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ZwodahS

Member Since 11 May 2010
Offline Last Active Sep 20 2014 03:38 AM

#5152219 Fantasy Guild Management Sim

Posted by ZwodahS on 07 May 2014 - 11:06 PM

Hmm I was searching for similar game for reference for like a month =/ but I couldn't find anything until yesterday =). 

Initially I thought it will be exactly what I wanted to make but after playing for awhile I realized there are many things that I would done differently. It is not that I don't expect that there are similar games, but I hate making games that are similar to other games if I have nothing to add to the game/genre.

 

=D 




#5148761 Fantasy Guild Management Sim

Posted by ZwodahS on 22 April 2014 - 11:00 AM

The player will be able to make some simple in mission decision, like which die to reroll or perhaps what "spell" to cast etc.

Thanks for showing me ogre battle. I just watch some gameplay on youtube. It seems extremely interesting. I will "research" on it more.

 

I am not sure on how much this type of game will appeal to the public, but I guess as an indie it is my "job" to try :P.




#5148665 Fantasy Guild Management Sim

Posted by ZwodahS on 22 April 2014 - 01:05 AM

The basic idea that I have is some sort of a simulation where the player control a guild/clan in a fantasy world. I originally thought of this when I played FFTA, and I really like the part where you send out units on mission and they grow as they do more missions. The idea reappear when I started reading the manga "Fairy Tail". I did my research and also posted a thread here to ask for similar games. I couldn't find anything close to what I want. The idea was put aside for a while as it seems too big for me to tackle as a newbie back then. Now that I am a bit more "experienced", I kind of want to visit this idea again.

 

The basic experience I want the player to have is to manage the members of the guild. The core experience lies at managing who to send out on mission, managing the "financial" aspect of the guild, like expansion, forging of new weapon etc. This game is not meant to be a challenge for players, but an experience like that of dwarf fortress.

 

Basic Limitation of the game

I first set out the ground limitation/features for the game. Here are some that I have and explanation for them.

 

Mission success/failure is not random, but heavily based on who you send out and how many you send. (Duh ?)

In additional to this, I also want the player to have minimum decision when the party is executing the mission. FFTA make it such that you totally have no control over the success of the mission the moment you decide who to send. I kind of want the player to know why the party fail to complete the mission and how to improve on the success rate in the future.

 

Combat should also be fast and simple

Since I want the whole experience to be about managing the guild, and not combat, the time the player spend on combat should be relatively shorter than the time he spend on deciding what to do, planning the training schedule etc. 

 

Evolving world

The world must evolve based on the player decision. For example, evil guilds may pop up and you may want to stop them from growing. If you don't they might start to kill off other good guilds or even assassinate your party while they are on missions. You may decide to help a town build up their farm by sending a few members to help out, and in return they provide you with some foods.

 

Story generating

What I want is a game where people can share their story on what happens in their world. Like how one of their members became so strong that he destroy the entire evil guild single handedly, or how the guild leader was assassinated by someone within the guild etc. 

 

 

These are the general ideas I have on the game, and here are some ideas on the mechanics that I want to try. They probably don't work as well as I think they will but perhaps I can get new ideas from you guys.

 

Missions

This is the main reason why I am revisiting this idea. I was on a very long bus trip and wonder what is a good alternative to a "send and pray" method when you send people out for mission. I kind of came up with a simple die roll idea and evolve it to this state.

 

So mission are basically series of "stats check". Let me start with an example.

Say for example, your mission is to explore a dungeon that the people believes that someone is performing dark magic in. So say you send out 3 party members. When the party reaches the destination, the mission begins. In this case, the mission will be a series of "events". Each event will look something like this.

 

[Event : Trap] : Perception check > 5. 
This means that it check if any characters has a perception value of higher than 5, if it does, the trap is not trigger.

However if no one has a perception more than 5, then the trap triggers.

[Event : Trap triggers] : Roll Dexterity > 5 , else take 5 damage.

