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#gamedesign

36 posts25 participants3 posts today
In my current VR project I've been experimenting with making the player use their hands to see, as in, one eyeball per hand. Initially I just projected each camera to a plane and put the planes in front of the main VR camera, but that looked pretty flat. Then I figured out how to code a shader so some things could render to one eye, other things to the other eye. So now your left eyeball is seeing exactly what the left hand would be and your right eyeball seeing your right.

Playtesters haven't exactly loved it, lol. Sometimes they interpret it as broken. At least one thought it was interesting and mysterious but that might have been after I told him what was happening.

#playtesting #virtualreality #gamedesign #art #prototype
Continued thread

[P] In order for a game to succeed, it has to fit into one of those popular storefront tags. It hss to be so much this genre, so much that setting. It was different in the untamed era, no one knew what a video game was, so all kinds of utter madness was thrown together in the hopes of maybe getting a video game out of it in the end. It was madness. And without taking that journey my partner and I have? You just can't understand.

#psychology #videogames #gamedev #gamedesign

-5

[P] This is... really illuminating, but incredibly depressing at the same time.

youtu.be/epQWTNp-QW4

This perfectly articulates everything wrong with the modern game market—from my perspective. I'd say "the dev took wrong lessons away from this" but... they didn't. It's only wrong for me, and what I want out of games. The majority can be homogeneous, that's why we have words like 'mainstream' and 'status quo.' And, well...

#psychology #videogames #gamedev #gamedesign

-1

Turns out using a tarot deck, instead a normal set of card, solved a few problems.

This is a french deck, but it should work equaly well with different kind of deck like a Rider Waite one.

So happy to finally have an elegant prototype of that solo game.

Would anyone be interested to playtest it when we have the rules in document (in the next week) ?

(The next version will have cards arranged differently than in the second picture for obvious reasons)
#Playtest #GameDesign #Tarot #SoloGame

Game design tip. Half of all players don't read tutorial text. Trust me, I have seen a LOT of playtests.

If you depend on it, half of your players will ignore it and fail.

Making something intuitive or tricking your players through level design to learn how to do something is the most consistent way to teach things.

You should keep the tutorial text, but treat it as optional if possible and use images. It's just a slice of the tutorial, not the whole pie.

it took me 10 separate failed attempts over a 25 year period, but i finally finished Gabriel Knight 1 tonight. 9 of those attempts were getting stuck/bored in the first hour of the game. this week i forced myself past day 2, and the story opened up quickly and became more interesting.

i won't comment on the game itself as that's purely a taste thing. but i am kind of fascinated that many AGS developers implicitly/explicitly chose this game as their model and prototype for adventure design, as opposed to many, many other games in the sierra catalogue.

i can totally understand the appeal of GK-style adventures - the formula is easy to follow along with, and provides bite-sized plots over a longer arc.

yet, i think we could have been led towards much more interactive/reactive designs if adventure designers had stopped lusting after pop movies and television. i guess i was always more excited about the literary genres that early text adventures experimented with. maybe some day we'll see (commercial) adventure game developers build games from a different foundation.

🎮 Need a Game Designer? 🕹

I am a freelance game designer and solo game dev.
I am looking for work! Any duration (freelance, part-time, fulltime).

I can do all kinds of design work. I release own games made in Unity (C#) and love to work in teams!

My specialties are system design and non-violent game mechanics.
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