Personally, I'd like to see:
- Friending etc. as you expect from social sites these days
- The ability to sort friends into Game Groups
- An online tabletop (doesn't have to be anything fancy)
- Access to group Wiki tools, allowing each Game Group to keep a Wiki for their games and game setting
- The ability to share Character Sheets or Stat Blocks.
- A dice-rolling and playing-card tool
That's all I can think of off hand. If I think of anything else, I'll happily post an update.
1. User messages
2. User friend lists
3. Upload photos/videos of their games
4. Challenges (player vs player invite)
5. User wall and stats
6. Badges/Rank system
7. Tournaments for the most-valuable active users (obviously with a reward for the winners)
8. Forum
9. Noticeboard
10. Blog reader application
Do you mean something like a reflection of a tabletop role-playing game on a forum or even a Facebook group?
You play many of them for a few years first. Make notes. There are thousands of such games running and they are very different. There's no point of reading their description on Quota because maybe you'd rather enjoy one that is completely different. You should try them and experience then. Some will be completely focused on characters, some on story, some on rules. They will have very different communication styles, expectations from players and so on.
And most of them fail. They gather s
Do you mean something like a reflection of a tabletop role-playing game on a forum or even a Facebook group?
You play many of them for a few years first. Make notes. There are thousands of such games running and they are very different. There's no point of reading their description on Quota because maybe you'd rather enjoy one that is completely different. You should try them and experience then. Some will be completely focused on characters, some on story, some on rules. They will have very different communication styles, expectations from players and so on.
And most of them fail. They gather some people around, have some initial enthusiasm and a couple of months or years later they realise that the core people just graduated school or got married or started a new job or moved to a new retirement home and no longer have time and nothing is happening at all and everyone's just waiting for an update but keep getting excuses and then it goes quiet forever. It's a big challenge to not have that happen.
Join, play, make notes.
What worked well, what was exciting, what was boring or tedious, what made players join or leave, what made moderators/game masters join or leave, did they manage to finish the story or an arc or did it last forever or did it fall apart, was it satisfying…
Is live chat used or only posting? Or maybe theres voice used? How often do people post, what quality of writing is expected, what is done with hyper active and barely active players, are new players welcome, is it easy to join…
Was it a fan fiction of a known universe or their own creation? What have they done to original or core characters? Did it have a main plot?
Did it have illustrations? Was uploading graphics encouraged?
….
Also, just pay tabletop games and see if you can transport some of that experience.
First is, All the best for your journey on building a social network like Facebook.
There are plenty of people out there who are in the same battle, like Google+ and similar. You might have to think ahead than what you are looking at right now. There are many lost their battle (some say G+ lost too). I am not discouraging you, I am encouraging you to do more research. If you start your development to build such website right now, it will at least take 2-3 years to complete this project. Then in that 2-3 years. So whatever you want to build, it should be at least 5 years ahead of what is Faceboo
First is, All the best for your journey on building a social network like Facebook.
There are plenty of people out there who are in the same battle, like Google+ and similar. You might have to think ahead than what you are looking at right now. There are many lost their battle (some say G+ lost too). I am not discouraging you, I am encouraging you to do more research. If you start your development to build such website right now, it will at least take 2-3 years to complete this project. Then in that 2-3 years. So whatever you want to build, it should be at least 5 years ahead of what is Facebook right now. Think of the possibilities, where it will be after 2-3 years.
Which features do you think it should have to became popular than Facebook
No one can answer this, if I knew it, I would have built it few years back. You might have to find it on your own, nobody will be giving you the idea to make you billionaire for free.
Things I don't like in Social Media
- Sharing stupid things
- Personal dramas
- Will add more...
Edit
- Removed "like" (quoted one)
- I agree you want to build something that reinvent the social media
Did it once, would think twice (maybe three times) before doing it again.
There is one (almost) insurmountable obstacle for people trying to build their own social network centered around games: Critical Mass
If you've spent your professional life up till now developing single player games, critical mass won't mean much, but It's any social game developers' biggest challenge. When you send a new player into a social (or multiplayer) game, that player needs one thing above anything else: Another player to play with. Critical Mass is the point where you can send in a player and he'll always find h
Did it once, would think twice (maybe three times) before doing it again.