This means that each unit in the party needs to roll their dexterity, and if it is less than 5 that unit will take the damage. 

Rolling a stats means converting their stats to a 1D(S) die, where S is the value of the stats of concern (i.e. if the unit has dexterity of 8, it will roll a 1D8 die).

 

Some events do not have a negative impact, but required them to clear it before the player can proceed. For example :

[Event : Boulder in the way] : Roll total strength > 20

This requires the player to roll a total strength of > 20 using all the roll from the party. In this case, sending out additional members would help in this event. However, sending too many members will waste valuable manpower.

 

There are many other type of events, checks that can be thought of. I am just stating some of the basic ones that came to mind. Some events can also be combat instead of checks. In order to complete the mission, the player must complete all the events in the mission. Some missions have partial rewards if the player couldn't complete the mission.

 

To allow the player to have some agency in the stats check, I thought of implementing a energy system(not the kind in mobile game). Each unit will provide a certain number of energy, which can be used to do many thing. One of which is to allow the player to reroll a specific die, like in the case of the event "boulder in the way", the player needs to reroll the dice until they succeed. If the energy runs out, the player has no choice but to abandon the mission. In the first Trap event, you could also use energy to reroll the dexterity die to try to prevent the damage.

 

I am not really sure how fun this system for mission is but it seems to be better than any "send and pray" mechanism.

 

Combat

Now this is something that has been bothering me for a while. I can't think of any short and fast combat that has agency. I want it to be related to the mechanics I used in mission, to make it more consistent for the player to follow.

 

World

There are 2 problems with the world that I am concern. The first is whether to craft the world or generate it. The second is whether to use a grid style world or a graph style. Since they have no effects on the other systems, this problem can be discuss independently.

 

 

 

The reason that I am posting here is to get some inspiration for the combat systems and to see if this game idea in general appeals to any one. If there are anything that is unclear, let me know.




#5145226 Question regarding Box2D

Posted by ZwodahS on 07 April 2014 - 09:54 PM

I had implemented a few platforming games (just to learn the basics), and had always use simple AABB collision test. 

If I just want to make a simple platformer game like say Mario or Megaman, the kind without complex Physics, is there any reason to use Box2D or is there any reason NOT to use Box2D ?

 

I have always been told by friends that I should use a physics engine instead of writing my own collision code, but I always have the impression that Box2D will be overkill for a simple platformer game. Advice?

 

 

 

 

 




#5140733 Pokeclone mechanic opinions...

Posted by ZwodahS on 20 March 2014 - 12:51 PM

I wrote quite a bit but I am not sure why it isn't here... hmm let me write it again =). (if anyone saw that post in another thread, please let me know)

 

Firstly, let me remove the bio term since this mechanic is not really reflected in real life.

 

So let us call the thing that give us the stats boost or ability "Enhancement"

 

Each creature can have different slots for enhancement. For simplicity sake, let us use number. You can use different body parts as name for slot if you want =).

 

So say we have 10 slots for enhancement, different creatures can have different slot available to them.

For example, creature A may have Slot 1 3 5 7 9 while creature B have 2 4 6 8 10.

You can make the slot species based or individual based, that is up to you.

 

So now say we have 2 enhancement, one gives ATK+1, while the other gives ATK+30.

Since the first one is pretty weak, it can be allowed in all 10 enhancement slot.

The second one is pretty powerful, so we only allow it to occupy a specific slot, say 3.

So creature A can inherit the second ability since it has slot 3, while creature B can't

 

The breeding goes like this.

When 2 parents mate, you pool together all the Enhancement available for them.

Then you go through each enhancement (order to be discuss later), and for each enhancement, choose a slot to occupy, based on what is available and what is possible. So if the enhancement needs to be in slot 2 or 4 , but the creature has only slot 2 or if slot 4 is already occupied, the enhancement goes into slot 2. 

