Jump to content

  • Log In with Google      Sign In   
  • Create Account


Platinum_Dragon

Member Since 29 Mar 2009
Offline Last Active Mar 17 2014 09:54 PM

Topics I've Started

Role Playing

31 July 2009 - 04:04 AM

So let's say your a high school student [at least that's you the main character of this design]. Design: The main character is a high school student, going to school for four years, uh maybe the game play is longer than that because it is the opposite of compressed time. A game of expanded time. Maybe I should extend the game to college and university too. But maybe that will make it too complicated. The school Type of Courses: Core courses: 9th Grade English 10th Grade English 11th Grade English 12th Grade English Geology [Earth Science] Biology [Biological Science] Chemistry Physics Psychology [16+ because of adult content in psych] Organic Chemistry [yeah, I've heard some HS has this class] Algebra Geometry Intermediate Algebra Trigonometry Pre Calculus Calculus I Calculus II Calculus III Introduction to Linear Algebra I Introduction to Linear Algebra II Statistics Geography World History National History National Government Economy Physical Education Driving School Pilot School Character Classes: Naive Geek Nerd Emo Cheerleader Football Player Soccer Player Basketball Player Baseball Player Ice-skater Easy Teacher Difficult Teacher What other sports, student organization, etc are in these things? Maybe a dating simulation, but between the players. I'm trying to make a parody of real life. At least the intended audience are still experiencing this or have already experienced this. Intended Audience: At least 10 years old. What's Needed: Critique as much as you can because there always more room for you to critique. Warning: This game will not be as fun as it is intended because you have experienced this game at least once. Players will or have experienced this game in real life. [Edited by - Platinum_Dragon on July 31, 2009 2:04:46 PM]

Role Playing: Where should I Start?

30 July 2009 - 07:26 AM

Possible Main Character(s) John Doe [generic name because I still cannot think of a name] Starts of as a shy man, John does not want to face the war that everyone else has been taking about. Always hiding from the battles whenever they occur, until one day his friend drags him to watch the battlefield, actually a nearby town was under attack. John sees the blood-lust of the Shrouded Knights slaying the Orders of Antaloon. Struck by shock, John stood there for three straight days the battle lasts ending with the raze of the town. Jane Doe [generic name because I still cannot think of a name] Graduated from University of Psychotics at the age of ten, Jane goes on a quest to experience her new ideas. She does not realize the real world is different from the books she read and now she has to fight up with the changes and learn how to implement her education into this harsh world. Background story. [At first I wanted a fantasy, but now I change to scifi.] The years were lost. No one know which year it is after the Great Bio War. Biological weapons destroyed the entire world, and now in a distant galaxy Meleegyna, humans are struggling to survive. Several new Orders form trying to take over this new world. Many leaders created their own religion and their own Gods in attempt to get new followers, but one side was able to force all other sides to be neutral with them, the Order of Psychics. No one dare to oppose this Order because the Order of Psychics have the greatest researching scientists as well as the largest capital great enough to create another Great Bio War. The leaders of the Order of Psychics were once the defenders of the Great Bio War. They were trying to create an ultimate defensive virus that can increase the human immune system to perfection but information were leaked out by "The God," a well know professor whom secretively initiated the Great Bio War as well as hiding in the opposing side. The rampage of The God's virus strain 3691b eat up all the resources of Earth filling the entire planet. The solar expansion was about to occur and the evacuation of Earth has already started for a few thousand years. The news spread, and traitor The God was punished locked onto Earth. The "special tech" of the soon to become Order of Psychics was not able to upkeep the decreasing water supplies. Desperate to become the last man on Earth, The God initiate the Great Bio War. One hundred years after the Great Bio War, solar expansion occurs. The sun expanded to Jupiter absorbing all matter in that space. Self Thoughts The background story is still not organized and ideas are not fully set. The near current background story needs to be form. Ideas always come from random thoughts. I hope I do not violate any copyright rules as of yet, or else I have to search around and change the names of those ideas. This story will be link with this game design: http://www.gamedev.net/community/forums/topic.asp?topic_id=542471 Edit: It's redundant but oh well: SCIFI TECH [Version 1.0] July 30, 2009 A new technology exist, known as the ISC, Intercept Surround and Convert, is an anti-nuke tech. With this technology, and anti-nuke is first sent out to Intercept the nuke and explode the nuke midair. The second stage involves surrounding the explosion to the smallest possible volume. The third stage involves converting the radiation to matter. 11.25 kiloton TNT equivalent = 1 gram of matter at absolute zero. Special Tech of the Order of Psychics is a technology that allows efficient energy to matter conversion. This system collects external energy to convert to matter instead of using its own powering energy, getting the efficiency similar to heaters. Now, I need a background on the development of these two technologies. Edit: The time period of the game exist when the Y chromosome does not exist anymore. Edit: The evolution of this time period leads to the ability of a person to chose their own sex, as well as being able to transition between the three choices. A person can be male, female, or hermaphrodite. Transitions last 10 years, but requires an immense amount of mental strength, so most people stay with their first choice. In this time period, people reach puberty at the age of 30 through the process of enforced "monogamy for life" because all forms of polygamy cause the "age of puberty" to decrease. The standard of education improve to the point where the average ten years old are able to complete their master degrees with variety of subject areas. [Edited by - Platinum_Dragon on July 30, 2009 4:02:42 PM]

