fact that the player, after a while, isn’t interested in the history anymore. This is due to several factors. First, the writer’s imagination must draw a coherent world, with predictable outcomes, and at the same time being able to surprise the player when confronting him with unexpected situations. After that, it’s the writer’s ability to implement all situations in a way that doesn’t differ much of what his imagination devised. This of course depends on the tools and the project scope inherent limitations, but most importantly on the writer’s experience. Having written other game plots or played many games to have a good  frame of reference will help the writer to be aware of the pits and falls the task implies.

Also, many NPCs seem totally disconnected from the story, that make in it’s turn gradually disconnect the player from it. NPCs with flat personalities add to this awkward feeling of lack of cohesiveness. There’s also another interesting point: ethical choices. Even in Dark Triad players will have clear goals and the impact of moral choices is still to be ironed out, the fact is arising opposite feelings within the player. Everyday life doesn’t give us much chances to confront this emotional dialectics because things happen outside of us in a state of passivity. As a clearly different media, games offer us the opportunity to involve the player more actively than films.

Another thing you’ll find in Dark Triad is a direct relationship with what’s going on in our current society, with its economic, speculative, religion and war turmoils. I think if we are so drawn by epic medieval stories, like in Game of Thrones, it’s because we can stablish some parallels we our outer and inner world and thus get identified with what’s going on.

Anyways, there’s a lot do yet so i’m going to work, see you later! =)

Game Design

Reusing resources in a small game

One of the most difficult challenges is making the most out of game resources. This isn’t a problem for big videogame companies. However, for us it means analyzing the way we design each element.  It means planning how to best use all in-game stages and  paths the player will follow to move the story forward. We must also do a thorough job to design more enemies, items, quests, behaviors, etc … and all this without skyrocketing the budget.^^

I love having many items so we are working on a random generation system of equipable objects. This will allow having thousands of combinations. Other system we are making for other types of objects also allows a great variety in the drop of the enemies, which is crucial for me: I love having an inventory full of potions, scrolls, objects to trade, weapons, armors, etc. …  what would a RPG be without our player’s backpack full to the brim?. And of course I do not like getting always the same items. I love getting items that I haven’t seen before and I don’t know what their purpose is. :)

Gear-wise, we are designing various types of items: magic ones, special ones, artifacts. Each one has qualities and features that make them unique. The concept of equipment that gives the player more chances for getting magic items is something that I love much so we’re going to work on it.

As James Ohlen, creative director at Bioware says, people crave for stories. The Dark Triad will be driven by a fascinating and immersive story. We also want players to create their own stories, like beating a record of combats or other achievements, solving complex puzzles, etc … We want to be sure that the player forgets about getting up for popcorn or coke (you should have thought about it before!). Above all, we want to make a memorable and funny game … with limited resources though.

Therefore, reusing resources is something crucial.

In my opinion, a good start is having a good story and puzzles, also aesthetically better and funnier combats. I’d love to design hundreds of enemies and puzzles… or thousands… but at least we need to create enough elements so the player feels there’s a huge variety of them. To achieve this with minimal resources we need to create a lot of content. That’s our goal ^ ^

The way for reaching this is identifying common and reusable elements, planning strategies for game elements designed with low implementation in other areas (sound, graphics, code…) and thinking on how to make that “a bit” seem to be “a lot”… This is a great challenge for us and we are working very hard on it, because it will provide us the key to turn a small game in an awesome one. That’s what we seek in Autoloot Games

Game Design

Thanks go to Chris Avellone

I think life is fair, no matter how much time it takes to balance things. Call it karma or whatever you want.

When Chris Avellone and his team at Interplay set out to make Planetscape:Torment, they received many positive reviews, but sales did not reflect the same. Many years after, you can get again PS:T on digital distribution at GOG. And it seems the game is working pretty well. GOG says it’s the second most sold game in the platform (i guess the first might be The Witcher, not pretty sure).
Most of the merits of the game are on Chris account, that’s undeniable.

Avellone is co-founder at Obsidian Entertainment (NW2, Alpha Protocol, Fallout New Vegas), and as one can imagine, he’s a quite busy man.
He went to the GameLab Conference at Barcelona last July to talk about Kickstarter. I was there and it was a very amusing talk. There wasn’t much time for questions, and mine were a bit technical, so would have required a lenghty explanation. I didn’t approach him after the talk as he seemed a bit tired (jet lag and all that i guess) and some people also wanted to talk with him too.

Some days after, i tweeted him and he kindly got back offering his help to clear out my doubts regarding dialogue branching trees and other related stuff.
I deeply appreciate he took the time to answer and give some piece of advice about how to tackle the daunting task of writing a deep history, engaging dialogues and believable npcs, as well as some general tips on how to put it all into practice.

Avellone isn’t personally involved in the project so I don’t mean to use this entry to promote our game. The remarkable fact for me is that such a professional in the RPG genre took some of his time to answer an indie dev he doesn’t know anything about. He took my questions seriously and gave useful answers to the issues i was doubtful about.

One of his recommendations was to check the GECK editor, the same Obsidian used to make Fallout: New Vegas. Besides level design, it’s also used to design quests, dialogues and npcs. I’m sure it’ll help us to improve our workflow and make it easier and more efficient. I must say at the moment i’m VERY HAPPY with the tool Jose Manuel is coding for dialogues though, it’s amazing stuff really. Even i’d wish to talk about it, i think it’s too early yet. It can do pretty much the same the PS:T dialogue interface and branching trees do. Excelling at creating the same engaging and deep world is another story. I do not have as much time and resources to allocate to dialogues as PS:T (it’s a one-man task in our case!). Anyways, as i said on my first post, i accept the challenge diligently and highly motivated. ;)

The GECK editor

If you check the Obsidian forums, Avellone offers help to indie devs aiming at Kickstarter as a way to hone the skills of interns at Obsidian. I’d say it’s a win-win proposal, so if you’re interested, let Obsidian know about your projects.
In our case, we don’t dismiss uploading our project on Kickstarter if we are tight on budget. Whatever the case, this won’t happen in the next six months until we can show the world a nice working demo.

I promised myself not to bug Avellone anymore unless i stumble upon some stopper issues, regardless his humble predisposition to help further.

Chris, you rock, and i hope there was more people like you in our games industry.

Autoloot Games sincerely wish you great success with Wasteland 2.