There is one (almost) insurmountable obstacle for people trying to build their own social network centered around games: Critical Mass
If you've spent your professional life up till now developing single player games, critical mass won't mean much, but It's any social game developers' biggest challenge. When you send a new player into a social (or multiplayer) game, that player needs one thing above anything else: Another player to play with. Critical Mass is the point where you can send in a player and he'll always find himself engaged with other players in a matter of seconds. If it takes any longer, they leave. Which was a lesson we learned the hard way when trying to bring our Dutch realtime multiplayer games community to the rest of the world.
In 2008 we were on top of the world: Revenue and player numbers in The Netherlands were growing month over month, but we were eager for more. Holland is a small place though: After a decade or so, we'd reached pretty much everyone in our target audience (women over 35) and waiting for new women to reach the magic age that turns them into avid online gamers didn't seem like much of a growth strategy. We needed to cross some borders.
After a ton of research on other European markets that were culturally similar to ours, we decided to try two different strategies: In Germany we would set up new platform through a joint venture with one of the oldest and most trusted game publishers in the casual gaming retail space and in Denmark we would start another platform all by ourselves: We would open an office, hire local people, integrate our games on the biggest websites in the country and buy a ton of advertising.
Both tactics failed miserably. We just couldn't get the numbers. It turned out to be near impossible to get a couple of dozen people online at the same time to interact in one of our games, let alone the tens of thousands we were used to seeing in The Netherlands. The problem was simple: We would send a new player in every second (arbitrary number, don't pin me down on it), the player would choose one of our 20-something games, fail to find someone to play with and would leave. Social networks have the same issue: I sign up, look for someone to interact with, don't find anyone and leave. Getting those first people to stick around and pull in new people is hard.
In the end, Facebook saved the day for us. We used Facebook's ridiculous traffic numbers to push in so many new users that at first a handful stuck around, then a couple of dozen and suddenly it snowballed into something approaching our Dutch success.
In short: It's possible, but hard. If you can, just leverage the power of existing social networks instead of reinventing the wheel.
You mean like Discord? Twitch? Steam? Those more or less count as “social media” imo.
I have however thought about building something like this. A kind of linkedin type of thing that is gamified like an RPG. Where your connections level up with each other as you gain xp. I have seen this done on a small scale with certain niches, usually with forum/blogging software rather than trying to copy fakebook or something.
I think it is a bad idea to put FB and Twitter on too much of a pedistal…they are popular, but something better will come along, assuming net neutrality doesn't get completely thrown
You mean like Discord? Twitch? Steam? Those more or less count as “social media” imo.
I have however thought about building something like this. A kind of linkedin type of thing that is gamified like an RPG. Where your connections level up with each other as you gain xp. I have seen this done on a small scale with certain niches, usually with forum/blogging software rather than trying to copy fakebook or something.
I think it is a bad idea to put FB and Twitter on too much of a pedistal…they are popular, but something better will come along, assuming net neutrality doesn't get completely thrown under the bus…
I know how to make the next big multi billion dollar social media thing, but I honestly don't feel sufficiently motivated to pursue it at this time. FB is less vulnerable than MySpace was, they are too big to fade out like that did. However, they have become the establishment that they were originally subverting, and as such they have some pretty significant blind spots…
In one way or another, nearly all popular websites use game mechanics.
Ross Hill has a good summary of it here: http://rosshill.com.au/game-mechanics-putting-the-fun-in-functional/
It is a quick summary of the excellent work done by Amy Jo Kim
Using Facebook as an example to compare to the list of 5 game mechanics on Ross's page linked above:
1. Collecting things: Friends
2. Earning points: Likes
3. Getting/giving feedback: Comments; Being able to post to "Pages"
4. Exchanges/gifting: There used to be a Gifts module on there but is that still around?
5. User customization: Profile picture, but
In one way or another, nearly all popular websites use game mechanics.
Ross Hill has a good summary of it here: http://rosshill.com.au/game-mechanics-putting-the-fun-in-functional/
It is a quick summary of the excellent work done by Amy Jo Kim
Using Facebook as an example to compare to the list of 5 game mechanics on Ross's page linked above:
1. Collecting things: Friends
2. Earning points: Likes
3. Getting/giving feedback: Comments; Being able to post to "Pages"
4. Exchanges/gifting: There used to be a Gifts module on there but is that still around?
5. User customization: Profile picture, but also the ability to control what information appears on your page. People are also doing some cool stuff with the recently released updated profile layout.
