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36
votes
6answers
6k views

What should developers do when they receive conflicting feedback about their game?

I've been working my first mobile game (I have done a lot of web and PC games before). I wanted the idea to be simple but fun. The thing is, I received feedback from friends and family and I have ...
2
votes
2answers
537 views

Ways to present levels overview [closed]

I'm working on a game that will have lots of (more than 100) levels. The player has to finish a level before she can play the next one, but also can play levels again that are already finished. Now I'...
6
votes
3answers
193 views

How to limit and direct player's view in VR?

We are making a VR game where the player will look at the world through the eyes of his character who sometimes moves on his own, so the player is only observer. The character will rotate his body ...
0
votes
1answer
49 views

Visual cues in a full 3D game to help the player to identify the location of each object

I am working on adding some visual cues to the player to help identify where each objects are in 3D. In many space games, there is usually an indicate on the edge of screen that reflects the direction ...
1
vote
0answers
16 views

What should I name the keybinding menu? [closed]

Here's a pretty basic question: My game supports custom keybindings. What label should I put on the button the player clicks to get to the menu that lets him customize them? Specifically, this game ...
2
votes
1answer
63 views

Preferred option for indicating movement choices for player on a hexagonal grid on Touch [closed]

I'm building a prototype turn-based game and I'm considering the best approach for user interaction with the game board. It's a hexagonal grid, where the user can select units and move to other cells ...
0
votes
1answer
53 views

How to make it clear that a game is in Beta?

I develop games on ROBLOX which is a site full of user-generated games that are typically free for other users to enjoy. Many users have studios in which they have a consistent set of playtesters, but ...
5
votes
1answer
600 views

Mobile Game - Do I need visual feedback?

I am currently on a game for windows phone 8.1 where the user can use items. If the user tries to use a item which he doesn't own a sound gets played. If now a user plays without sound or listens to ...
38
votes
9answers
9k views

Should I tell the player they have no chance of completing the level?

Suppose a player has reached a point where they have absolutely no chance of completing the current level, and must restart it and try again. Should I notify them that they will gain nothing by ...
3
votes
2answers
241 views

How to create a native windows menu / ribbon for a DirectX 11 app

I need to create menu items on top of my DX11 windowed app - similar to most windowed applications (File, Edit, etc...). How can I achieve this ? There is a hMenu handle to pass to the DirectX window ...
-1
votes
2answers
115 views

Better to send multiple small packets or one large packet?

I'm developing a network game with node.js and I have the choice between these three options: 1) Send each point individually (very user responsive) 2) Send an update every 25 points or so (decent ...
4
votes
2answers
403 views

How would you define this mechanic in narrative based games?

I'm a researching a certain game mechanic that seems very commonplace in modern narrative-based games. The mechanic is defined (by me) as a user action that the player can take while in a dialogue or ...
1
vote
1answer
41 views

Indicate key options in a keyboard-only game

I am creating a music-based app for one of the courses I teach at a high school, so it's not for sale in the app store, it's only for my students to use. I decided to make it keyboard only partially ...
2
votes
1answer
203 views

Keeping Android device awake [closed]

I currently program a game in which the user don't need to interact with the screen. Is there any way to keep the screen awake?
0
votes
1answer
63 views

Unified Aesthetics [closed]

I've been watching Extra Credits videos to learn concepts about designing video games and this one especially impacted me. It made me realize that the aesthetics of a game might have even more ...
1
vote
2answers
72 views

How do I show a small sprite being dragged by touch?

In my mobile game, users drag shapes across the screen. Think of it as a classic Lines game, where you drag a dot on the field, or a chess game where you drag and drop pieces. The problem is that the ...
3
votes
3answers
955 views

In GameMaker Studio, how can I make an auto-updater for my game?

I would like to let players update their copy of my game by clicking a button, which would: Check for updates Download the update Prompt the user to restart the game I want to do this because my ...
32
votes
6answers
5k views

Can I (safely) assume that people playing my game have a middle mouse button?

The title pretty much says it all. I am currently writing a desktop game, which will probably not be played by the casual gamer. Thus my expectation is that nearly every user will most likely ...
3
votes
4answers
1k views

Key mapping for a 2-players game

I've been struggling for a while trying to figure out the best way to map two players on a single keyboard. Let's consider something generic: Arrows Validation Cancel (optional) Some common actions ...
67
votes
4answers
9k views

How does one make games playable before they are fully downloaded?

Diablo 3 and StarCraft 2 have a nice feature: I can start playing before the full game/update has finished downloading. How does this work? How could I implement a similar feature? I guess Diablo 3 ...
2
votes
2answers
299 views

How do you determine the amount of moves/turns/lives that should be given to a player?

Let's take Candy Crush for example. The player is given 50 turns to complete a certain level. How is such number determined? Are there educated ways to reach such numbers? I also presume that these ...
8
votes
1answer
837 views

How small should touch triggers be at minimum?

Is there a known minimum physical size for reliable touch select triggers, considering only selection (no long-press or drag). From personal experience, I would guess it to be about 5x5 mm (0.2x0.2 ...
1
vote
2answers
146 views

When do you give in-game advice? [duplicate]

I'm interested in the process of automatically generating advice when a player is consistently struggling through parts of a game. Suppose I already know what advice I want to generate (e.g., "Press ...
12
votes
4answers
299 views

Player fatigue for tablets?

I'm thinking about making games for tablets. Coming from a PC/console background, I'm keenly aware of the huge differences in the user interfaces, and that I need to design it with the target platform ...
3
votes
1answer
427 views

How do you create a game overlay that makes the underlying graphics inactive?