 

The order to iterate the pool can be either be randomized or using a priority system. 

 

On top of these, you can also have a unexpressed enhancement.

So for example, parent A have ATK+1 trait in slot 3, and an unexpressed ATK+30 trait in slot 3. When mated, the ATK+30 trait is also added to the pool of enhancements. This gives the child a chance to get the ATK+30 trait, even though both the parents doesn't expressed it. The player can deduce that one of the parent have it unexpressed, and can proceed to try to find out which one.

 

It is entirely up to you how much information you want to give your player =).

I personally think that this mechanic is too complicated, which is why I think is a bad idea. You can look at it and see how much of it is useful =D.

Remember, the best system is not when there is nothing to add, but nothing to remove.

This probably added too much to it.

 




#5139949 Pokeclone mechanic opinions...

Posted by ZwodahS on 18 March 2014 - 04:09 AM

Nevermind =). I suddenly think it is a bad idea, just ignore what I say =D




#5139665 Pokeclone mechanic opinions...

Posted by ZwodahS on 17 March 2014 - 03:25 AM

Let me add some ideas to this =) it is getting very interesting.

 

How about allow them to occupy different "spot" in the DNA. This can be the limiting factor when breeding.

 

Let us start by having 5 spot in your DNA for various genes. Different genes can occupy different spot, some can occupy more, some less.

In general, the more powerful that gene is, the more specific the spot is.

 

So say I want to build a monster with SUPER high attack, I might want to seek out parents that have good attack genes that occupies all 5 spots.

 

When a child inherits from parents, the parent's genes will be inherited into the spots, and one of them will be chosen. The other one will still be in the child, but will not be expressed. 

The player should always be able to see what the expressed genes are, but should not be allowed to see the hidden genes. This can be done by skin color, etc. Perhaps you can even make the different spot represent different body parts, and each of them have different color based on what the gene in that spot is.

 

Just a random idea =D




#5138383 Pokeclone mechanic opinions...

Posted by ZwodahS on 12 March 2014 - 06:51 AM

Ok, I am going to throw a random idea here.

 

What if we make the inheritable(s) combines to form other inheritables.

 

For example, if both parent have a BaseStats + 10 gene, there is a chance that the child will inherit a baseStats + 15 gene.

Similarly, say one parent have fire breadth ability and the other have a rock throw ability, perhaps the child might gain a fireball ability.

 

This forces the player not to just breed things that they can see, but also try new combination in hope to get new stuffs. =D




#5138301 Pokeclone mechanic opinions...

Posted by ZwodahS on 11 March 2014 - 09:45 PM

Have you played digimon world on PS1 before ? I always wondered why pokemon didn't follow that kind of combat system. Less control, more entertaining.

 


I won't even get into my sincere loathing for turn-based non-tactical combat.

 

I actually hate this combat system as well. Things could be more interesting by introducing cooldowns, different cost for different actions, spatial position (even if it is a simple one). However, I think it is not really suited for pokemon since pokemon main feature is about catching them all and in the later version breeding.




#5138162 Pokeclone mechanic opinions...

Posted by ZwodahS on 11 March 2014 - 12:37 PM

It actually depend on how close you want to mimic real life.

I myself is extremely interested in this topic and have intention to dive into this kind of breeding idea in the future when I have new ideas. I made a game myself in the past that kind of have breeding but I kind of did the "average of the 2" thingy which I realised now is a big mistake. So that is one thing that you should not do.

 

However, in my previous experiment, I also made some kind of "genes" stuffs and try playing around with active/inactive genes to mimic dominant and recessive genes. This turns out to be quite interesting for me as it makes it quite fun to try to get a certain behaviour in the child. You could try this as well, makes the breeding fun when the player get an ability that both the parents doesn't have.

 

Regarding the breeding with parent problem, you can hardcode and make sure that the cannot breed with their parent, or any of its ancestor. I don't see a problem with letting them do so, since there are some living things on earth that have weird way of reproduction.