So, with that in mind, here are some more sites that immediately come to mind:
- Gowalla
- MySpace
- Quora
- Digg/Reddit
- Tumblr
- Flickr
Social networking sites have some or all of the following options:
- Asking for your Email or telephone number to create an account
- Filling out your profile (name, username, birth date, fields of interests, bio, etc.)
- Joining or building communities or groups
- Messaging
- Adding or removing friends
- Sharing texts, images or videos
- Searching others’ usernames, hashtags or pages
- Liking or commenting on posts
- Buying or selling products or services
- Getting notified when others send requests, like or comment on contents, and send messages
Social networking sites have some or all of the following options:
- Asking for your Email or telephone number to create an account
- Filling out your profile (name, username, birth date, fields of interests, bio, etc.)
- Joining or building communities or groups
- Messaging
- Adding or removing friends
- Sharing texts, images or videos
- Searching others’ usernames, hashtags or pages
- Liking or commenting on posts
- Buying or selling products or services
- Getting notified when others send requests, like or comment on contents, and send messages
There are many depending on what you are looking for.
There are many gaming forums that offer play-by-post style games. These tend to be slower paced but the advantage is that you don’t have to worry about scheduling conflicts as much.
You can find these by going to common gaming forums like RPGNet or EN World RPG News & Reviews...D&D, Pathfinder, Tabletop RPGs. Your specific game may have its own forums on a company-sponsored website as well. D&D used to do this but WOTC sucks at everything digital and after years of toxic forums and inconsistent moderation they shut down. Fantasy Flight Games
There are many depending on what you are looking for.
There are many gaming forums that offer play-by-post style games. These tend to be slower paced but the advantage is that you don’t have to worry about scheduling conflicts as much.
You can find these by going to common gaming forums like RPGNet or EN World RPG News & Reviews...D&D, Pathfinder, Tabletop RPGs. Your specific game may have its own forums on a company-sponsored website as well. D&D used to do this but WOTC sucks at everything digital and after years of toxic forums and inconsistent moderation they shut down. Fantasy Flight Games maintains forums for all of its games. Some people set up their own custom forums. Google is your friend here.
Even if you don’t want to use the PBP method, I still recommend finding active forums for your game. It’s a great way to keep in touch with other gamers and it offers an easy way to find a group to play with online, even if you use another method like VTTs.
Some people just use a simple chat program. If you aren’t the type to use maps or minis, you can easily run an entire session over Skype, Facetime, Hangouts, etc.
You can also combine a chat program with screen-sharing software. I know Hangouts has an organic ability to share screens with other people. There are also some dedicated programs for this like Screenmonkey. Those are usually a bit short of being a VTT (which I’ll cover next) but can be helpful if your group mostly take a narrative approach and you just want to be able to share a map or portray some visual aids.
For those that do want their maps and minis, google “virtual tabletops”. There are many different programs available, some paid and some free.
My personal favorite is Maptool from RPTools. The program is free. There is an active community and tutorials to help you learn it. The community forums also offers a way to find a gaming group.
The basic functions are extremely easy to use and there are more advanced functions if you wish to delve into them. Some fans have created entire automated macro sets for various rule systems.
You can roll dice, move tokens around the map, draw on the map, there are even line-of-sight tools so you can drop everything onto the board and have it auto-reveal as the characters move and explore. You can also designate items to be only visible to the GM. There’s also a chat window with an impersonation option. Impersonating a character means that token shows up in the chat window as if they were the ones talking. That way there is no confusion over who is saying what (mostly for the GM since they players have their own usernames and rarely control more than one person at a time in most games).
You can also overlay hexes and square grids or just use freeform movement. It’s an extremely versatile system.
That same site also has other helpful tools available, my favorite being Tokentool, which lets you easily create custom tokens that you can drop into Maptool. Of course you can also use it with any other program that lets you import your own images.
When you look at a VTT, make sure you understand its capabilities and costs. It sucks to start investing in one only to realize later that it doesn’t fit all your needs and now you wasted 100 hours mapping out various adventures and campaign information.
