Archive for the ‘Game design’

+5 to life?

02.10.2007 Alexander Karpovich

We can think of the game as an object, which players use. In order to make this use (playing the game) pleasant it has to be intuitively clear, not demanding special skills and not overloading user with data. Say, you don’t think about frequencies when switching channels on a TV.

plus5.jpg“Analog” thinking is natural for a human being. When someone works with numbers, he/she has to turn on inner analog-digital “converter”. When we get numbers, they transform in analog terms. For example, $1500 price for laptop is “average”, 2 cigarettes left is “runnig out”, 30 kilos - “heavy” and so on.

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Sketches, sketches…

03.09.2007 Ivan Zykov

City demo-scene sketches are in progress. This will help to find out logic and usability issues in territory design.
City demo-scene

Objects: newspaper

09.08.2007 Alexander Karpovich

Newspaper is a voice of administration and the great possibility to get to know some latest news. You can buy it on the corner. You can find it on a street (but it is not the latest issue for sure). It has articles and pics. Everyone can become a newswriter, and aven get some in-game money by creating an interesting article

newspapper.jpg

(!) Spoiler: powerful players can create their own newspaper. They will need money, a place to print it, and some administration connections, of course. As usual.

Game intercafe prototype

07.08.2007 Ivan Zykov

In this post, dear reader, I would like to tell you about game GUI. It was re-made a few times, and this one is the most simple and functional.

Протип игрового интерфейса

On the right there is a quicklaunch bar. It may contain not only objects, but actions too (this is useful when action if not the basic for an object). It may also contain avatar actions and gestures.

At the bottom there is a chat-panel which may change its height. The text is colored according the relationship level for each player (you set it manually) + it may have an icon (corporate, gang, etc…) You can whisper, say and scream. There is no private rooms. If you want to talk privately - go in a quiet place and whisper (out of other player’s “hearing radius”).

On the left there are 3 icons: emotions (they shows above an avatar), ”emoactions” (kinda gestures), and health (overall ratio on a button and precise data after a click). Then goes inventory button with weight bar on it.

Territory sketches

02.08.2007 Alexander Karpovich

I have found this central area sketch.

central_district_scetches1.jpg

Social connections

02.08.2007 Alexander Karpovich

There are no “friend-or-foe” automatics in Alternativa’s battle system. Playes chooses friends and enemies by himself/herself. You can “remember” other players with any names and set your ”relationsip ratio”. If someone disturbs you, just select ”Remember” from context menu and discrease the ratio. Next time when you see this player drunk and helpless, you will only have to choose the weapon.

Relationships with organizations use the same way. Say, street gang member may set the lowest level to ”Police”, and see them fast with their dangerously red labels. Gangs will be red for policemen and this will prevent him/her from walking on a central well-patrolled streets.

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