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klefebz

Member Since 13 Jan 2010
Offline Last Active Aug 10 2014 01:40 AM

#5170157 Types of aliens (sentient)

Posted by klefebz on 29 July 2014 - 02:03 PM

If you want to group cats, bears and wolves together they would be carnivores (thats their RL classification, order carnivora).

Also put reptilians, people like reptilians.

 

Others can be crustaceans (similar to insectoids, but underwater), fish/whales, plants, fungi, worms, other kinds of mammals.




#5166383 Name for a small country/island ruled by a dictator

Posted by klefebz on 12 July 2014 - 04:52 AM

Caracol

Quebracho

Chozas

Gaviotas

 

Just take any word in other language and maybe deform it a bit, most real countries are name like that.

 

Spain means land of rabbits, Germany means land of all people, Nigeria is named after the color black, Argentina is name after the metal silver, America is named after an italian explorer, Cuba means barrel.




#5166373 Respect for the player. Forgetting violence fetishism. Exploration. Notgame?

Posted by klefebz on 12 July 2014 - 04:02 AM

My first thought is that it sounds like Minecraft creative mode in outer space.

 

Now, how do people interact with the world? Is it possible to modify it? Can you create solar systems or terraform planets?

From your description I dont really know what does the player do in this game.

 

 

I enjoy when there is trust and respect between player and developer. A sort of mutual understanding. My goal is to treat the player as the intelligent, emotional being she is.

 

Are you assuming other developers dont treat their players as such? Also, are you trying to target the game to women specifically?

 

If you want to treat the player as an intelling being you should put some mental challenge, like puzzles or something. If you want to go for the emotional aspect, put something the player can relate and attach to. I think its hard to attach to some stars, planets and space phenomenon, unless they have inhabitants, but I could be wrong.

 

Finally, what other games have you played before?




#5164401 New here with an idea

Posted by klefebz on 02 July 2014 - 03:15 PM

I havent played Towns so I dont know its mechanics. From he screenshots it looks a bit similar to Dwarf Fortress.

 

From what you wrote I get you dont have much experience in programming, so I would recommend you to introduce yourself in the beginners subforum and ask for guidance.




#5164219 Cinema Tycoon game like Game Dev Tycoon for BYOND. How will this gamebe played?

Posted by klefebz on 01 July 2014 - 10:03 PM

Do you know The Movies? It is a film studio tycoon/machinima maker. The game concept was really good but the implementation lagged behind.




#5164183 Designing a [Minecraft] RPG system

Posted by klefebz on 01 July 2014 - 07:04 PM

 

Of the races you named Mage seems to be the odd one. I would think mage is a class. As for dwarf and elf, maybe you should reconsider them.

The adventage of dwarves and elves is that they are established in gaming and players can guess what they are about, however they have been heavily overused, and Minecraft has always been praised for its originality.

 

I mostly agree with you, although you seem to contradict yourself - You first say Mage is a odd race due to it not being a race normally, then say that Dwarf and Elf should not be used due to it being used often in gaming.

 

Although its true, Dwarfs and Elves are used all the time...

 

With the mages I meant that it is often a class (used very commonly as well) and it would be confusing to have them as a race. You probably think of a race of mages who are born with magic like in Harry Potter, but personally I would invent another word for it, just to make it clear that the people with magic is a race and not a class.




#5164107 Designing a [Minecraft] RPG system

Posted by klefebz on 01 July 2014 - 01:50 PM

Of the races you named Mage seems to be the odd one. I would think mage is a class. As for dwarf and elf, maybe you should reconsider them.

The adventage of dwarves and elves is that they are established in gaming and players can guess what they are about, however they have been heavily overused, and Minecraft has always been praised for its originality.




#5053314 What to do in an evolution game?

Posted by klefebz on 14 April 2013 - 08:25 PM

OK, i had been thinking in a game about the evolution of a creature since Spore disappointed me, (or maybe even before? i can't recall) and although i have been working on it as a hobby, i know i will most likely never finish it. Now with that explained i would like to just brainstorm about it.