Turn Based Roll Playing + Strategy + Logistics + Tactics

26 July 2009 - 05:00 PM

Strategic Hierarchy [Version 1.0] General, command 1000+ soldiers Colonel, command 400 to 900 soldiers Captain, command 100 to 300 soldiers Lieutenant, command 30 to 80 soldiers Sergeant, command 5 to 20 soldiers Mercenary, command your own character In Strategic Hierarchy, the goal is to implement the Lieutenant level. The higher rungs of this hierarchy are for hardcore players. The Sergeant level will be similar to games such as Fire Emblem, Tactics Ogre, Final Fantasy Tactics, but with true geometric movement instead of square/isometric grid. July 29,2009. So this Strategic Hierarchy system needs to be implemented through class or structure equivalent in high level language. Role Playing [Version 1.0] // July 30, 2009. spelling mistakes changed. Your character is a [hero unit]. Health Points [HP] Mentality Points [MP] Maximum single hit strength [MAX STR] Strength optimization [STR] affects physical damage Agility [AGI] affects dodge rate Dexterity [Dex] affects fatigue rate Maximum mental concentration [MAX MEN] Mental optimization [MEN] affects the spell strength Intelligence [INT] affects the spell level you can cast July 29,2009. The data statistics need to be implemented in an array of structures. Strategy [Version 1.0] You need to decide which battles are more important in the overworld map. The decision of battle orders will give you different story lines. If you have multiple officers [you need to be at least lieutenant to have subordinate officers], then you can have multiple simultaneous battles. July 29,2009. In order to further this, I need to open up a discussion of storyline to implement development of the "core" or "real" story and the alternate stories. The point being with more branching, I will end up with a very large game size for a short game, which is not a very good idea since players want to have deep stories. July 30, 2009. http://www.gamedev.net/community/forums/topic.asp?topic_id=542909 I decided to go with SCIentific FIction for this game. SCIFI TECH [Version 1.0] July 30, 2009 A new technology exist, known as the ISC, Intercept Surround and Convert, is an anti-nuke tech. With this technology, and anti-nuke is first sent out to Intercept the nuke and explode the nuke midair. The second stage involves surrounding the explosion to the smallest possible volume. The third stage involves converting the radiation to matter. 11.25 kiloton TNT equivalent = 1 gram of matter at absolute zero. Special Tech of the Order of Psychics is a technology that allows efficient energy -> matter conversion. This system collects external energy to convert to matter instead of using its own powering energy, getting the efficiency similar to heaters. Logistics [Version 1.0] You need to maintain the equipments of your units. Equipments get worn out over time, as well as taking damage. Gathering resources is also important to minimize the cost of maintenance. July 29,2009. I will need to develop the different resource types, as well as an economy system. Tactics [Version 1.1] This design is turn based. Positioning your character on suitable terrain is important. The direction your character face is also important. The movement is on a realistic geometry through coordinate/vectors. This design wants four top view and four isometric views. July 29,2009. The movement algorithm that I want to the artificial intelligence is the breadth first algorithm. Actually, I want to implement an algorithm that follows as this: first a depth first algorithm follow by a breadth first algorithm to the same distant [movement cost] that depth first algorithm finds for first few routes. The algorithm is more intensive, but to shorten the time exponentially, I will want to have the algorithm find macro points and initiate the search from multiple macro points. Tactics [Version 1.0] This design is turn based. Positioning your character on suitable terrain is important. The direction your character face is also important. The movement is on a Square Grid. This design wants four square grid view and four isometric views. Character Size [Version 1.1] Approximating a human, 50 cm wide, 40 cm deep, 160 cm tall, 64 kg mass for an average adult. Max Carry Capacity is 45 kg [soldiers' maximum carry capacity in real life]. Healthy level max carry capacity is 18 kg. I still think the average mass is slightly higher. I believe it is now around 70 kg mass for modern times. 64 kg is average adult mass for the previous three decades. I believe soldiers need a strict BMI of 24 to 26. BMI of 19 to 25 as healthy level. I believe going down 1 BMI from the bottom end of the health range is about the same as going up 4 BMI from the top end of the health range towards unhealthiness, so 18 BMI and 29 BMI are equally unhealthy, 17 BMI and 33 BMI, 16 BMI and 37 BMI, 15 BMI and 41 BMI, etc. The approximation of equally unhealthiness is about correct. Character Size [Version 1.0] Approximating a human, 50 cm wide, 40 cm deep, 180 cm tall, 64 kg mass for an average adult. Max Carry Capacity is 45 kg [soldiers' maximum carry capacity in real life]. Healthy level max carry capacity is 18 kg. Points of View [Version 1.1] Free control of view with first or third person view. All degrees of rotation for the camera angles, and high zooming levels for tactical to strategic views. Points of View [Version 1.0] This design wants four top view, four isometric views [45 degree turn 30 degree incline], and first person perspective view for each character. Edit True Topic: I am going to create a generic game design document and the parts [different topics] of them are discuss at one and a time. The Design Document is generic so that others are able to understand and can implement this design if they want to do so. Simplicity of the design is also a goal. *Basically, I am trying to create a design document that is also a tutorial.* [Edited by - Platinum_Dragon on July 30, 2009 3:08:51 PM]

