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Ooga Booga Game Devs

3.1k members • Free

Program Video Games

127 members • Free

24 contributions to Ooga Booga Game Devs
Designing backwards from strong hooks
Every game you love has strong hooks. A hook is anything unusual that you either notice from the game's packaging, story, or gameplay elements. In music, the term usually means something you hear that makes you stop what you're doing and ask "what was THAT?" Go listen to Smells Like Teen Spirit by Nirvana. It's loaded with these little sounds that, to the uninitiated ears of listeners at the time, would have been like something from another dimension. The vocals, the timing of the drums. It's all very unique and highly identifiable. It defined the 90s. Hooks are tied to the culture and tastes of the era where they originate. Back in the 1980s, there was no such thing as a 2D platformer with a level of sophistication like Super Mario Bros. If you could have made Super Mario Bros before Nintendo did at that time in history, you would have been awarded with an instant hit. Today, a 2D platformer like Super Mario Bros, even if executed very well, would fly so far under most peoples' radar that it's no longer a hook. Tastes change as people become exposed to increasingly sophisticated forms of art. In other words, we've already played that. So you, dear indie game developer, have an additional challenge outside of simply making a great game in the right genre. You need strong hooks to stand out. The only reason I decided to work on the game I'm currently making is because I came up with a bunch of game hooks, put them in a list, and then asked my friends on Discord which sparked the most interest. Out of a list of ten hooks, my friends kept coming back to the roguelike deckbuilder where you build a sprawling patio and protect it from Karens. They were telling me all their ideas for the game. One friend wanted to make his own version of the game (I gave him permission because I figured whatever he makes won't be anything like what I make so who cares). Let me see if I can remember some of the other ones: - A city builder where the city's main attraction is its music scene. You must balance the needs of the working artist population with those of the corporations which profit from the tourism. You're building a city on rock and roll. - A top down simulation game where you build a working circulatory system, starting with nothing. You have a beating heart at the center of it. You have to branch out to get new resources and fix problems like arterial plaque buildup, blood oxygenation, and valve repairs/replacements. - An LGBT-themed visual novel where you date a bunch of people who are so obsessed with their sexual identities that they have no other aspirations or interests in life. You date someone who is non-binary, another person who is literally binary code, and so on. It's this endless parade until you finally meet your dream guy/gal, a normal person you find attractive who just wants to enjoy life.
3 likes • Aug '24
I just realized that most of my ideas foil down to make something that I already know my own way. I don't think this is particularly bad, but the idea of hooks brings another layer to the process that it was definitely missing. This really inspired me, thank you.
Research System (day10)
This was released as a main channel video. I wanna get your thoughts on this though for the course though. Maybe we edit a separate Skool version that just gets straight into the summary without any of the YouTube intro stuff? Commits: - research station init · bigrando420/game1@e79e674 - DEV_TESTING define, :config todo · bigrando420/game1@e67493a - research UI init · bigrando420/game1@8f96561 - added EXP item · bigrando420/game1@7ae9138 - moved range.c to game layer · bigrando420/game1@0d9473c - research progress bar · bigrando420/game1@043238b - draw_text_with_pivot, added % completion txt · bigrando420/game1@4a76f09 - exp item requirement, added exp_vein · bigrando420/game1@a00c846 - lock 'C' buildings behind research · bigrando420/game1@ab28321
Poll
65 members have voted
0 likes • Aug '24
@Gustav Benkowski he changed it 😔
Why is this all free?
Why not charge $$$ ? Well, my business model is pretty simple: 1. give you a bunch of valuable stuff at no cost 2. do paid 1 on 1 calls if you'd like some extra help I do the first call for free, so feel free to book one in now if you're keen. Book here -> https://calendly.com/tomrandy/30
2 likes • Aug '24
I told you once and I repeat, the value that this community provide is absurd and I can't thank you enough
3D to 2D Pixel
Hi there, I wanted to ask what people thought of rendering out 3D assets to 2D? As I mainly have 3D experience with art I'm thinking of going this route but wanted to check what people thought of the technique.
Poll
22 members have voted
3D to 2D Pixel
2 likes • Aug '24
Personally, I would prefer 2D because it's easier for me and makes more sense for the context, but if you find 3D easier to make and it'll get you going with your game faster, then absolutely do it.
Bit flags instead of bools?
in this Entity struct in entry_randygame.c file in randy's fork there are 4 bools, wouldn't it be better performance instead to create a u8 entity_flags and use bit flags instead such as ENTITY_DESTROYABLE, ENTITY_IS_VALID, ENTITY_IS_ITEM, etc?
Bit flags instead of bools?
1 like • Aug '24
I personally think bit flags just make sense in this scenario. If you know a better way to do something and you're already use to it, in my opinion you should just do it.
1-10 of 24
Caio Laytynher
3
3points to level up
@caio-laytynher-9901
Electrical engineering student, performance enthusiast and Brazil mentioned.

Active 356d ago
Joined Aug 9, 2024
Brazil