 

Suppose this game has a working creature designer that lets you customize your animal, and then what to do with it?

 

I had some ideas:

Creature RPG: you go around the world fighting other creatures and doing "quests" for evolution points and "adaptations" to improve your little monster. Not very realistic, but would be simpler and a quite fun.

 

Survival: you play as a regular creature and have to survive long enough to have offspring, then you go to the editor, make limited changes to adapt (once per generation) and then you're born again as a new creature and do it again. If you die before having offspring, you go back to editor and try to make changes to be better adapted. This one looks more realistic, but could be boring and repetitive.

 

God mode: you have a God view over the world and your little creatures running around. There's an evolution cooldown that lets you evolve the creatures you control (all at the same time). If they all die you lose (extiction). This one could introduce modifing the intelligence and behavior (instincts) of your creatures for their AIs. This sounds good, but i would like to control my creature on my own.

 

Which one do you think is better? could you add more ideas for what to do with the animals you make?




#5051756 An entire game focused on magic?

Posted by klefebz on 10 April 2013 - 02:28 AM

As i see it you can go the simple path, wich is a regular RPG in which you replace "sword" with "spell", so you kill a cyclops, your teacher rewards you giving you a better lightning bolt. This could work, the mechanics are already stablished.

 

Another way could be to make a "sciency magic" system. AltarofScience already mentioned The Name of the Wind, which has quite sciency magic.

You could think of spells not as complete weapons or tools, but as small parts to build them. Think of the redstone stuff from Minecraft, most of the parts do nothing on their own, but combining them on a clever way to make a machine can produce deathtraps and many useful contraptions.

Now instead of having a "fireball" spell, you could have several small simple spells that do parts of the job.

For example a spell produces heat, another concentrates energy (focusing the heat into a small ball), then you put a weak shield around it, finally cast a spell that pushes things, shooting the fireball and upon impact the shield breaks unleashing all the energy contained.




#5050067 rpg: what's left once you're high level?

Posted by klefebz on 04 April 2013 - 01:51 PM

You mentioned health issues related to cannibalism before. Eating human brains gets you kuru, which is much like mad cow syndrome (which happened after they fed cows with cow meat), if you're interested read about kuru.




#5049441 rpg: what's left once you're high level?

Posted by klefebz on 02 April 2013 - 10:51 PM

Since your game i set in the dawn on man, you could put the element of being the first to do something. The inventor of some technology, the discoverer of a phenomenon (magic?), the first one to meet a god.

I would like being the first to discover magic, in other games they're always talking about the ancient wizards who were so powerful and unraveled the arcane secrets, or the prophets who were contacted by gods and got something taught to them.

In a paleolithic setting you could have magic based on rock painting, ritual dancing, music and fire.




#5046710 Logistics in a Strategy Game

Posted by klefebz on 25 March 2013 - 05:39 PM

Space empires had supplies and ammo for the ships, but you would either give them resupplying parts or send a dedicated supply ship with them (full of it). There wasn't that much send the supplies to the front.

The thing is, you have your base, you send your army, and then send supply units (trains, trucks, blimps) back and forth, but what is the speed of those compared to your army? A possibility would be to put an imaginary line conecting you army (or it advanced post) to your main base. The line is visible to you and can be discovered by enemies. If thay possition troops in a way you cannot send a line from your base to your army (work on the line mechanics) then the supply lines have been severed and the soldiers get a penalty (hunger, low ammo, guns breaking and no spare parts).




#4976035 Story for the Picture

Posted by klefebz on 03 September 2012 - 06:09 AM

Laserkrieg!

Neonazis with hover-panzers and laser machineguns invade France.

France surrenders.


#4872361 This idea is kinda like physics.

Posted by klefebz on 13 October 2011 - 05:58 PM

text fail


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