Levels of Abstraction

29 March 2009 - 02:02 PM

Majority of you have played tactics and strategy games, but as for levels of abstraction, how much do people know? Levels of Abstraction: Using Go as and example, we should say that the square boards 6x6 or smaller are level 1 abstraction, boards 7x7 to 13x13 are level 2, boards 14x14 to 20x20 are level 3, and boards 21 to 26 are level 4 abstraction, because the territory lines define the level of abstraction. Level 1 Skirmish Skirmish is the simple short battle, that is you only need to know what is locally stronger. Level 2 Tactics VS Logistics Tactics is the ability to control battles, and logistics is the ability to micromanage. Tactics is the micromanagement of the units, and Logistics is the micromanagement of the resources. Level 3 Strategy Strategy combines Tactics and Logistics together into one. Many people do not understand the difference between strategy and logistics, but logistics is micromanagement of not battle related (ie supples, economy, etc.) and strategy is macromanament of both logistics and tactics (the micromanagement of units). Strategy is the macromanagement of both units and resources. Level 4 The level 4 abstraction is still not named. It is consider more abstract than any of the Grand Strategy that anyone talks about as that is still only another form of strategy. What is it in order to develop a true Generalship game, we have to train the players throught the first two levels of abstraction, and then move towards the three level of abstraction. Computers can only handle the first level of abstraction no matter how perfect it becomes, but players can perfect the second level of abstraction. The third level of abstraction has not been perfect yet. The fourth level of abstraction has not been discovered yet. I only know that it exist, just like how religious fanatics believe that God exist. The fallback of many strategy game for me is that they are only logistic games not "true" strategy. "True" strategy are difficult to play as there are lots of skills that need to be develop. "True" strategy is a game with a properly proportioned Tactics and Logistics. The reason why some players do not like too much micromanagement is because that is not strategy but logistics! Strategy = Logistics + Tactics! Without the elements of both logistics and tactics it is not strategy. Having to few of one will not be strategy. But it truth, strategy is the macromanagement not the micromanagement. Strategies are therefore not something that is done, but it is something we classify as a general instance of certain occurance. The same strategy may or may not work, even with the same player, becuase the same strategy does not tell you the exact moment in time to do things, the exact moment are tactics or logistics depending on wheather you are controlling units or resouces including both gathering and using the resource. A strategy would be create a template and all the commands will go out according to that strategy, but that is imposible. Developing a game of true Generalship is my goal. The first segment of the game is controlling a single character in first person [First Person Shooter may be a good start]. Then the second segement is adding a second character, and we slowly develop the player skills by increasing the unit slowly, from fireteam to platoon to company to battalion to regiment to brigade to division to corps to army and beyond. From the level of general to the level of