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#ActualDrMadolite

Posted 05 August 2012 - 04:45 AM

While I'm practicing my more basic Java skills, I'm planning out a hybrid between a RTS and a TBS. Combat is real-time, but you gotta initiate the combat phase and, between those, you got non-combat phases as well. Here's the rough layout:
.
  • Start game
  • Gather & Build
  • Combat
  • Heal & Research
  • Repeats steps 2 thru 4.

====================

For my game, I want to have at least 2 tiers of resources (eventually) - core and (later) strategic resources:

Core resources:
These include Lumber (structures) and Food (population), these are crucial resources for all players.

Strategic resources:
These include Stone, Iron, Gold, Mana and Fame. How important these are to you depends on your strategy and they are only available once a base economy is running smoothly.
Stone is important for improving your defense. Source = Stone Mines.
Iron is important for making a good military offence. Source = Iron Mines.
Gold is important for trade and improved resources gathering. Source = Gold Mines.
Mana is important for research (upgrades). Source = Mana Wells.
Fame is important for attracting allies and making the enemy less inclined to attack you. Source = balancing the above (e.g. Making 1 Stone Mine and 1 Iron Mine gives more Fame than making 2 Stone Mines or 2 Iron Mines (diminished returns, essentially)).

====================

I'd like to get some constructive criticism on the system and how it can be improved, in your opinion. Should some of these resources be renamed for accuracy, removed for redundancy or maybe there should be something in the game that I didn't think of (e.g. an additional resource and/or strategic focus).

Thanks for any input. Discuss.

====================

(I'm getting inspiration and borrowing heavily from games like Travian, The Settlers, Cossacks, Warcraft and even Minecraft, Terraria and more.)

#13DrMadolite

Posted 05 August 2012 - 04:44 AM

While I'm practicing my more basic Java skills, I'm planning out a hybrid between a RTS and a TBS. Combat is real-time, but you gotta initiate the combat phase and, between those, you got non-combat phases as well. Here's the rough layout:
.
  • Start game
  • Gather & Build
  • Combat
  • Heal & Research
  • Repeats steps 2 thru 4.

====================

For my game, I want to have at least 2 tiers of resources (eventually) - core and (later) strategic resources:

Core resources:
These include Lumber (structures) and Food (population), these are crucial resources for all players.

Strategic resources:
These include Stone, Iron, Gold, Mana and Fame. How important these are to you depends on your strategy and they are only available once a base economy is running smoothly.
Stone is important for improving your defense. Source = Stone Mines.
Iron is important for making a good military offence. Source = Iron Mines.
Gold is important for trade and improved resources gathering. Source = Gold Mines.
Mana is important for research (upgrades). Source = Mana Wells.
Fame is important for attracting allies and making the enemy less inclined to attack you. Source = balancing the above (e.g. Making 1 Stone Mine and 1 Iron Mine gives more Fame than making 2 Stone Mines or 2 Iron Mines (diminished returns, essentially)).

====================

I'd like to get some constructive criticism on the system and how it can be improved, in your opinion. Should some of these resources be renamed for accuracy, removed for redundancy or maybe there should be something in the game that I didn't think of (e.g. an additional resource and/or strategic focus).

Thanks for any input. Discuss.

====================

(I'm getting inspiration and borrowing heavily from games like Travian, The Settlers, Cossacks, Warcraft and even non-strategy games like Minecraft, Terraria and more.)

#12DrMadolite

Posted 05 August 2012 - 04:44 AM

While I'm practicing my more basic Java skills, I'm planning out a hybrid between a RTS and a TBS. Combat is real-time, but you gotta initiate the combat phase and, between those, you got non-combat phases as well. Here's the rough layout:
.
  • Start game
  • Gather & Build
  • Combat
  • Heal & Research
  • Repeats steps 2 thru 4.

====================

For my game, I want to have at least 2 tiers of resources (eventually) - core and (later) strategic resources:

Core resources:
These include Lumber (structures) and Food (population), these are crucial resources for all players.

Strategic resources:
These include Stone, Iron, Gold, Mana and Fame. How important these are to you depends on your strategy and they are only available once a base economy is running smoothly.
Stone is important for improving your defense. Source = Stone Mines.
Iron is important for making a good military offence. Source = Iron Mines.
Gold is important for trade and improved resources gathering. Source = Gold Mines.
Mana is important for research (upgrades). Source = Mana Wells.
Fame is important for attracting allies and making the enemy less inclined to attack you. Source = balancing the above (e.g. Making 1 Stone Mine and 1 Iron Mine gives more Fame than making 2 Stone Mines or 2 Iron Mines (diminished returns, essentially)).

====================

I'd like to get some constructive criticism on the system and how it can be improved, in your opinion. Should some of these resources be renamed for accuracy, removed for redundancy or maybe there should be something in the game that I didn't think of (e.g. an additional resource and/or strategic focus).

Thanks for any input. Discuss.

====================

(I'm getting inspiration and borrowing heavily from games like Travian, The Settlers series, Cossacks, Warcraft and even non-strategy games like Minecraft, Terraria and more.)

