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codeman_nz

Member Since 14 Jan 2010
Offline Last Active Sep 02 2014 02:48 PM

#5160790 Questions about making a game and a general idea

Posted by codeman_nz on 16 June 2014 - 02:36 AM

Yes I agree.  I had no experience designing and creating games so I started off small, creating games like Tetris, Pong, Chess (without the AI) then I moved onto bigger projects.  If you are going to be the designer of this game then make sure that it is a game that you would want to play otherwise your project will fail.  You should play other games of the same genre to get a feel for what works and what doesn't.

 

You idea is a good start but you need to flesh it out with a lot more detail.  Once you have a detailed design document then you can start gathering a team to develop it.

 

Best of luck to you.




#5160705 My MMORPG ideas

Posted by codeman_nz on 15 June 2014 - 02:56 PM


Yeah its just bunch of ideas (actually its my dream mmorpg that I really hoping someone might implemented this). This is all mix of ideas from all the mmorpg that i has played.

 

I like that.  You know what kind of game you want to play but there isn't one around so you create one.  If you like playing that sort of game then there will be others who like playing it too.

 

I like your idea and unlike the other people, who tell you it can't be done, I say it can be done.  It is difficult but not impossible.  What you need to do is flesh out your ideas into a detailed design and start prototyping to see what works and what doesn't.  In my experience you can never know what it will look like until you are looking at it so don't think that your design is fixed.

 

Best of luck to you.




#5137616 Am I suitable for a Game Design Profession?

Posted by codeman_nz on 09 March 2014 - 02:58 PM

I know exactly how you feel since I have the same problem.  I start on a game design and I have great idea which I jot down and then I start work on it only to convince myself that it can't be done and then I stop.  After I while I convince myself that it can be done and start on it again.

 

Like you I could have finished a game by now but I was stuck in a vicious cycle.

 

What I did is I forced myself to focus and set myself a fixed (and reasonable) deadline.  Every day I would work on the game design even if I convinced myself that it can't be done even if it is just writing done an idea without fleshing it out into a proper design.  That way you are still working on it and still getting to the end.

 

I wish there was a magic cure for this that I could share with you but there isn't.  You just have to force yourself to focus and force yourself to work even if you don't feel like doing it.  Above all make sure you work on a game that you yourself would like to play.  If you don't want to play it then you can't expect anyone else to play it.  I love science fiction so I am working on a science fiction game.

 

Good luck and keep us posted.




#5135808 What makes a game fun

Posted by codeman_nz on 02 March 2014 - 01:52 AM

I know there is no right answer so what does everything think what makes a game fun for them?




#5127642 Population growth in space colony game

Posted by codeman_nz on 30 January 2014 - 09:45 PM

HI everyone,

 

I am designing a space colony where a player builds a colony capitol, housing, factories etc on a planet.

 

What I am trying to figure out is how to handle the population growth.  Does it just keep on going and the player has to build more housing to accomodate the additional population or is the amount of housing the limit and the population growth stops when it gets to the limit?

 

I'm leaning towards the growth dropping to zero when the limit is reached because otherwise the player might have a huge population and not know what to do with them.




#5107282 How does one get started with c++?

Posted by codeman_nz on 05 November 2013 - 04:29 PM

This is a great resource

http://www.cplusplus.com/doc/tutorial/




#5105511 Feedback needed

Posted by codeman_nz on 29 October 2013 - 04:36 PM

Could have a more related theme too, say, like, space colony management. You build your "survival" area (air tanks, power plants, quarters, etc.) and train space marines to defend it.

RimWorldcomes to mind, which looks a lot like Prison Architect and both play sort of with your mechanics.

 

That is where my train of thought is heading.  I like science fiction so I will incorporate that into the design.




#5097667 Pixel art

Posted by codeman_nz on 29 September 2013 - 03:28 PM

Hi everyone,

 

What is your opinion about pixel art?  Does it have a place in modern games or is it outdated?




#5079421 Advice needed

Posted by codeman_nz on 21 July 2013 - 05:19 PM

Hi everyone,

 

I want to include a feature in my online game where people can bake things and gain experience points from it.  Now what I cannot make my mind up about is how complicated to make the baking recipes?  Do I make them exactly like real recipes or do I shorten them?

 

I want people of all ages to be able to play it and I would like the real recipes in my game so children can learn the real recipe but I am worried that would make the game too complicated as they would have to buy all the ingrediants first.

 

Any ideas?




#4986509 Advice needed

Posted by codeman_nz on 03 October 2012 - 01:42 PM


Well, in a real-life situation, it's not like everyone drops dead the second they turn 60 or 70.


If we talk real-life, they also won't stay in the army till' they're 60 or 70. Maybe some of them stay as instructors and teachers, but most will be either dead, invalid or back home at those ages.

@codeman: Since you've said you're striving for as much authenticity as possible and and liked the idea of dying and recruiting, I've thought about this one, taking it a little further:
Generally speaking, you have an army-pool that has been discussed before and a population-pool. Of course you're not able recruit more soldiers than the total number of people with the required age (and evtl. gender) in your population. But what effect does it have if you recruit every male from 16 to 50 into your army? The birthrate will drop drastically since soldiers, at least in the case of war, but less significantly even in times of peace, don't tend to start a family. Therefore the player might be able to whip up a gigantic army and take over quite a bit of land, but in the year's that follow his working population as well as the size of his army will shrink rapidly, making him an easy target.
It's just another layer of strategy, but I think it could be quite interesting since some players might consider this and manage their army sustainably while others could take a gambit, planning to rely on the colonies workforce after they have taken them over.


Good points.


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