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55

Music. Music is probably the most effective way to express feelings. If you manage to use the appropiate song that tells "Danger, run!", that is better than any camera movement (If you combine music with those kind of effects, it gets even better, of course). Imagine playing Silent Hill with david guetta music, that would make Silent Hill a joke, you ...


24

You're confusing patents, copyrights, and trademarks here. Without going too deep into details: Whatever you create, code, assets, or anything else, automatically has you as the copyright owner. No further actions required. It just has to require significant amount of work (depends on legislation). For example, you can't claim rights on blue rectangles, ...


17

In order to keep player engaged, my advises are: 1) moving camera up: slowly is good, but you can choose to change camera's speed in more challenging levels, 2) camera position: you have a lot of options here, I suggest you to read carefully this great article about scrolling techniques and camera positioning 3) music (see Mayuso answer): a dynamic music ...


12

One option is to simply make dying inevitable in the long run. Let's take Crusader Kings 2, for example. This is kind of a strategy game (the genre is hard to define) which takes place over several hundred years, so your character dying of old age (or sickness, assassination, in battle etc.) and getting replaced with their heir is a regular event in the ...


10

I think one important consideration whenever you incorporate a real-world phenomenon into your game - especially one with huge social implications like family & inheritance - is that the mechanics you author articulate an opinion of what this phenomenon is, should be, or means. And how that opinion is read or understood can hinge on cultural factors ...


9

Usual disclaimer: I am not a lawyer and in this site questions about these issues have to be always taken as ideas, thoughts or experiences, never as technical advice. That said, in the US you hardly would be able to copyright (or hold a patent over) a game idea in itself. Actually, the US Copyright office says that: Copyright does not protect the idea ...


7

Input is hard. Most of the simple patterns you see frequently in game dev just don't work well for input, at least at the low level. Typically, for any kind of GUI, you need to have some concepts of focus and possibly also bubbling. The HTML/DOM model here is a good resource. In such a setup, there is a sorted queue of event listeners. For a GUI, this ...


7

You mention that the user feels "safe" if the spiders are all offscreen. This is probably the most important thing to address. Fortunately, you want the right kind of thing: a gut feeling that the user has that nothing is ever safe. The "gut feeling" people get is an amalgamation of many small cues that the brain processes together to try to guestimate an ...


5

A solid case study would be the game "Prince of Persia : Warrior Within" It has many chase scenes and it is by far the best chase sequence of any game till date unless you go into the horror genera where chases are generic and sort of name of the game. The game combines two of the most influential senses of humans which react to fear. Sight : When the ...


5

Increasing how fast they can jump is only a temporary solution. Eventually, the speed will get to be too fast for a person to physically do. Infinite runners get their difficulty from endurance (how far can you get before you mess up?). Increasing the speed makes this more challenging, but there should be a cap on it and let endurance be the challenge from ...


4

Flowcharts and diagrams are very often used to represent game mechanics or game-play. I would dare to say that most visual assessment of game mechanics are indeed based on some given type of flowchart or diagram. Now, there is no specific standard on the specifics of what should be represented in such diagrams. But of course there are quite a few ...


3

If I understand correctly, the player needs to 'program' a course through a level. The program will be executed once the player has plotted the entire course (basically the solution to the level). My solution would be to make a 'wait' command that is context sensitive. Having the player guess the time seems not what you want, since they would end up ...


3

Quite honestly, I think you actually are over-thinking this. It's good to have a well thought-out design, but it's important not to get too hung up on the small details at an early stage. That being said, I think there is a fourth option here that might help you a bit: As opposed to filling in all hexagons that can be moved to, you can draw an outline ...


3

You need not create explicit game mechanics for this. Indeed, doing so can lead to the player hating your game rather than your character. A safer course is this one: simply design your game as normal. But every time you throw a new curve at the player, assign the blame for it to the badguy. Portal provides many examples: Due to mandatory scheduled ...


3

Create something that the player wouldn't want to happen. Show it happening in a harmless setting (cutscene is allowed, can happen to other characters). Create a situation where it is obvious that the player will experience the undesirable outcome unless he acts soon. Everything else (action music and funky camera effects) is just superficial fluff that ...


3

The TransformComponent idiom is common in most component-based engines, not just ECS engines (note that with Unity there are no "Systems" related to MonoBehavior objects, so it's not really an ECS, at least in the C# portion). A lot of engines literally do hardcode the existence of the TransformComponent and make the transform built in to the core ...


2

I'm not sure if its a good solution but i use to add x, y and z (gonna call this XYZ from now) and store it in a linked list with an object identifier and the average side size (we gonna asume that, in this example the object is a cube of 20x20x20 so 20*3/3 = 20). //PSEUDOCODE MYOBJECT ob(/*id*/ 1, /*size*/ 20, /*x*/ 30, /*y*/ 12, /*z*/ 4); ...


2

One possible way to decouple this example would be to use a stack of event handlers. Your program can iterate the stack in order, trying each listener until one handles the event: class MenuState : public IKeyListener { ... boolean OnKeyEvent(const KeyEvent& keyCommand) { if (keyCommand.Key == Keys.Enter && keyCommand.IsPressed) ...


2

Depends how you want the game to work. Guaranteed capture: The enemy accelerates so only perfect timing, and luck of more power ups, or bonuses can get you further. This can severely diminish replay value. Pure obstetrical avoidance (Probably won't work for this game): The enemy remains at a constant distance behind the player. When the player hits an ...


2

The spiders are coming after you, but cooperatively. One gets ahead, then it sends silk back to the other ones. Which are pulled up. They advance exponentially. How close the horde is then becomes a measure of how many spiders are close, instead of how close the front-edge of the spiders are. The handful of spiders that get close also send webs at the ...


1

I have found one system that could work well. I'd like to contribute some of it to Nicol Bolas which made me think of this while reading his answer. The main difference here from what I've been thinking earlier is the realization that every input-slot doesn't need to be filled in. This "negative input space" as I like to call it adds to the number of ...


1

Generally speaking, you don't. What you're talking about is a general kind of puzzle that I would describe as a "combination lock". There's some interface for the user to enter a combination, but the number of entries is too vast to brute-force for the user. So instead, the user actually solves the clues needed to solve the puzzle. Myst and its ilk thrive ...


1

General writing tips for how to make a character unlikable are more for Writers SE (If you decide to post there, make sure your question is not too broad). But because you posted this on game development stackexchange, I will try to focus on those methods which are unique to games and do not apply to any other medium. A good way to make a player hate a ...


1

Ambience music. As Mayuso stated, the worst and scariest thing in every Silent Hill game was music. Since mobile games are mostly played without sound, you should add any visual indicator of how close the spiders "can" be. Maybe web cobs flying randomly, flying leafs, dust,.. etc,. some kind of environment destruction, but not sctrictly attached to the ...


1

Since you seem to want a precise visual representation of just how close the spiders are... These are all valid visual representations of timers/progress bars/distance Numbers. Such as a timer in seconds or the specific value the spiders are at such as [7/10] (where 10 means player is dead), or the distance between spiders and squirrel. Fancier numbers. ...


1

You can use the "legacy" feature to offer diversity to the game. Digimon World is a game where you train/raise a digimon that can evolve, a little like in the Gameboy Pokemon game. Your digimon may die from being old and defeated (although death by fight is not automatic if I remember well). When it dies, you can pick its egg which is a baby digimon that ...



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