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Acharis

Member Since 05 Oct 2010
Offline Last Active Today, 05:42 AM

Posts I've Made

In Topic: Ideas of auto-combat system for spaceships game

Today, 04:42 AM


So limit shipstacks(possible trough supply issues) ,give ships ways to do meaningful damage before beeing taken out(torpedos, drones or explosive selfdestruct for example) limit the maximum number of ships that can focus fire on a ship(minimum range to be in for example) and give defenders a military advantage(spacestations, minefields etc) as the often have to spread their forces thinner.
Older discussion: http://www.gamedev.net/topic/658767-how-to-avoid-stacks-of-doom-in-4x/

 

Possible solutions:

- double/tripple damage during the first combat round (so the weaker one can deal more significant damage before being destroyed)

- smaller fleet gets an ambush/maneuverability bonus


In Topic: New take on Conversation in Video Games

Today, 04:06 AM

Don't forget about one thing, the goal is not to make a conversation system (you don't have conversations with NPCs, that's not the point). The goal is to provide quests and information by NPCs.

(the same goes for books BTW, characters in books have no conversations, their talking is just a tool to move the action forward or to provide information about characters involved)

 

Unless you make a chat simulator, not a game :)


In Topic: [personal] one of my games passed greenlight, first time ever :)

31 July 2015 - 03:15 AM

congrads!

 

how about a "lessons learned" article about your greenlight experiences?

 

it could be of great help to us who may follow in your footsteps.

My advice would be "don't do it the way I did it " :D As I see it I have failed every single marketing/promotion thing :) Except one thing, "the concept looks great on paper", I have a feeling this alone did all/most of the work... Some people/press got hyped about the game, it was surprising. I did a lot of controversial design choices (like you can't construct buildings on planets) in order to focus on the things I wanted (like no micromanagement), strangely there were no people complaining about it, instead, out of nowhere, popped out a horde of people who had identical/very similar views on how such a game should be made to my views :)

 

So, I guess, if I had to give some advice it would be: "don't design your game the same way others do" and "originality pays off".

 

But again, I'm not very qualified to give any advices on greenlight.

 

 

You should write a post mortem on the project and post in in articles. I am sure I am not the only one curious about your experiences a long the way and if going back what you would have / could have done differently. Congrats by the way!

It's just greenlight, the project is not completed yet. So it's too early for a port mortem.


In Topic: [personal] one of my games passed greenlight, first time ever :)

29 July 2015 - 06:55 AM

Come one, it's the game I have been talking about all the time last year biggrin.png I have been spamming the forum with design questions constantly.

http://www.gamedev.net/topic/663110-started-working-on-my-4x-emperor-game-thing/ (check the first post for a collection of links to various things/social-youtubo-somethings)

 

I guess I will redo my signature to one like Ashaman73 has, everything should be more clear then (BTW, Ashaman73 I see your greenlight link leads to steam group?)


In Topic: Started working on my 4X Emperor game thing :)

29 July 2015 - 06:37 AM

The game has been greenlit :)


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