I also suggest that if you go with paid software, choose something that allows the GM to pay and lets his players connect for free. Requiring each and every player to dish out cash is a good way to limit your gaming group. That was the main reason I shied away from the otherwise very interesting Tabletop Simulator on Steam.
Yes, this would be awesome. I have a few ideas because I've noticed some severe shortfalls on the current VG dev communities.
- Community Projects - An area that could be broken up into genres. For example people could select what they are interested in and what skills that have as well as what skills they do not have (ie. 2D. Metroidvania, Sidescroller, retro. | Art. Animation, Design, Concept Art, Music.) - once the person has their genres and skills selected, they can browse a list of people interested in the same genres with the opposite skills (ie. Metroidvania, Sidescroller, Retro | Program
Yes, this would be awesome. I have a few ideas because I've noticed some severe shortfalls on the current VG dev communities.
- Community Projects - An area that could be broken up into genres. For example people could select what they are interested in and what skills that have as well as what skills they do not have (ie. 2D. Metroidvania, Sidescroller, retro. | Art. Animation, Design, Concept Art, Music.) - once the person has their genres and skills selected, they can browse a list of people interested in the same genres with the opposite skills (ie. Metroidvania, Sidescroller, Retro | Programming, Unity, C#) - from there you can browse people's portfolios and concept ideas as well as a list of projects they are actively involved in or ideas they would like to see become a reality.
- An area where games can be submitted for play-testing, feedback, and constructive criticism.
- A point system for people who put time and energy into play testing and reviews, this point system can be significantly weighted by people who have contributed to projects.
- A voting system for current projects. The winner can be featured on the front page and the website can act as a publisher for the game. People with premium subscriptions to the websites can download the completed projects forward free and profits from subscriptions can be shared with developers.
- Weekly game jams as well as live streamers who will play the game jam submissions live every week. Live streamers will be rewarded with the point system.
- People with high points can act as website moderators.
- Crowd funding for teams that meet on the website and propose projects. The funds can be pre-allocated among teams. People who have higher reputations will have their scores showcased in this area.
I'm aware that those ideas are a bibit unorganized and all over the place but there is a vacuum for a lot of these ideas to fall together into a social network for game developers. I would say that game developers don't really have a safe haven social network right now that allows them to collaborate with others. The system a love would allow creators to become ‘premium contractors’ websites like OGA have a lot of people looking for VG dev work but no merit system to show potential buyers what they have done in the past and no system where they need to successfully create any work before auctioning their services. Definitely no system that requires them to be “approved” in certain skills by working on free or open projects before attempting to market their skills.
I'm sure that tons of people would do free collaborative work if it allowed them to ‘level up' their profile in order to have the ability to take part in paid dev positions and crowd funding projects down the line.
Consumers or project coordinators can have a system in place in order to put teams together. I see potential but it would probably require intricate planning to achieve. I know that I'd happily join a community even a small percentage similar to what I have described above.
Social Networking Games.
Three huge words. Two of those words are very familiar social and networking. Everybody is aware of social networks and their advantages and disadvantages so I'll save you time and just sum that part up by saying that it's pretty much like any other social network.
Coming to the third part games. Now assuming you already have an idea of social networks, add to that the feature of competitive or cooperative gaming. It becomes an activity. People come together and hangout, have fun that too from the comfort of their home and in their own time.
Now like every activity overdo
Social Networking Games.
Three huge words. Two of those words are very familiar social and networking. Everybody is aware of social networks and their advantages and disadvantages so I'll save you time and just sum that part up by saying that it's pretty much like any other social network.
Coming to the third part games. Now assuming you already have an idea of social networks, add to that the feature of competitive or cooperative gaming. It becomes an activity. People come together and hangout, have fun that too from the comfort of their home and in their own time.
Now like every activity overdoing it is not good. Also, since you're probably on a device watching a screen most of the time it can be really tiring and damaging to your eyes. Also since not much physical activity is involved, it's best if you take regular breaks and stay physically active rest of the day.
I might be biased because I’ve done all of my actual play on one site. But I did research multiple sites and attempt to get into games on several before locking into my current home.
