Ideas for game settings I usually borrow from manga or stories I read (most of the time while reading a story I come across an event in it or some description which gets me thinking on what a world would be like if there was something like the thing that caught my mind in it). For abstract puzzle or arcade games I pick a game mechanic and try to develop the concept trying to see where it would lead me. And sometimes I start with the goal of making a game that would allow the player to develop certain skills that could be helpful in real life (after all, skill development is what games excel at).
Same here. Rinse&repeat is probably how anything evolves. You write down your ideas, then leave them for a while, then return to them and add some more ideas and remove those that for one reason or another feel like bad ones.
I've seen a billion C++ vs. X-Language posts and the answer is always, whatever you prefer to code in is the better language.
There's always the right tool for the job and the wrong ones. Comparing languages outside of the problem context is plain stupid. For game development the answer is simple: OOP is very fitting for writing game engines since a lot of things in a game engine can be represented as objects and C++ offers the best performance out of all of the OO languages.
Uhm... never had a problem coming up with an idea for a game. I either come up with an interesting game mechanic I want to try, setting I want to explore or a character (and, well, the setting where that character can shine comes to me as if it was attached to the character).
Also, I've made it into a habit to write down my ideas whenever I get them, so maybe that's why I don't have problems finding new ones.
Uhh... yeah... awesome advice. I'm sure it'll open the eyes of many out there.
So basically this is an idea for an economical simulator with as much realism as possible. The only problem is that the author didn't think it through enough to figure out the mechanics of gameplay and instead tried to pitch this idea in the same way a used cars salesman pitches a car to somebody. Or at least that's the impression I got here.
My suggestion would be to think through the gameplay mechanics. After that if you still want to proceed with the game - go ahead and do it. Most likely though, you only want such a simulator for the sake of coaching yourself in making the right choices when it comes to finance, so after you figure out the rules of the game your interest in making it will wane.
There were only a few survivors from the fire, none of which were Zak's family... he leaves the destruction and swears vengeance under his breath, "King Rizya must pay."
Well, the story sucks, so the gameplay has to be very good to offset it.
But if you want to improve the story, that's good too. Although, you'll have to answer a few questions in Zak's place. For example... Why would a king personally oversee the destruction of some village in his kingdom? And why would a village Zak doesn't remember anything about be so important to Zak that he would swore vengeance on the spot? Oh and why does Zak know it's the king that destroyed the village? His memory is gone, isn't it?
Your story is full of holes like these, and that's the sort of thing that makes it shallow and unimmersive.
In keeping with my original request when I started this topic, can I ask why?
Because by trying to make the game that everyone will like you take away the focus from the unique features it had. I can remember several RTS games with sci-fi and space battles in an instant, however the only sci-fi themed economical simulator that comes to mind is the Master of Orion (or rather the only thing close to an economic simulator that comes to mind is the MoO). As a game designer what you have to focus on is the originality and uniqueness of the gameplay. Doing so will not only make it interesting to design the game, but also will attract more people, because the game's original features aren't as easy to overlook when they aren't obscured by the features every other game in the genre has.
Oh, I assumed from that phrase that you're trying to turn the economical simulator into an RTS, so if I am mistaken feel free to disregard my points.
Nice to see people thinking about unconventional spell systems. Pity you rarely see those implemented in games.
Here's my two cents on this matter:
You can think of spells as pieces of a puzzle, where you need to connect them together in order to produce the desired effect. For that to work, spells themselves need to have properties that can be affected by other spells as well as be able to affect other spells. What this scheme would allow is for example to create a "chained fire+lighting" spell out of a basic fire spell that connects to the chained lighting spell.
Obviously the spells aren't the only ones to have attributes, and spell attributes aren't the only thing other spells should affect, so the player character as well as the target can have certain attributes that are affected by the spells. By the way, the target here doesn't really need to be another character or monster.