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Orymus3

Member Since 10 Dec 2008
Online Last Active Today, 06:49 AM

#5184408 Balance (early game difficulty) [strategy]

Posted by Orymus3 on Yesterday, 02:31 PM

I think making it so your enemy AI can't attack early is primordial. You want the player to have a certain level of understanding of your gameplay mechanics before threats come up.

As a colloquial to the above, while enemies may have very deep empires, you may have it so that no ships are already constructed, so they'll spend at least a few turns building up an army. Then, if lucky enough, they'll duke it out on their own.

 

In a 2d map setting (fairly illogical but standard to most 4X games), you may choose to have the player start nearby a corner so that he can't be surrounded early on. This decreases the statistical chance of being attacked early assuming most erratic AIs will attack somewhere near and the player will share edges with fewer empires as a result.

 

Also, you need to have something that grants the defender's advantage: that way, despite being in smaller numbers, the player is able to hold his ground for a bit. Arguably, it is best if he can start conquering fast.

 

Think: how does one single planet starts to rule them all?

You could have it so that a single faction occupies most of the territory around the player, and that this faction is at war with most of the other species. This would simulate the "ashes of an empire", where the player is really just rebelling from an empire that is crumbling down. As the game progresses, you'd see a weakening empire around you leaving fewer and fewer defenses, giving you a chance to quickly claim valuable planets without much resistance. This should allow you to ramp-up to a mid-sized empire fairly quickly after just a few turns (10-20 or 30 maybe?)

Then, you'd come face-to-face with the other factions and the player would find himself confined to whatever he was able to grab, and improve his defenses.

The cool part here is that it would shift the flow back and forth and that different games would net different outcomes:

- Capture too many planets in the first expansion phase and you'll have trouble setting up appropriate defenses vs all players, and your empire may find itself shrinking rapidly.

- Capture too few planets in the first expansion phase and you'll have trouble setting up an economy that allows you to build said defenses

*This would teach the player more about your economy and they would learn through trial and error and direct feedback 20-30 turns into the game.




#5184031 Would like some advice for 2D Strategy

Posted by Orymus3 on 30 September 2014 - 05:06 AM

I believe the new Unity(beta) has a new way to handle ui elements that should really come handy for games like yours.
Also, Unity is visually simple to use and a good way to get started.
I agree it works better for physics based games but it should still help.
Plus it handles javascript and extend its functionalities tremendously with its own api.

Good luck!




#5183711 Making a shot harder to pull off.

Posted by Orymus3 on 29 September 2014 - 06:12 AM

How does shooting work in your game? (controls etc.)
Is therr room for body armor deflection?


#5183202 Need help with boss ideas

Posted by Orymus3 on 26 September 2014 - 02:51 PM

I was always a fan of the "anti-boss" named Dahaka in Prince of Persia.

It is essentially a chase you need to escape and survive from that occurs out of the blue. There's nothing you can do to defeat this enemy, but it gives you a very tangible reason to beat the level more quickly.

You could have one of your levels be just that: platforming segments with/without the presence of such a boss. If you want, you could allow the player to stumble across its weakness at the end.

 

For example, a giant plan that attacks you with its vines wherever you go (and you need to flawlessly avoid them) up until you find its "heart" and torch it  to cinders.




#5182625 Funding a game through kickstarter

Posted by Orymus3 on 24 September 2014 - 06:38 AM


- prototype can be without ideas, such as plagiarism, copies, copycats and etc.

 

Am I to understand you'd be gullible enough to spend your money on a kickstarter project that offers to do 6 prototypes (undefined gameplay) with the risk of ending up with pure plagiarism?




#5182567 Funding a game through kickstarter

Posted by Orymus3 on 23 September 2014 - 09:54 PM

People pay when someone present a vision larger than what they could imagine.