#11DrMadolite

Posted 05 August 2012 - 04:43 AM

While I'm practicing my more basic Java skills, I'm planning out a hybrid between a RTS and a TBS. Combat is real-time, but you gotta initiate the combat phase and, between those, you got non-combat phases as well. Here's the rough layout:
.
  • Start game
  • Gather & Build
  • Combat
  • Heal & Research
  • Repeats steps 2 thru 4.

====================

For my game, I want to have at least 2 tiers of resources (eventually) - core and (later) strategic resources:

Core resources:
These include Lumber (structures) and Food (population), these are crucial resources for all players.

Strategic resources:
These include Stone, Iron, Gold, Mana and Fame. How important these are to you depends on your strategy and they are only available once a base economy is running smoothly.
Stone is important for improving your defense. Source = Stone Mines.
Iron is important for making a good military offence. Source = Iron Mines.
Gold is important for trade and improved resources gathering. Source = Gold Mines.
Mana is important for research (upgrades). Source = Mana Wells.
Fame is important for attracting allies and making the enemy less inclined to attack you. Source = balancing the above (e.g. Making 1 Stone Mine and 1 Iron Mine gives more Fame than making 2 Stone Mines or 2 Iron Mines (diminished returns, essentially)).

====================

I'd like to get some constructive criticism on the system and how it can be improved, in your opinion. Should some of these resources be renamed for accuracy, removed for rdundancy or maybe there should be something in the game that I didn't think of (e.g. an additional resource and/or strategic focus).

Thanks for any input. Discuss.

====================

(I'm getting inspiration and borrowing heavily from games like Travian, The Settlers series, Cossacks, Warcraft and even non-strategy games like Minecraft, Terraria and more.)

#10DrMadolite

Posted 05 August 2012 - 04:43 AM

While I'm practicing my more basic Java skills, I'm planning out a hybrid between a RTS and a TBS. Combat is real-time, but you gotta initiate the combat phase and, between those, you got non-combat phases as well. Here's the rough layout:
.
  • Start game
  • Gather & Build
  • Combat
  • Heal & Research
  • Repeats steps 2 thru 4.

====================

For my game, I want to have at least 2 tiers of resources (eventually) - core and (later) strategic resources:

Core resources:
These include Lumber (structures) and Food (population), these are crucial resources for all players.

Strategic resources:
These include Stone, Iron, Gold, Mana and Fame. How important these are to you depends on your strategy and they are only available once a base economy is running smoothly.
Stone is important for improving your defense. Source = Stone Mines.
Iron is important for making a good military offence. Source = Iron Mines.
Gold is important for trade and improved resources gathering. Source = Gold Mines.
Mana is important for research (upgrades). Source = Mana Wells.
Fame is important for attracting allies and making the enemy less inclined to attack you. Source = balancing the above (e.g. Making 1 Stone Mine and 1 Iron Mine gives more Fame than making 2 Stone Mines or 2 Iron Mines (diminished returns, essentially)).

====================

I'd like to get some constructive criticism on the system and how it can be improved, in your opinion. Should some of these resources be renamed for accuracy, removed for rdundancy or maybe there should be something in the game that I didn't think of (e.g. an additional resource and/or strategic focus).

Thanks for any input. Discuss.

====================

(I'm getting inspiration and borrowing heavily from games like Travian, The Settlers series, Cossacks, Warcraft and even non-strategy games like Minecraft, Terraria and more.)

#9DrMadolite

Posted 05 August 2012 - 04:42 AM

While I'm practicing my more basic Java skills, I'm planning out a hybrid between a RTS and a TBS. Combat is real-time, but you gotta initiate the combat phase and, between those, you got non-combat phases as well. Here's the rough layout:
.
  • Start game
  • Gather & Build
  • Combat
  • Heal & Research
  • Repeats steps 2 thru 4.

====================

For my game, I want to have at least 2 tiers of resources (eventually) - core and (later) strategic resources:

Core resources:
These include Lumber (structures) and Food (population), these are crucial resources for all players.

Strategic resources:
These include Stone, Iron, Gold, Mana and Fame. How important these are to you depends on your strategy and they are only available once a base economy is running smoothly.
Stone is important for improving your defense. Source = Stone Mines.
Iron is important for making a good military offence. Source = Iron Mines.
Gold is important for trade and improved resources gathering. Source = Gold Mines.
Mana is important for research (upgrades). Source = Mana Wells.
Fame is important for attracting allies and making the enemy less inclined to attack you. Source = balancing the above (e.g. Making 1 Stone Mine and 1 Iron Mine gives more Fame than making 2 Stone Mines or 2 Iron Mines (diminished returns, essentially)).

====================

I'd like to get some constructive criticism on the system and how it can be improved, in your opinion. Should some of these resources be renamed for accuracy, removed for rdundancy or maybe there should be something in the game that I didn't think of (e.g. an additional resource and/or strategic focus).

Thanks for any input. Discuss.

====================

(I'm getting inspiration and borrowing heavily from games like Travian, The Settlers series, Cossacks, Warcraft and even non-strategy games like Minecraft, Terraria and more.)

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