Let me just say first that the best site is the one where you get to play in a game you enjoy, whatever that site is. But for my tastes and those of quite a few others, Myth-Weavers is the best. It certainly has the fullest set of features designed specifically for play by post and is well known for its excellent character sheets. A lot of people simply use it as a sheet repository and never play on the site at all
I might be biased because I’ve done all of my actual play on one site. But I did research multiple sites and attempt to get into games on several before locking into my current home.
Let me just say first that the best site is the one where you get to play in a game you enjoy, whatever that site is. But for my tastes and those of quite a few others, Myth-Weavers is the best. It certainly has the fullest set of features designed specifically for play by post and is well known for its excellent character sheets. A lot of people simply use it as a sheet repository and never play on the site at all. If it has a downside, it’s a fairly heavy site focus on d20 system games (D&D 5e, Pathfinder, D&D 3.5) but I’ve played plenty of games outside that family there, they just don’t come up nearly as often.
One caveat, Myth-Weavers does not allow adult games at all. One of the best players I ever played with fell foul of that rule in a private game and got banned. Stick to PG-13 material and you’ll be fine, if you can’t do that, well, there’s always RPOL.
It really depends on what kind of role play game you are making. I like to make table top roleplay systems. The tools I use are generally google docs, Foundry and discord. You don’t really need fancy tools. My friends and I have been working on systems for years. You do not need fancy gadgets. The most important thing is communication and organization. Write your system in a way that will be easy to share. I used google docs. I design character sheets in powerpoint because I am very familiar with using powerpoint’s drawing tools, but you could use paint. I have folders for my various systems a
It really depends on what kind of role play game you are making. I like to make table top roleplay systems. The tools I use are generally google docs, Foundry and discord. You don’t really need fancy tools. My friends and I have been working on systems for years. You do not need fancy gadgets. The most important thing is communication and organization. Write your system in a way that will be easy to share. I used google docs. I design character sheets in powerpoint because I am very familiar with using powerpoint’s drawing tools, but you could use paint. I have folders for my various systems and projects. Keep old versions of your game. Keep unfinished games you gave up on. They can become what I call idea mines, where you can find old ideas and bring them into new games. Understand that your first few systems will be awful, near unplayable garbage. You will write 200 pages of mechanics, then find out in testing that the whole system is built upon a faulty core. You have to be comfortable with failing, learning and moving forward. Discord has been a great resource for keeping good communication with my players who are also testers. I can make different channels to inform them on updates, they can bring concerns or problems to me, or I can directly communicate with them when trying to design mechanics. Some players will have a deeper understanding of mechanics regarding their character than you do, and they can be an invaluable resource. You could use paid systems like World Anvil. I have never seen a need for it. I don’t think you need fancy tools.
This is ridiculous, but I’ll answer.
First, you go to a school that teaches game design and theory, along with programming skills.
Then you learn game design, theory, and programming skills
Then you do the things in your question.
Easy ways to help play testers and developers come together, and for the developers to remotely watch the testers play. And integrated analytics to gather data from this.
I'd also like a place to share retrospectives and postmortems.
Job boards and other ways to collaborate are always good.
In general education on the business of games. So many bad assumptions made about the development process, the costs of development, and marketing to reach players.
* Same features as Steam, Xbox Live and Battle.net for starters
• Game scheduling with friends
• Ability to find similar gamers with the same tastes in games
• Make it easy to share tips for games
To answer in short i feel the following points are important to give users the best experience.
1. A bug free site/app with no glitches, complete protection of their data with a appealing UX
2. A site/app which loads fast on any network as there is a lot of fluctuations in the speed around the world.
3. Where you can share any kind of media & messages Eg, on FB you can share video, text, GIF, photo
To answer in short i feel the following points are important to give users the best experience.
1. A bug free site/app with no glitches, complete protection of their data with a appealing UX
2. A site/app which loads fast on any network as there is a lot of fluctuations in the speed around the world.
3. Where you can share any kind of media & messages Eg, on FB you can share video, text, GIF, photos, polls, shortened links. Basically anything and everything can be shared.