While 'customers' (like you and I) don't necessarily know what we want, and generally know what we don't want, it is the sheer feeling to be presented something we had not imagined but that caters to a need deep inside which compels us to spend on Kickstarter.

 

Your approach is entirely different: you want strangers to trust you that you're the best person to come up with interesting prototypes with their money, without proof. It could be true, but without proof that you DO have great ideas in the first place, that is unsustainable.




#5182088 Can I design & develop a game with a sub $500k budget?

Posted by Orymus3 on 22 September 2014 - 07:30 AM


- so, seriously speaking, but usually designed  game to move to the additional platform despicably low cost compared to the costs of new dressing .. and in this case is discovered a new niche to distribution ..

 

There's more to it:

What if you can get Xbox exclusivity for 6 months and cash in 500 000$?

How advisable is the playstation port then?




#5182070 Can I design & develop a game with a sub $500k budget?

Posted by Orymus3 on 22 September 2014 - 06:09 AM


a) to recoup the costs of the game must be expensive market analysis and very broad array of expensive advertising;

 

Not necessarily.

 


b) it is necessary to release the game for all popular game platforms;

 

Necessary? That's never necessary. You always need to take into account whether a port is valuable or not.

Because each port comes at a cost, you have to balance this against expected sales.

For example, on mobile, it is common trend to make an Android port, but assuming your game uses a demo/unlock app model, you'll find that your app will sell 3-4 times as much on Apple's Appstore than it will do through GooglePlay. With so few sales, it is ALWAYS worth the extra port? A number of developers forego that port for a reason, not just because they shun Android phones...

 


c) the game has to be thought out seriously for what it is, what the gamer audience, whether they are still in the world;

 

Not sure I'm following...




#5181671 Can I design & develop a game with a sub $500k budget?

Posted by Orymus3 on 19 September 2014 - 09:18 PM

It is possible to do a side-scroller for well under $500K, however it is very likely that a 'noob' would end up spending well over $1M (assuming one has the money!) by sheer lack of experience.

 

I suggest starting smaller: scale down on the amount of levels, reduce the amount of features, stick to straight 2D if possible, and try to learn and do as much as you can on your own.

The project probably won't be profitable even then, but the experience you'll earn from the effort will cost you much LESS than $500k, leaving your hypothetical super-mega-funding in your pockets for when you have more experience and can actually turn it into a successful project.




#5181670 Mobile Game Dev Project Management

Posted by Orymus3 on 19 September 2014 - 09:14 PM

I am not sure about the objective this assignment seeks to accomplish to be honest.

 

On the one hand, if this is an introduction the concept of scheduling a project (which is fairly 'waterfall'-oriented and not necessarily in vogue for mobile development), then I would assume that trying to explain it as simply as possible would've been the best approach.

To this end, using low-level jargon (that I hardly ever hear down in the actual business) seems intellectually out of reach when it's really trying to explain simple things:

 

There are several types of projects, and each can get a very different timeline depending on what goal is sough after, but here are two that I find to be used often:

 

- Producing a Vertical Slice

A pre-production phase begins. For a pre-defined number of weeks, the team sits together to try and determine risks, and how they'll go on about doing the work:

Requirement definition & design will occur at that time, along with visual research, if any.

 

Then, the intent will be to hit a 'vertical slice', which could be seen as a very limited segment of your application brought to completion (when everything else is just a skeleton).

To this end, the team will go about their individual tasks (programmers will do the code, artists/ui designers will do the ui and art, etc.)

 

Then actual production will kick in, assuming the project is greenlit to move forward.

QA and builds will kick in at this point, and to the very end.

 

It is perfectly fine to assume that during this period, some artists will be off-boarded from the team and join with a new team on a different project. Most artists won't have much work to do before the end and the bulk of the work will rest on the shoulders of the developers, QAs and Producer.

 

 

- Producing a Prototype / FP

 

The reasoning is fairly similar, but instead of going for a vertical slice, you shoot for iterating on a prototype (you try to do 'everything' at once, or at least a subset of everything which you can call your MVP: minimum viable product).