marshal, towards the ruler of an empire, are the hardest parts. For a player to rule the empire, they have to be able to manage each and every individual soldier in their army, as well as the resources. [That is because players do not want the AI to handle anything because they believe they can do better, so the micromanagement becomes larger in many strategy games.] To manage millions of soldiers each individually is the task at the end, the level of marshals and higher. Generals will be able to manage 100,000 soldiers easily without any problem. The skill of the player is thus measure in comparision to real scales and then at such instances will players know what true strategy is when they are able to handle the brigade size unit of 5000 individuals and larger. Players that cannot handle this immense amount of management are not at the true level of strategy. [Of course, my words are very harsh, but this is reality of the military perspective. When you don't believe in those below you, and take command directly in your hands, you will find that there is too much to handle. That is why there are other officers there for you to manage the armies. So let the AI handle it or you will need to manage 5000 individuals on your own.] Summary: The design is to have players play from the bottom level up towards the level of generals and marshals, but they must remember to let their officers [the AI] handle their units or else they may find it imposible to handle a real scale army. A player's command skills is the number of men they can manage through their officers or directly if they so believe they are that much better and making decision. Controlling units: Players can control units at multiple levels. And they see the level fit for them. Control Levels: Individuals (1) - Private Firebuddy (2) - Private First Class Fireteam (5) - Sergeant Squad (30) - 2nd Lieutenant Platoon (80) - Lieutenant Company (250) - Captain Battalion (1000) - Major Regiment (3000) - Lieutenant Colonel Brigade (5000) - Colenel Division (20000) - Major General Corps (60000) - Lieutenant General Army (240000) - General With 12 levels of controlling their armies, this "may" be an ideal game to train strategy skills. There are lots of rank between sergeant and 2nd lieutenant, and these ranks are logistics ranks. That is Logistics is actually on the lower end of the spectrum in comparison to Tactics. Logistics is the lower end of level 2 and Tactics is the higher end of level 2 even though they are both micromanagement, but because tactics is related to the lives of soldiers that it has to be rank higher. After all, real soldiers are irreplacable in comparision to supplies. But I still have concern for developing a Real Time Strategy. My main concerns are: I. Balance of Tactics and Logistics. II. Balance of Units and Technology. (notice that I, and II are different but related) III. AI "cheat" to balance to player's skill becuase AI can only do skirmish level abstraction (level 1), while players can do tactical, and strategic level abstraction (level 2 and 3). Edit: I estimated [actually hypothesize] that you will need 1GB RAM for every 500 character at both the server and client side since the server need to keep the data, and the client need the data of those in the same field that they are on. The map will have to either divide the place up to small parts, or we will need to have each player owning their own supercomputer. [Edited by - Platinum_Dragon on April 2, 2009 9:20:21 PM]

PARTNERS