4. Easy to connect to your friends and relatives via their mobile number, location or ...
Almost all social networks have game mechanics like leaderboards, metrics, rewards, gifting, structured interactions etc. From youtube, digg, facebook, yelp, all have game mechanics in them. Often the games are not explicit on these networks but a metagame emerges amongst the users of a service. Worth looking at Amy Joe Kim's stuff on Putting the Fun in Functional:
http://www.slideshare.net/amyjokim/putting-the-fun-in-functiona
Fun. Social networking should be fun, nothing else. There's no point trying to add anything genuinely new as such things do not exist. Whatever you think of has already been done by someone else. However there is nothing stopping you taking an old idea and revamping it in a fun and user friendly way, so the key to this is obviously good interface design and good use of information. Get people to zero quickly.
I use social media so much on a daily basis that it has become a routine for me. I'm honestly not sure which features I like the most, a hard call but here are some that have made my life easier as a social media marketer:
1. Promptness on Twitter: The best part about Twitter is its real time communication. The moment you click tweet you are sure to get read if you have adequate number of followers. The feature also helps make Twitter clutter-free. Unlike Facebook, Twitter timeline is fun place to be.
2. Google + Communities: I don't blame Facebook for the demise of Groups but G+ communities ar
I use social media so much on a daily basis that it has become a routine for me. I'm honestly not sure which features I like the most, a hard call but here are some that have made my life easier as a social media marketer:
1. Promptness on Twitter: The best part about Twitter is its real time communication. The moment you click tweet you are sure to get read if you have adequate number of followers. The feature also helps make Twitter clutter-free. Unlike Facebook, Twitter timeline is fun place to be.
2. Google + Communities: I don't blame Facebook for the demise of Groups but G+ communities are far better and a great example of how Facebook Groups should have been. A strict two-way spam policy not just keeps communities clean but it has made G+ communities a haven for niche market research and discussions.
3. Twitter's Public and Private Accounts: Although I have a public account on Twitter, I believe ability to make your account private gives Tweeps more power and control.
4. Facebook's Built-in Calendar and Scheduling: Makes it easier to post or manage intervals between two posts. Besides, it saves you from the hassle and risks of using a third party software to manage and schedule posts.
5. LinkedIn Pulse: The blogging platform is great way to start off as an influencer. However, it takes practice.
6. LinkedIn Showcase: I like it because of the potential it possess.
7. Twitter Analytics: Easy to gauge and effective layered reporting makes it fun to master Twitter.
Now, features that I would like to see on social media include:
1. Influencer Recommendations or Industry Specific Top Pages where one can connect and engage.
2. Dislike Button. I know there's an option where you can unfollow or dismiss a post on almost all platforms. But I need something where you can publicly express your dislike.
3. Efficient spam filters that can filter all sorts of junk. And can we please find a way to automatically filter stupid messages/mentions (Hi, how are you, what sup kind of things).
4. Opt-in Ads where one can select if and what sort of advertisements they consent.
- Easy User Creation
- Privacy / Security
- Chat Window Aside
- Newsfeed / Post Feed
- Friend / user Tagging (# or @ )
- News /Photos / Media Posting
- Responsive
Etc.
# 1. Free web space
Each member is provided free web space to publish content.
# 2. Free web address
Each member gets a unique web address that becomes the identity of that individual or business. The members can then use their web address or url to promote themselves or their business.
# 3. Build Profile
Members are provided web space to build their profiles. The profiles serve a dual purpose: one, they allow friends or contacts to identify members from their profiles; and two, the data entered by the members is used by Social Networking Sites to connect with other members who have a similar ba
# 1. Free web space
Each member is provided free web space to publish content.
# 2. Free web address
Each member gets a unique web address that becomes the identity of that individual or business. The members can then use their web address or url to promote themselves or their business.
# 3. Build Profile
Members are provided web space to build their profiles. The profiles serve a dual purpose: one, they allow friends or contacts to identify members from their profiles; and two, the data entered by the members is used by Social Networking Sites to connect with other members who have a similar background.
# 4. Upload content
The Social Networking Sites allow members to upload text messages, photographs, audio and video files free of cost. All posts are arranged in descending order with the last post coming first. Further, all content is published in real time, and becomes visible instantly.
# 5. Build conversations
Content posted by members can be browsed and commented upon by all members who form part of the community. Content can also be tagged from third party sites on subjects that interest the group.
# 6. Chat client
Most Social Networking Sites have chat clients and members who can chat with each other in real time.