In this approach, pre-production and production blend it together a lot more, meaning that design will overlap a lot more with actual production (design will actually change as production proceeds).

 

Hopefully that helps.




#5181000 Gameplay similar to SSI's early 90s Gold Box turn-based combat

Posted by Orymus3 on 17 September 2014 - 07:37 AM


Well, since you're a fan of the SSI games, my game KotC might scratch your itch. Just click my signature and try the free demo.

 

Shameless plug :P

 

 

The new X-Com did a great job at tactical combat with a small unit of people, each role being specialized. Since team members are persistent (but can be swapped from mission to mission) there's a huge feel of growth, particularly with the expansion.




#5180706 How do you come up with ideas?

Posted by Orymus3 on 16 September 2014 - 08:45 AM


you will not be able make a better Tetris or Pac Man.

 

I beg to differ. These games are far from perfect, and there's room for improvement.

Whether people would recognized it nowadays is left out of the equation however. Truth be told, there's something compelling about being the first to spin a "genre" that cannot be replicated by cloning the game. Making it better doesn't mean it will make it more popular, obviously.

 


Orymus3, I don't think you mixed any other genres in your SpaceWar

I mixed Raptor: Call of the Shadows with VGA Planets ;) Got'cha!

 

Also the OP is interested in practicing coming up with ideas, not making great games. I think one learns more from creative efforts that involve tough constraints: how can you squeeze the fun out of a puzzle game meets point-and-click adventure? That's a tougher challenge than focused genre.




#5180674 Gameplay similar to SSI's early 90s Gold Box turn-based combat

Posted by Orymus3 on 16 September 2014 - 06:52 AM

The Dark Queen of Krynn

Wasn't that one of TSR's D&D adventure game with an isometric tactical map?

Are you looking for tactical examples, or other rather rooted in RPG (with a small party vs the world).

Also are you solely focused on the combat aspect, or the general feel?

 

I played Natuk over a decade ago, which was an original take on this. But it might be dated

 

How do you feel that Baldur's Gate is so different from this game?

 

And yes, Battle of Wesnoth is a different kind of game indeed. Thank got it's free too!

 

 

Sidenote:

You might find interest in some "recent" board games:

- Descent: Journeys in the Dark 1st Edition (absolutely ignore the 2nd Edition)

- D&D Adventure System: Castle Ravenloft, Wrath of Ashardalon, The Legend of Drizzt

- Mice & Mystics

- Dungeon Command Series: Tyranny of Goblins, (and the others)

 

Sorry, these are the only one off the top of my head, but tactics remains extremely present in board games, so there might be a few interesting things there.

Note that, for complexity's sake, very few of these games provide interesting level up mechanics, but many deal with gear/equipment or skill options which grant sufficient tools for character customization (Especially Descent: Journeys in the Dark 1st Edition).




#5180671 How do you come up with ideas?

Posted by Orymus3 on 16 September 2014 - 06:42 AM

Start with clones. Copy Pac-man, Tetris, Arkanoid, etc.

If your mind is the wandering type, you'll end up with something that looks nothing like Pac-man, Tetris or Arkanoid, but actually feels fresh and original, just because you've taken decisions along the way.

Also, try to mix genres.

For example, for an test we did at one of the studios I worked for, I challenged a Game Designer to come up with a mix, and he chose Tic-Tac-Toe and Rock-Paper Scissor and made a blend between the two: a very simple competitive-oriented game for mobile devices (and somehow, it was actually fun!).




#5180456 Weapon Mechanics - Feedback Appreciated

Posted by Orymus3 on 15 September 2014 - 08:08 AM

I would make the dagger hitbox slightly larger and scale the visual along. This to insure that when spamming a specific point the ninja doesnt strangely pass between two immediately successive daggers.

Otherwise it feels better!




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