 

Single point mutation can sometimes produce extremely powerful monster in your case. If given enough patience, I can probably breed monster with high base stats and high growth rate, which can make balancing a pain. You can put a soft limit on such things by making higher amount produces slight defect in other areas. For example, if growth of hp (per level) exceed a certain amount, you might want to decrease growth of speed by certain amount but never below 0. You probably don't want a monster to lose stats as it level. 

 

I think what I have here do not answer any of your question haha.... but is some ideas that I have regards to the "breeding" theme. Please update when you have more stuffs =) Cheers




#5108053 A question for artists

Posted by ZwodahS on 09 November 2013 - 03:00 AM

I hope this is the place to put this, if this is not, please move it to the correct forum =). Thanks.

 

I would call myself a game-design/programmer and I have been playing with ideas and coding a few prototypes for about a year now. However, I always get depressed when I realized that my game is not going to look good when I want to put them out into the market.

 

I got past that about a few months ago and I decided to put focus on gameplay and use prototype-art first, and perhaps hire artist or learn in when I am almost done with the coding.

 

So tl;dr, I would like to know how much I should pay artist if I want to pay for my arts. I don't want to underpay people, because I feel that everyone should be paid properly for the work that they do, but I really have no idea how much I would need for my budget if I were to hire artist(s) for my project.

 

So here is the some of the things i am curious about

 

1. Spritesheet for platformer like spelunky (the classic version and the HD version)

2. Isometric spritesheet for games like civilization2/3 and skyward collapse.

3. spritesheet for games like civilization revolution(iphone)

4. icons for various sizes (32x32, 64x64) etc.

 

I would like to know what is the "market-rate" if there is any and what you personally feel that you want to be paid for. I hope that people are comfortable enough to have a discussion about this. 

 

PS : I am not hiring, just curious about this. 

 

If i am violating any rules, please delete this post ._.

 




#5098414 A simple C++ question

Posted by ZwodahS on 02 October 2013 - 11:47 PM

Hi, I really want to google this question but I don't even know what to search

class Foo
{
    enum Value
    {
        One,
        Two,
    } value;

    struct Data
    {
       int x;
       int y;
    } data;
};

I am just wondering if there is any consequences and any things that I need to take note of when I do them ? 

To be honest, I don't really know what is the different between that and

class Foo
{
    enum Value
    {
        One,
        Two,
    };
    Value value;

    struct Data
    {
       int x;
       int y;
    };
    Data data;
};

Can anyone tell me what this thing is , and also point me in the direction to learn more about it. I can always do (and has always been doing) the second one but I accidentally typed the first piece of code and it works, and I am wondering why.




#5094876 Learning Math really from scratch

Posted by ZwodahS on 18 September 2013 - 02:45 AM

Take a look at khanacademy if you want to start from scratch or even to help you get started in some of the areas. After that it should become easier for you to read the books.


#5053110 SDL multiple layer transparency issue

Posted by ZwodahS on 14 April 2013 - 05:15 AM

Thanks a lot. 

 

Here is the code that works, in case other people face the same problem.

#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <iostream>


SDL_Surface* loadImage(std::string filename)
{
    SDL_Surface* img = IMG_Load(filename.c_str());
    if(img == NULL)
    {
        return NULL;
    }
    SDL_Surface* optimized = SDL_DisplayFormatAlpha(img);
    SDL_FreeSurface(img);
    return optimized;
}

int main(int args , char* argv[] )
{
    if(SDL_Init(SDL_INIT_EVERYTHING) == 1)
    {
        std::cout << "error" << std::endl ;
    }
    SDL_Surface* surface = SDL_SetVideoMode(100,100,32,SDL_SWSURFACE);
    SDL_FillRect(surface,0,SDL_MapRGBA(surface->format,100,100,100,255));

    SDL_Surface* circle = loadImage("circle.png");
    SDL_Surface* square = loadImage("square.png");