# 7. E-mail
Members can send e-mails to each other. The Social Networking Sites also send e-mail alerts whenever a member is tagged in a third party post. This enables members to learn when a fellow member has connected to them.
# 8. Create Pages
Members are allowed to create pages where they can post articles or photographs related to a theme. The pages can also be used to promote businesses.
About a month ago, I discovered GameJolt. People share beginners games and get feedback.You can also test games and rate them.
YouTube is a great archive of game making tutorials.
Twitter is a great way to contact with gamers and get feedback from them.
Steam is a gamer community but you can share your game on steam greenlight and get feedback.If your game gets 'greenlighted', it can get released and you can make profit (not really sure on this)
EDIT:
GitHub Maybe? It is a website you share your open-source work and people contribute to your work by fixing bugs and improving the work. It uses git
About a month ago, I discovered GameJolt. People share beginners games and get feedback.You can also test games and rate them.
YouTube is a great archive of game making tutorials.
Twitter is a great way to contact with gamers and get feedback from them.
Steam is a gamer community but you can share your game on steam greenlight and get feedback.If your game gets 'greenlighted', it can get released and you can make profit (not really sure on this)
EDIT:
GitHub Maybe? It is a website you share your open-source work and people contribute to your work by fixing bugs and improving the work. It uses git version control system.
There is also Gitter. It is a chat site, not a social network. It is for GitHub.
When you're ready to roll dice in your next role-playing game session but realize you've left your trusty bag of dice at home, an online dice roller can be a real lifesaver. But not all dice rollers are the same, especially when you're deep into an RPG adventure. Here are some friendly features to look out for that can make your online dice-rolling experience as epic as your game.
1. Variety of Dice: A good dice roller offers all the dice types you might need. From the common d6 to the mighty d20, and let's not forget the d4, d8, d10, and d12. Having a variety of dice options means you're alway
When you're ready to roll dice in your next role-playing game session but realize you've left your trusty bag of dice at home, an online dice roller can be a real lifesaver. But not all dice rollers are the same, especially when you're deep into an RPG adventure. Here are some friendly features to look out for that can make your online dice-rolling experience as epic as your game.
1. Variety of Dice: A good dice roller offers all the dice types you might need. From the common d6 to the mighty d20, and let's not forget the d4, d8, d10, and d12. Having a variety of dice options means you're always prepared, no matter what the game master throws at you.
2. Multiple Rolls: Sometimes, you need to roll several dice at once, like when you're casting a powerful spell or attacking a horde of goblins. Look for a dice roller that lets you roll multiple dice in one go. It saves time and keeps the game moving smoothly.
3. Customization: It's cool when you can customize your dice roller. Maybe you can change the color of the dice or even the background of the roller. These little touches add a bit of personal flair to your gaming session.
4. Summing Up Rolls: It's handy when the dice roller can add up your rolls for you, especially during those intense moments when every second counts. Quick math on the fly? Yes, please!
5. Save Your Rolls: Ever had that unbelievable roll that no one saw? Some online dice rollers let you save your roll history. It's great for those ""I totally rolled three natural 20s in a row"" moments.
6. Easy to Share: If you're playing online, look for a dice roller that lets you easily share your rolls with your fellow players or game master. Transparency keeps the game fair and fun for everyone.
7. Mobile Friendly: A dice roller that works well on your phone or tablet means you can play your game anywhere – no computer necessary. Spontaneous RPG session at the park? You're ready to roll!
here some of the game dev forums
- GameDev.net Game Development Community
- home of the largest java game developer community
- Rockin' Indie Games one pixel at a time
- Indie Gamer Forums
- HTML5 Game Devs Forum
- https://forums.tigsource.com/
- FreeGameDev Forums
and the list goes on ..............
