Geez. You come and try to make some question better (and reasonable for the site), guy(?) seemingly takes critique of the question personal and responds with ad hominem. What happened to the good old discussion culture?
I am not sure if I should be posting this here, or over at StackOverflow, but I would like to know the best possible way (In your own opinion, of course), to start creating a text-based game, with a simple window GUI.
The eventual game needs to query statistics, player data, events, locations an...
My friend and I are planning to make a video game (like Slender) where the character is stuck in a building, when lightning strikes, and the lights go out and your objective is to find the back-up generators and turn the lights back on. The game will be pretty small.We are now wondering whether w...
It's hard to construct it as a valid question even then though. Something like an answer to "What are we doing tonight, drinking or watching TV?" - "Why not 'helping an ally'?"
On the other hand, "Why not help an ally?" might be the wrong tense, and is also an uncommon construction and is missing the subject, so again casual/slang. In English, most questions are formed with the help of "to do", so: "Why don't we help an ally?"
Other good alternatives depending on what you are trying to get across
The "to do" @MartinSojka mentions only makes sense if you are asking someone if they want to help an ally with you. The ones I mention would be good if you are questioning why you wouldn't help an ally
Not in a formal speech mode, not in the narrative part, but as direct speech, it works - in the right context. It's bad English, but maybe the character in question is just speaking bad English like that.
@Chorche People do all kinds of crazy stuff with the language when they are speaking it. It's wrong in the strict sense, it's bad style if you write it down like this, but it's like (some) people speak.
When you write down direct speech for someone else, it's usually more important to be factually correct than to write proper English. When you're writing the direct speech (or thought, or narration) of a fictional character, "wrong" patterns of speech can help distinguish between them (... or between different personalities of the same character), but you need to be consistent about the wrong parts, so it's better to know what the right way would be first. :)
I am trying to find resources which discuss the acceptable balance in story and plot that is "borrowed" from other movies/games, so as to better my storytelling in future games. For instance, why do we make Star Wars games that take place before/during/after the Star Wars trilogy, when we already know the outcome? I can understand the "after" portion of this, but that begs the question of "why", when it's not our world to create?
Some games put you in control of the main character, but again - if we already know how the story concludes, what use is playing the game in the first place? Others put you in control of unknown side-characters (created specifically for the game), and these side-characters perform their heroic works in alternate locations, rarely (if ever) meeting the protagonist from the "real" line of events in the book/game/movie that is being used as the setting for this secondary game.
If this isn't a good place to ask, please let me know. There's no "Game Design" site, just "Game Development" (which has a "Game-Design" tag), and three hours of searching Google/Bing didn't turn up anything helpful.
I did, sort of, and was told that "Questions like yours, asking for opinions and soliciting debate/discussion are not suited for the site." gamedev.stackexchange.com/questions/34689/… Perhaps I worded it incorrectly?
I mean I could go ask on the Unity3D or XNA forums on their official sites, but more often than not they're going to be answered by a 12 year old who's got nothing to add but "ST4R W4RZ IS FOR OLD PEOPLE"...or something along those lines.
they prefer questions which fit the Q&A model - this site is not a discussion forum - so if people feel your question is not objectively answerable it might get closed. I.e. there might lots of different books/pages/... that relate to what you're looking for, so there isn't necessarily a definitive answer. I have seen similar questions though
like "what are good books to learn openGL". Sometimes these get turned into "community wiki" questions
@SalarianEngineer Additionally, it's easier to use a universe that's already been defined. You don't have to re-introduce people to all the particulars of that world if they're playing a game based in a world they already know about. It makes things easier for the developer and easier for the gamer, since they can easily get into the groove of a particular story.
@JohnMcDonald You were working on the space game right?
Or is it something else now?
Right, Asteroid Outpost. I guess it hasn't had a blog update in a while though.
@SalarianEngineer It also allows people to experience their favorites from a different perspective. People will watch the action on screen, but that's not always enough. They want to experience it too. One of the closest ways we can get to that is through gaming. Just like when I read a really good book, I want to see a movie made from that book. Yes, I know how it'll turn out, but it's a new way of experiencing that story. If the stories are good enough, you'll want to experience them however you can.
For example, I'd really like to see a movie based around the Collapsium series by Will McCarthy. I'm not sure how a game would fit in to it, but I'd play a game based in that universe too.
I know what'll happen, but I'd still want to experience it again.