I've created a simple game, and I drew a large rectangle in photoshop with faded edges that I want to use to overlay the game until the user presses "Begin" (on the overlay). The problem I'm currently ...
7
votes
3answers
295 views

Should an NPC shop provide a unique or shared inventory for each player?

I am working on a browser-based text game. I have implemented NPC shops where the players can buy items in exchange for coins. Currently, the inventory of the NPC shop is shared among all players. ...
6
votes
1answer
5k views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
32
votes
7answers
8k views

Why do games ask for screen resolution instead of automatically fitting the window size?

It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen, which can then be run on any screen resolution. Some ...
1
vote
1answer
77 views

How can I assist players navigating narrow grid junctions?

I'm looking for a technique to help the player navigate a narrow path while the character is in constant motion. When changing direction in junctions, it's pretty hard to time the direction change for ...
1
vote
1answer
124 views

How to make loss of control acceptable?

Let's say the game we're talking about is some kind of platformer. With all the puzzles, mini-challenges and mechanics aspects it is very, very important to have good control over the character. A ...
0
votes
1answer
40 views

implementing different users in XNA - XML

So I am making a simple 2D game in XNA, and I want to implement different users (players), so each person playing can have their own high score, can only play levels they've already played, can only ...
1
vote
2answers
95 views

How can I provide access cheat codes or diagnostics for a tap-only mobile game?

I'd like to build several cheat-like commands into my game, mainly for debugging problems that could only be reproduced on the end-user's side. For most games this would be trivial: just listen to a ...
0
votes
0answers
18 views

How do I start the process of looking for playtesters for an iOS game? [duplicate]

How does an independent developer typically go about finding a group of people to playtest their iOS game in 2013? Is it through Reddit? College campuses? Steam Forums? For example my game is ...
1
vote
2answers
77 views

Controls: Rolling on a ceiling

Currently I'm writing an iOS game where the basic movement is rolling. Technically you make the player turn clockwise or counterclockwise. When you tilt the device to the right, you will rotate ...
0
votes
1answer
278 views

Gyroscope handset (e.g. mobile phone): Method to control player using Gyroscope

I am using gyroscope data (pitch, rool) to move the player space ship. It works perfectly until you play in a standard position (e.g. sitting down). Once you start using it lying (e.g. in the bed) the ...
1
vote
1answer
131 views

Does research exist on the impact of vibration in mobile games?

I've implemented vibration for various player collisions in my mobile game, but I feel like this is not a common thing on mobile even though it is on consoles. Is there any research on the positive ...
1
vote
1answer
761 views

Candy crush saga popup-like messages

I was wondering how could I make in Android something like the popup messages seen in Candy Crush Saga, those messages like "Delicious!", "Tasty!" or similar: As well as the score of each movement, ...
0
votes
1answer
185 views

How do you determine where the user wants to place a block in a 3d scene?

I am still in the think-ahead-and-plan stage of a project where I'll want the player to be able to drag-out blocks - tiles but a minecraft-like 3D block-world. So my question is: how can you ...
3
votes
1answer
233 views

Algorithm for optimal control on space ship using accelerometer input data

Does someone have a good algorithm for controlling a space ship in a vertical shooter game using acceleration data? I have done a simple algorithm, but works very badly. I save an initial ...
0
votes
2answers
201 views

Serious gameplay issue by spawning enemies according to elapsed time

EDIT: I have changed the title as I think that this is a general gamedevelopment question but, on a technical note, I am using Cocos2d v2.0 Some time ago I had asked a question on which was the most ...
-1
votes
1answer
69 views

Playing Time and value for purchases [closed]

I realize this is a nebulous question with no hard and fast answer. Just curious if there are any rules of thumb regarding playing times for a game/puzzle mobile app. Of course, value cannot be judged ...
3
votes
1answer
1k views

How do I find an optimal FPS for best user experience while preserving battery life?

I'm developing an Android game. The "graphics" I'm using need little CPU/GPU, so they run with high FPS. Because saving energy is important on Android devices, I want to limit frame-rate (if deltaTime ...
7
votes
1answer
830 views

How wise is this multithreading architecture?

I'm rewriting a game engine I wrote in an attempt to parallelize as much as possible. I'm considering making properties which may be accessed from multiple threads all use accessors which use boost ...
2
votes
2answers
3k views

How to Change default Mouse pointer on emulator in Android?

I want to change default mouse pointer in Android emulator. I want to change it for my game to use different type of cursor.I am using AndEngine for my game development. Is there nay way to change ...
3
votes
4answers
742 views

Is “forcing the user” to accept the terms an acceptable design in a smartphone/iPhone game?

I am about to release my first iPhone game, has been a long project and I involved several people. My lawyer strongly recommended me to add a "terms and conditions" page at the beginning of the app ...
3
votes
2answers
576 views

Tech Tree layouts for games?

I'm trying to do a tech tree GUI for my game, but i have limited width and the tree has alot of branches, the problem is if I make them small to fit the width, the tech tree is too small to read. For ...
3
votes
2answers
210 views

Is there a expected set of button mappings games commonly use?

I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is ...
1
vote
2answers
193 views

Before multiplayer match setup

I am implementing a before-match setup in following way: Users request a multiplayer match (click "New Game" button or similar) After enough users request the match – connection is established Users ...
3
votes
2answers
2k views

Introducing generic commands in text-based interactive fiction game

Writing a compact text-adventure engine I was thinking about possible commands a player could use. For each location i have special commands described in the text but what about generic commands like ...
4
votes
1answer
304 views

How to cull liquids

I use culling on my Tiles in my 2D Platformer (XNA), so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the ...