The usual suspects messaging, timelines, comments and a handy profile page. This app called takes it a little further and implements live interaction with events on a map. It's an app called Ipartycrash. It allows promoters or anyone who posts events to create chat rooms and picture blogs connected to each event and place them on a map for all to see. So it's like being able to see what's going on in the event before you get there. Plus it's perfect for searching through events too. It has a nifty keyword search for finding events based on type of city. Like you wanna go to a pool party. Type
The usual suspects messaging, timelines, comments and a handy profile page. This app called takes it a little further and implements live interaction with events on a map. It's an app called Ipartycrash. It allows promoters or anyone who posts events to create chat rooms and picture blogs connected to each event and place them on a map for all to see. So it's like being able to see what's going on in the event before you get there. Plus it's perfect for searching through events too. It has a nifty keyword search for finding events based on type of city. Like you wanna go to a pool party. Type pool party. See you in Miami. Type Miami and see all the flyers and chatter connected to it. And of course it's visually pleasing.
https://itunes.apple.com/us/app/iparty-crash/id992878744?ls=1&mt=8
You could ask around on social media, I guess, like…Twitter, Tumblr, Reddit. Idk. But Roll20.net i’m told, is a fantastic site for that. Or you could buy Tabletop Simulator on steam and get some mods.
If you find people, or even just get times right, I wouldn’t mind personally helping you out with a game. Otherwise, I’m sure roll20 has groups on there that look for players, or beginners, or stuff like that.
I think the standards are:
- Profiles
- Sharing
- Feeds
- Groups and/or Forums
I think its the ways these are:
1) Easy to use and/or intuitive
2) Curated and/or monitored (this is editorial on the one hand and spam removal on the other). What content will get the most attention? What content will get the least attention? What content will be removed?
3) Fit into their workflow or day (or their other platforms)
4) Are searchable and/or easily findable
Finally the who of social networks--drives who signs on next. Remember: it was Oprah and stars and the media useage that really drove the adoption of Twit
I think the standards are:
- Profiles
- Sharing
- Feeds
- Groups and/or Forums
I think its the ways these are:
1) Easy to use and/or intuitive
2) Curated and/or monitored (this is editorial on the one hand and spam removal on the other). What content will get the most attention? What content will get the least attention? What content will be removed?
3) Fit into their workflow or day (or their other platforms)
4) Are searchable and/or easily findable
Finally the who of social networks--drives who signs on next. Remember: it was Oprah and stars and the media useage that really drove the adoption of Twitter. Experts in a field can sometimes do the same thing if potential members know they are participants.
What is the shared identity or meaning that users hold in common. What is the value proposition for why they join and continue to participate?
One also has to keep mind that unless you are Valve, it's probably not gonna be easy to gain traction; it's harder to convince a potential user to sign up on a social network for gaming as opposed to a social network where the 'gaming' is a feature among many others, simply because the market niche is narrower.
This may sound obvious, but there's this kind of player called the casual player who may check out this strange farming gaming their friends are playing on Facebook, but wouldn't care enough to register for a gaming network.
That's not to say a social platform for gaming wouldn't work, it
One also has to keep mind that unless you are Valve, it's probably not gonna be easy to gain traction; it's harder to convince a potential user to sign up on a social network for gaming as opposed to a social network where the 'gaming' is a feature among many others, simply because the market niche is narrower.
This may sound obvious, but there's this kind of player called the casual player who may check out this strange farming gaming their friends are playing on Facebook, but wouldn't care enough to register for a gaming network.
That's not to say a social platform for gaming wouldn't work, it can; but it's important to realize you most likely can't compete as a gaming platform to Facebook, since a good percentage of their 'social game players' just won't sign up for gaming networks.
Conversely, I would argue the way to get users to prefer it over Facebook would be to get to users Facebook doesn't have yet and give them unique features to lock them in before the network effect of Facebook captures their souls. This could be either because their society restricts FB/social networks as they are now (China) or because they lack bandwidth or other technical challenges which prevent rich internet applications from being widely usuable (sub-Saharan Africa). Dominating an untapped market would seem to provide a better opportunity to gain more users preferring you than trying to n
Conversely, I would argue the way to get users to prefer it over Facebook would be to get to users Facebook doesn't have yet and give them unique features to lock them in before the network effect of Facebook captures their souls. This could be either because their society restricts FB/social networks as they are now (China) or because they lack bandwidth or other technical challenges which prevent rich internet applications from being widely usuable (sub-Saharan Africa). Dominating an untapped market would seem to provide a better opportunity to gain more users preferring you than trying to narrowcast your site's features to a more particular user base. Of course the general inertia of Facebook and their lack of shame in copying other sites' good ideas makes this question largely academic.