Jump to content

  • Log In with Google      Sign In   
  • Create Account

Acharis

Member Since 05 Oct 2010
Offline Last Active Yesterday, 07:44 AM

Posts I've Made

In Topic: [4X / TBS] Space Game - No ship Customization?

Yesterday, 06:48 AM

I'm not fan of capturing ships. It's unrealistic, can you image Pickard or any other half decent captain to not initiate self destruct sequence when everything is lost? And how are you supposed to use an alien ships if you have no spare parts? And software in the computers that, if nothing else, uses different language? Computers not compatible with your tactical net. Different size of torpedo bays. Steering panels require 7 fingers instead of 5 plus the pilot is supposed to be 50 cm high at most :) And so on, so on.

It's far easier and more profitable to scrap such captured ship to gather knowledge, not to use it.

 

Also, even if we ignore realism, I don't think it adds much to the game. I mean, you have choosen a race, you should work around your weakness, not find and steal a ship that complements your setup. Your race does not have cloaking ships, deal with it.


In Topic: What Is Your Game Design Technique?

23 October 2014 - 01:22 PM

Iterative design:

http://christophermpark.blogspot.com/2009/10/iterative-game-design-right-way.html


In Topic: What Is Your Game Design Technique?

23 October 2014 - 01:02 PM

But if you have no release date how do you know how many features you can put into the game? Or what genre you can afford to make? You need to know first if you will be doing the game 10 years or 2 weeks :)

Besides, what's the point of making a prototype that you later asses it would take too long for you to finish and you can't afford?

 

It does not matter if my prototype of a World of Warcraft clone is fun or not if I have nowhere near resources to make that kind of game :)


In Topic: Planetary defences, ground forces, fleets

23 October 2014 - 12:57 PM

Yeah, drop pods (or landing shuttles).

 


That being said, the counter-argument would also be valid. Would it even make sense for a ground force without an established space superiority and logistics to be actually able to take over a world?
Valid concern. In my game yes. One race don't even have any fleet, they just take a big rock, drill tunnels, hop inside and then lanuch it to the neighbouring planet where it crashes and they leave and kill whatever they see. Other races can only try to shot down as many of these asteroids/rocks as they can, but even damaged one guarantees survival of a percentage of the "passengers". That race is non humanoid and highly resistant and don't require supply (other than the enemy which is considered very nutritious) :)

 

As for more traditional invaders, if they are able to take part of the planet they can get some local supplies I suppose?

Plus, no space superiority does not necessarily mean they can't drop supplies for them somehow (it does not need to work like in WWII). Anyway, they should at least get a penalty if there is enemy superior forced above them (especially for invaders).

 

 

Anyway, I wonder about exact mechanics of the troop transport and defender's anti-pod fire.

Something along these lines maybe...:

- when you invade a planet you bring combat ships and transport ships, the combat ones fight and the transport ones are safe (can't be fired upon by anyone, they just occupy the space and wait).

- if your combat fleet is destroyed (or too weak) enemy can fire on your transports

- your transports do nothing by default, but if certain conditions are meet (like enemy fleet destroyed and planeteryu anti pod defence is suppressed) they will auto start dropping troops, also you have an option to manually drop trops anytime (regardles of conditions).

- when the troops are dropped first enemy fleet (if present) will fire at these (as a priority), then planetary defence fires on these pods. Even under heavy defence there at least 10-25% of troops are guaranteed to land succesfully (not sure how to calculate this), so you neven have 100% defence agains drops, you need to have some defensive troops/bunkers to deal with unavoidable succesfull transits (if it makes sense for the invader to lose 90% of troops upon landing).

- then a normal ground battle starts (you can bring reinforcements anytime the same way).


In Topic: What Is Your Game Design Technique?

23 October 2014 - 11:42 AM

Waterfall or agile? That's the first thing to decide :)

Tip: Agile is the correct one.

 

Next, how many times you have failed already? It changes things, unless you are overgod (there are some people like that), you will fail several first projects. So for first time failure the critical part is a strict deadline (if you are pressed on time), since you want to fail fast, early and a lot (on the other hand going on with a long project doomed to failure gives you some additional experience). After you finished your first game you can give yourself some more slack (but not too much :D).

Basicly, determine your time budget, this is the most important aspect that will affect the whole design process.

 

Next, get a decent solid idea before you start (it's highly recommend to talk about it with others - not your team). You don't want to invent core features after you started the project (I make this mistake over and over again and always pay for it :D So, don't be like me :)).

 

Then determine your financial budget (how much money you are willing to put into it before you get any sales - if that's your first project set it at "0" :)).

 

 

Once these are covered I start the project:

 

1) I write down all core design goals and explanation of some mechanics (not all). Also I research the "marketing" part (who will play my game, track appropriate forums, websites of that genre, fan groups, etc).

2) Then I decide on release date (extremelly important!) and the price.

3) Then I make a prototype.

4) If prototype is good I proceed, if not the project is scrapped.

5) I decide on some sort of overall shedule, at least the milestones like alpha, beta, crowdfunding/greenlight (if needed/planned), final release, etc. Also look for contractors (artists in my case).

6) Then I make the game (if lucky :D) adjusting it/redoing as needed.

7) If the game was not cancelled by now I do the release (and all alpha/beta/whatever). And... go on vacations :D

8) Then, after release I end up in a hell, bug fixing, missing urgent features, etc, etc. All the usual pile of stuff that pop up after you thought you made the game.

9) After like 6 months it all calms down and I only maintain the game and can proceed with another one.


PARTNERS