• Register

My names Jamie, i'm 14 and been a gamer all my life. I'm a pretty all around gamer but mostly focused on shooters. When I grow up I would like to be a Video Game Developer and right now I am the Co-CEO of Ultasol Productions (a Partnership) and we are currently working on our first game. Sports wise, I love hockey (I play goalie) and tactical sports like Airsoft and Paintball. I am in abosolute love with Italian and Japanese food. My favorite two movies of all time are Inception and Ironman (1 and 2 :D). I'm a really nice person if you let me and I have excellent leadership qualities. Im very interpersonal (love working with other people) and would like to own my own profit gaming company one day. If you want feel free to talk to me about anything cuz im also great at giving advice. I have basic knowledge of C++ and good knowledge in Blender 2.54b, Google SketchUp, Solidworks, Unreal Development Kit and L4D2 Authoring Tools (Hammer). I plan on going to NC State University :D

RSS My Blogs

Defense: A Blog on my Ideas for a Defense Game #2

Wolfbane792 Blog

Turns out I couldn't wait literally more than five minutes to just keep my ideas flowing about defense games and how they could be a much more popular title, and my own ideas for a defense game I'd like to see, or even make myself some day.
So in the first "Defense" blog I addressed mainly my ideas for a class based system for the game and basic multiplayer aspects of it. But now I want to delve into what makes this game diverse and so re-playable.

Idea #2: Replay Value Constantly Increasing
Main Idea: So what's gonna keep players from exhausting the maps and weapons and other tools given to them, to the point where it becomes droll and boring? There's always DLC content which can be added every couple of months, or you can just constantly update the game monthly with new content. And by new content I don't just mean new maps. I mean NEW CONTENT. As in, adding new guns, perks, rewards, achievements, characters, skins, (of course maps) and other things. Keeping the game fresh and growing is a great way to increase the replay value. People will always want more.

Player Made Content: I figure this kind of game would be on PC (fine, or Mac), so I'm adopting a Valve multiplayer idea. Counter Strike: Source still has hundreds of thousands of players still playing after many years. How? By incorporating players to add their own content which is accessible by other players to enjoy. This allows quality modders to add their own well done creative ideas into the game, creating less work for the developers who need new content every month or so and giving more variety in ideas to the game.

DLC's: The DLC's for the game should have players getting excited for more than just maps. A typical DLC should look something like this:

  • Three maps with a similar theme fitting the DLC (For example a western DLC would include an old west town, a desert map and maybe a train road map.
  • One new game mode fitting the theme (For example a three day western coach escort, 5 minutes of day time moving protection, 5 minutes of night of stationary camping protection)
  • Two or three new guns (Western guns are easy, maybe add an old Winchester rifle, a .357 magnum and a .45 peace maker etc.)
  • One new builder item (Set up a saloon supply crate, which supplies alcoholic beverages for the team, that fix the players up to good health, but for a short period make them drunk etc.)

So as an overview, making new content more often and good quality can keep players interested and entertained. Also, adding mini-campaigns is never a bad ideas either ;)

James Moynihan

Defense: A Blog on my Ideas for a Defense Game #1

Wolfbane792 Blog

When it comes to defense games and game modes, I'm pretty sure none are as elaborate as they should be. In my young mind, game developers could be doing so much more to defense style game play. In this blog, I'm going to cover my personal ideas for defense game modes, and how even entire games can be sprung up from them.
So let us start with this, think back a few years to Call of duty: World at War. The fifth installment of the CoD series that had Treyarch introduce an all new "Nazi Zombie's" game mode. In this game mode, as I'm sure you are all aware, you take refuge in a house while the undead break through windows in attempt to kill you. You can barricade the windows and receive multiple weapons in order to defend yourself, and even in newer content, activate traps for the zombies, but where's the intense survival and extra fortifications that the player could do?
Now, I'm not bashing the game mode, I'm just wondering why no one has done what I'm talking about here. Why not make a whole new defense game for the players? Change it up and give it a spark of realism. Allow me to elaborate.

Idea #1 - Zombie Defense Like Never Before
Main Idea: Create a zombie defense game experience that allows the players to become creative, innovative, skilled and unique in the ways of endless waves of undead gore. Using customization features, building/fortifying features and different mechanic systems to allow freedom and choice in zombie survival.
Game-play: The game will be played as a co-operative class-based first person shooter. This means players will have to RELY on each other in order to actually survive, instead of running around with powerful weapons and little strategy options. The goal of the class system is to ensure that each player can have their own role that they are good at and the other players appreciate them and acknowledge them for. The classes should be something like the following list:

  • Assault - The assault player will be the one dishing out the most damage and kills in a game. They are a little stronger in terms of killing power, but have no truly unique values.
  • Builder - The builder will be setting up turrets and creating things for the team. Fixing barricades or building towers, sniper posts and other defenses, this player will need to listen to what the team needs built in order to strengthen their security against the horde.
  • Specialist - The specialist players will be two different kinds:
  1. Sniper - The sniper specialist will be the only one capable of using sniper rifles and sniper posts, and his main objective will be picking off dangerous or lonely zombies before they get to the base.
  2. Explosives - The explosives specialist should be focusing on more difficult enemies, for he will be dealing heavy damage, but very slowly.
  • Intel - The intel player will have the job of placing strategic marks, posting objectives on the HUD (Heads-up display) for individual players to see, and will be the general organizer and strategist of the team. He will also have access to a computer station (build-able by the builder) which he can position at and control all information and strategies. An important player in means of leading the team.

I know this is a very specific list of classes, but like I said this is my idea for a game and if i don't make it first, someone will, and it might as well be done the way me and people with innovative ideas, can enjoy.
I am getting ready to work on the second part of this blog so if you enjoyed it i'm very glad and hope you read the next installment.

Jamie Moynihan