    SDL_PixelFormat* format = surface->format;
    SDL_Surface* temp1 = SDL_CreateRGBSurface(SDL_SWSURFACE,100,100,32,format->Rmask,format->Gmask,format->Bmask,format->Amask);
    SDL_Surface* temp2 = SDL_CreateRGBSurface(SDL_SWSURFACE,100,100,32,format->Rmask,format->Gmask,format->Bmask,format->Amask);

    temp1 = SDL_DisplayFormatAlpha(temp1);
    temp2 = SDL_DisplayFormatAlpha(temp2);

    SDL_SetAlpha(square,0,square->format->alpha);
    SDL_SetAlpha(circle,0,circle->format->alpha);

    SDL_Rect rect = {0 ,0 , 100 , 100};

    SDL_BlitSurface(square,&rect,temp1,&rect);
    SDL_BlitSurface(circle,&rect,temp2,&rect);
    SDL_BlitSurface(temp1,&rect,surface,&rect);
    SDL_BlitSurface(temp2,&rect,surface,&rect);

    SDL_Flip(surface);


    SDL_Delay(2000); 

 

SDL_DisplayFormatAlpha is needed to set the mask for the surface, because the original surface do not have alpha mask.

 

There is a lot of memory leak here, and many surface is not freed to reduce the length of the code.

 

Once again, thanks :P




#5052190 SDL multiple layer transparency issue

Posted by ZwodahS on 11 April 2013 - 12:16 PM

Hi guys I have another issue with SDL recently. Here is the smallest segment possible.

Circle is a circle with a hole in the middle and square is just a square.

SDL_Surface* loadImage(std::string filename)
{
    SDL_Surface* img = IMG_Load(filename.c_str());
    if(img == NULL)
    {
        return NULL;
    }
    SDL_Surface* optimized = SDL_DisplayFormatAlpha(img);
    SDL_FreeSurface(img);
    return optimized;
}

int main(int args , char* argv[] )
{
    if(SDL_Init(SDL_INIT_EVERYTHING) == 1)
    {
        std::cout << "error" << std::endl ;
    }
    SDL_Surface* surface = SDL_SetVideoMode(100,100,32,SDL_SWSURFACE);
    SDL_Surface* circle = loadImage("circle.png");
    SDL_Surface* square = loadImage("square.png");
    SDL_PixelFormat* format = surface->format;    
    SDL_Rect rect = {0 ,0 , 100 , 100};

    // draw code
    
    SDL_Flip(surface);


 

so for the draw code , this works.

    SDL_BlitSurface(square,&rect,surface,&rect);
    SDL_BlitSurface(circle,&rect,surface,&rect);

However, I want to draw to a temporary surface first before drawing.

Then this don't work.

    SDL_PixelFormat* format = surface->format;
    SDL_Surface* temp1 = SDL_CreateRGBSurface(SDL_SWSURFACE,100,100,32,format->Rmask,format->Gmask,format->Bmask,format->Amask);
    SDL_Surface* temp2 = SDL_CreateRGBSurface(SDL_SWSURFACE,100,100,32,format->Rmask,format->Gmask,format->Bmask,format->Amask);

    SDL_BlitSurface(square,&rect,temp1,&rect);
    SDL_BlitSurface(circle,&rect,temp2,&rect);
    SDL_BlitSurface(temp1,&rect,surface,&rect);
    SDL_BlitSurface(temp2,&rect,surface,&rect);

 

When I do this, the temporary surface has a black background and the final output is only a circle.

 

I checked and I found out that surface->format->Amask is 0 , so the created surface do not have alpha enabled.

So instead of using surface-> format, i tried using circle->format instead. The result ? , nothing is drawn.

 

I tried other stuffs as well, like doing a SDL_FillRect onto temp1 and temp2 , but it still doesn't do what i want. =( 

I tried doing SDL_SetAlpha as well but still didn't work. What am i missing ? =/

 






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