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Orymus3

Member Since 10 Dec 2008
Offline Last Active Yesterday, 09:25 PM

Posts I've Made

In Topic: How difficult is this instance of this puzzle?

21 June 2016 - 08:58 AM

 

Part of the issue is I'm unclear whether the last word has 3 repeats of the same character or if one of them is slightly different, meaning a different symbol altogether.

 

Yes, I agree that that was confusing. It's two separate characters.

216c5c530e.png

 

That was actually enough for me to be unable to complete the puzzle altogether.

Thanks for confirming these are different, it does change a lot ;)

I had originally started with some of the smaller words, but cross-referenced this particular area looking for "what two letters in english can there really be" and that put me off trail...

Of course, I didn't use the OP's tool for solving this, I used another visual representation solver, but the erroneous assumption made it impossible to solve.


In Topic: Gladiator manager game - ideas needed!

20 June 2016 - 08:13 PM

The old 'asynch' gameplay question again.

It is one very tough to handle, and it is at least as old as bulletin board system games (mid 80s).

 

The problem with granting advantages if you attend the combat is that you're trading away the 'fair' aspect of the game. If the opponent can't attend, they're giving you an advantage, and it quickly turns into loss of interest for both parties.

 

A few solutions I've seen over the years that handled the asynch gameplay well:

 

- In Yu-Gi-Oh BAM (a TCG) you end up fighting the opponent's deck, which is controlled by an AI. The outcome of the fight benefits you, but does nothing to the opponent. Quickly, that model was replaced with an actual real-time mini-game where players would engage from an active player pool looking for a match.

 

- The above is very similar to Clash Royale which deals with 3-4 minutes real-time segments from a random player pool. The game is essentially 'offline' (deck building, etc.) but battles are in real-time. They can only work because they are very short segments, which meshes particularly well with the mobile market. More importantly, you can fight anyone anytime so long as they're online and fit within your bracket.

 

- In VGA Planets (later Planets Nu), players take turns throughout the course of 1 or 2 days, and once all turns are 'locked in', they are actually carried out. Players essentially give out order but don't get to see the outcome until the turn takes effect. Battles can't be user-influenced but are relatively deterministic overall.This game revolved entirely about decisions taken outside of the fight, and to date, is actually my favorite 4X game for this reason (I don't need to be a good low-level tactician, I only need to field the units I need when and where I need them, trusting that my commander will take it from there).

 

- A game project I was involved with a few years back had something similar to what Paloma mentioned. You would issue out a combat, and have a predefined AI for that combat which would act as a predetermined deck of moves that would get done. Either as a static sequence (action 1, action 2, action 3, action 4, action 4, action 2, action 2, loop) or as a more complex system where you define circumstances:

If I'm under 20% HP, I use action 3

If I'm above the opponent's HP, I use action 1

etc.

 

From the looks of it, a small realtime component would probably suit your idea best: you exit from your solo experience for a short period of time only when you want to challenge another gladiator. Then, you have some meaningful control over the match.

Assuming this is to be mobile, I would advise against actual character controls, and focus on a more deck-oriented solution, or something along the lines of Sword and Soul where your character attacks (regular attacks, and few random goodies) but you get to choose when to trigger each and any of your character abilities (which, if abstracted, is no different from the Clash Royale solution).

 

The caveat with this approach is that it requires a healthy community and traffic so that there's not an endless queue between matches. Or, you could alternatively create AI bots which take over as opponents if the player has been waiting in queue for more than 10 seconds without a legal matchup.

 

Without knowing more about your concept, it is hard to propose any other alternative...


In Topic: Dungeon - tactical combat (static or tile-movement)

20 June 2016 - 07:55 PM

If you're on the fence, have a look at radiant historia. Not exactly in-line with your concept, but it does well using a very limited grid to have a lot happen without it feeling ever too wide or to small.

I was skeptical until I played it, and actually ended up digging it quite a lot.


In Topic: Looking for beginner tutorials/books on tycoon game design

20 June 2016 - 07:53 PM

So here's the deal.

You're not likely to come across a book about designing a specific type of game because most games have a lot in common and it is actually simpler to learn how to become a designer, and then apply your tools to a specific context.

 

Personally, I think that one of the first books anyone should read is A Theory of Fun

It might not look like it, but it is actually a book you see a lot around and having had a chance to read it (albeit too late!) I can concur that it sets some of the foundation straight for "everything else".

 

As far as learning more specific skillsets (balancing), I'm with Tom: pick games, break them apart, try to reverse-engineer what they do, and then try to guess why.

You'll notice that a lot of progressions are not strictly linear, that there are dominant strategies but that they're not apparent from the get-go, etc.

Basically, break the game down and try to figure out how each of its component contributes to the overall fun.

 

Do this a few times, with a few games that are not built the same, and you're likely to come across ideas/questions of your own "what if?".

That's when you're ready to start laying down ideas on a paper (which is still miles away from a GDD, but every good idea starts with someone fiddling with their pen to try and put something into shape!).


In Topic: How difficult is this instance of this puzzle?

19 June 2016 - 10:12 PM

I actually am fairly versed in the process, and can't seem to solve this.

Part of the issue is I'm unclear whether the last word has 3 repeats of the same character or if one of them is slightly different, meaning a different symbol altogether.

Without context it is very hard to guess.

Not even sure if it starts with a verb (which, int he revised example, would be very limiting as it would essentially be ABBC which very few verbs can get to).


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