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Member Since 26 Jun 2009
Offline Last Active Nov 20 2013 09:32 AM

Posts I've Made

In Topic: Card mechanics (for a strategy game)

17 December 2012 - 06:45 AM

2) How to deal with increased resources (and ability to play more cards per turn)? At the beginning you get +1 resource per turn lat's say and a card cost 2 on average. Then you build a factory and get +1 res/turn, then another... You see the problem
It's not that visible with standard mechanics but with cards it's more visible. There are so many cards you can have on hand at once (both display limit and human's brain limit) and increasing it is not a real option...

You can use cards as resource in addition to these or have some cards require upkeep. You could increase the amount of required resources. For example, you start with +10, factory gives you +1 and cards require multiple of 20. That lengthen the buildup time, but doesn't make the problem go away.

In Topic: Minimalistic space empire building game

12 December 2012 - 08:42 PM

Non war focused could be interesting. It would allow you to dig deeper in economics and politics without having to tie everything to starship production. I would set the goal to produce a resource intensive wonder as fast as possible. The gameplay is then centered on how to be as efficient as possible in managing the empire. If you throw in random events to throw the player off balance, it will be as interesting as nuking aliens.

In Topic: How a team for 2D JRPG should be formed

23 November 2012 - 07:10 AM

You can't just drop people and use their work. They still hold copyrights unless you have a contract saying they forfeit their copyright if they are inactive for X time.

My suggestion here would be to create a game that doesn't require fancy art. From experience, artists will rarely work for free. Pixel artists even less. This might also have the benefit of scoping down the project and allowing you to actually finish it.

About arguing with team member, it's usually a good thing up to a point. Sometimes, you run head first into a wall and the only thing that can save you is someone hitting you with a baseball before you reach the wall. However, it must not be taken personal. If someone starts saying "use MY idea or I quit!!!1", then you should definitively not use their idea and find someone else. The better ideas will be created when you try to bridge different concepts in a simple and efficient way.

In Topic: Minimalistic space empire building game

19 November 2012 - 04:35 PM

Check out The Space Game, Creeper World and AI War. They sound like the kind of game you are going for. They are asymmetric strategy games where you expand your base and constantly fight back the enemy.

For the AI, you can have them occupy planets and wage war. Simply use a different rule set than the player and call that alien technology. This will allow you to create a simple AI and retain a realistic feel. You could also have them teleport motherships/stations and spawn units from there. It would make the entire map a potential battle zone instead of fringe territories only.

Personally, I would go with an abstracted system rather than a detailed one. There is little to gain from being so detailed if the game is supposed to last 2-5 hours.

As for the rest, it depends a lot on the victory goal. There are a lot of ways to do it. Just need to figure out an interesting mechanic, like the card one.

In Topic: 4 X Economy & Layers

19 November 2012 - 11:07 AM

Right, when I talked about rare resources, it wasn't necessarily scarce but rarer than common resources. They need to be rare enough to be hard to acquire, but not so rare that you expend more energy than what you could get with common resources. You might find common materials on half the planets and rare ones on 5~10%. Yield of rare materials would be similar to common materials so it's a matter of securing the correct planets.

About fuel, the way I see it, it's the backbone of every economic decision. Everything can be traced back to energy efficiency. Creating a ship requires a shipyard which requires ship components which requires a factory which requires resources which requires energy to extract and transport. Ferrying cargo or building a refinery on the spot is a question of energy. Does it require less energy to ferry raw materials than building a refinery, ferrying refined materials and defending the refinery? A ship design then becomes a counter to another ship design when its total energy cost * lose% is lower than the other ship's.