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22

When I read your question I immediately had to think of the GameBoy game Mario's Picross. It's essentially a Nonogram game: You're supposed to find the right tiles in a grid identified by numbers (similar to how Minesweeper works, but with different mechanics). By default, you've got 15 minutes to solve a puzzle, which is plenty of time. However, whenever ...


7

Depending on the scenario / setting of your game, the following things could work: Note: Those are just some quick ideas and not completely thought through! Perhaps you can weave in something like the following into the narrative: "Your hacker computer is having hardware issues since a few hours ago. It will only keep running for a certain time, before ...


6

Though it is (to my knowledge) most common for newest score to be entered at the top, I would argue that the OLDEST score would deserve the first position. For this simple reason: The first player to achieve the high score had LESS TIME to achieve that score, than people making later/following attempts, thus deserving a higher position as (s)he was the ...


5

Make sure that there is a visual cue that the player is currently not in control. When it is a non-interactive cutscene, you could remove the GUI during the cutscene and bring it back as soon as the player is in control again. When the users control is impaired (but not completely disabled) during normal gameplay, for example because their character is ...


4

I think that most of the ideas here are a great inspiration, I think it would help you more to try and pull yourself out of the game and stop thinking of it as "a mechanic to a game". Think of what pressures would occur in real world situation. You end up with a number of solutions from this, some could be as simple as allowing the player to purchase new ...


4

You can put what you want under developer name. Just make sure its not a trademark being used or registered trademark. Or just use your real name. It doesn't matter too much. If you make up a name and brand yourself as it, its a trademark. A website would help prove you used it first.


3

My first thought is that generally this is not an easy problem. It's like trying to put swear filters in a game because people will get around that $h1t so many ways. But it's an interesting problem so here's some musings on it that may or may not qualify as an answer. So for players to collude, they must be able to... Have contact with each other ...


2

As I recall (haven't played it in a long time) the old school Shadowrun game on Genesis had a twist on your network trace mechanic for more dangerous targets. Less risky hacking targets would simply kick you out of the network, but more dangerous targets could actually trace your physical location and then send goons after you. That would certainly ratchet ...


2

If you're looking to encourage competition and activity, it might make more sense to have the more recent score replace the older one. Players wouldn't be able to simply achieve a high score and become complacent, because their score is at risk of being replaced at any point. In fact, if you really wanted players to rue being replaced, you could have the ...


2

There is likely no one, perfect way to describe & archive your game ideas. Every game designer I know would probably do it differently, but here are some techniques to consider (besides the ones provided by yourself): Elevator Pitch Create a (maximum) one-page document with as little text/images as you possibly can, to communicating the absolute core ...


2

You can't. Unity doesn't have an interface for creating GUI interfaces in the editor. Further, there may be extensions for this in the Unity marketplace, but it's highly unlikely you'll be able to get away from any coding at all. There's still going to be the requirement to connect the GUI to your game, and many of those interactions are going to require ...


1

Well what I do for my 2D game is that inside of checking before the players moves, I deal with collision after the player moves. Before I used to run into problems like yours because of the fact that when you check before hand, you stop the player from moving. Heres what you have to do, lets say that there is a block at some x, y, width and height ...


1

Now the choice is up to you, but I would spend some time to add more to the highscore board so it can track different achievements of a player throughout the play-time, and then compare them to the player who has equal score. Placing Steve on top would be unfair for Dean. Placing Steve below Dean will make Steve angry. One of many things that might lead to ...


1

I don't mean to answer my own question, but trying to explain what I meant ended up so long that I might as well have put it as an answer. This is the technique I use currently, but I'm hoping someone with more experience in the industry can give a better answer. Elevator pitch: Describe what the game is about in as few words as possible. Describe the genre ...


1

Take a look at this tutorial. You can implement acheivement easily and start there to change acheivement to a reward system pretty easily. http://gamedevelopment.tutsplus.com/tutorials/how-to-code-unlockable-achievements-for-your-game-a-simple-approach--gamedev-6012


1

Well, points I imagine would be just a counter really? If there is only one score, a total "Points" count, then just KISS and use an int, add points to it. If you want to show maybe the amount of points received at the end of the level, add up the different sub type of points and then add them to the total score at the end of the level in some fancy ...


1

It renders using bump- / specular maps. Refer to this video. The ground geometry is never modified. Bumpmaps are just heightmaps used for realistic lighting. To clarify definitions, bumpmapping is a rendering technique, typically written as a shader, which creates the illusion of surface detail on what is in fact a flat piece of geometry... in this case, ...


1

I think you are heading in the right direction as well. If you want time pressure, you need to add an aspect of a countdown or time limit. Deus Ex: Human Revolution has a similar concept to your ideas about a network trace. The hacking was a mini-game that you could undertake to open doors, safes etc. without having to search for the key or wait for the ...


1

One of the old-school techniques from the world of writing is overlapping "fuses". You're sort of on the right track with the trace, but it lacks punch as it's the only 'clock' running. Say, for example, there's a time limit to the overall segment - the player has 30 minutes to infiltrate a secured compound, hack into one of the systems, then find the ...


1

The main things that attract people to the Harvest Moon series are curiosity (new environment to explore) social events, even side stories. family, friends etc. events or stories. new experience (farming) finally a goal (the game goal or a financial goal in the game) simply some success. and of course more freedom, less limitation or repetition + more ...



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