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Member Since 07 Oct 2010
Offline Last Active Aug 21 2015 05:05 PM

Posts I've Made

In Topic: Comments/Crit on Infinite Space RTS

13 September 2013 - 07:43 AM

Infinite space would be limited by computational constraints.

Sounds too simplistic to be fun. Probably broken because players who've accumulated a lot of money/power always win.

HTML5 limits what you can do. I'd add fog of war and planetary exploration.


I dont think infinite space would really be a problem, as it would only show / calculate based on areas that people explored.   fog of war was touched upon in the mention of 'beacons.'  Players would only see stats on areas they occupy, and thus, only spots that have been occupied would need to be created.  It's the same logic thats found in minecraft..they only build whats necessary for the players.


The whole idea is that it's not supposed to 'simplistic' but represent a large economy within a world thats mysterious.  Owning property/shares of buildings, charging other players money, collecting money, owning population of specific areas, etc.  It's a niche, of course, but something anyone could get interested in given enough of a push into understanding it.


There is no winning, so no one will win.  If some player takes control of a specific area, new players only need to travel to a brand new area and start fresh.  


But, theres certain benefits of living in a constructed colony...They would have space ports, they'd have population, they'd have mining operations, etc.  You could theoretically work for them if you wanted to in order to get off the ground.  


Part of the appeal, i think, would be the fact that you don't know whats going on in the other side of the universe.  You and your group might think youre hot stuff, only to find out that a bigger group outclassed you 1000 lightyears away.  

In Topic: Leveling and Attributes in an RPG

12 September 2013 - 08:53 AM

From my experience, watching a bunch of numbers get higher is not very exciting. When I level up, I want some new toys to play with.


By toys I mean: special abilities, spells, weapons etc. Things that provide more meaning and utility to my character than raw numbers. 


Even better, ensure that there are a wealth of synergies and interactions between those abilities. Designing a 'build' and watching it come together over the course of the game, testing it out each step of the way, can be a motivator in itself.



Cool idea.  This is actually a really good foundation for how to implement a GOOD system that has tons of attributes...


A system can be designed where you gain abilities for leveling up a specific set of attributes to a certain number. 




Ability: Egg Throw

requires : Aim : lvl 10 || Cooking: lvl 2


Ability:Catch Fish In Water

Agility: 2

Strength: 15

Farming: 10


Actually ... now that I think about it, this is pretty much what final fantasy tactics did, only in a superfluous way: using jobs instead of attributes.

In Topic: Thoughts on the best designs for a TCG/CCG mobile game

11 September 2013 - 02:49 PM

I have been toying with a pretty complex card game design for a while now.  Moving it to the digital world has certainly been a challenge.


The one thing I didn't want to do was keep things incredibly simple.  I wanted card abilities that were interesting and could be expanded on. I created this a while back which can most definitely be improved upon, but acts as a good example:


in the event that we make the actual program at some time ... here are some of the subroutine ideas we could use variables -> deal damage destroy increase atk   action description action example decrease atk tribute remove from game     attack creature - 400 damage - 1 target deal damage / face up / 1 card - select face up face down all grave yard to what type     1 card - select > 1 card select all cards   to how many kill all face up monsters destroy/faceup/allcards time over X turns certain phase (command/summon) (draw etc)     x factor     damage calc       end calculation     record atk record type record etc    


In the first example the ability on the card would say:


Deals 400 damage to target creature.  


breaking that down into code, you see, 'deal damage'  'faceup creature' '1 card' and 'select'  This tells the program everything it needs to know to initiate player options and action.  The player is allowed to choose any faceup creature card to deal damage.  Each card would be made up from 1 selection of each color in the above table.  So if you wanted to make up a card, you just choose one:  'Destroy' 'face down' '3 card select'  <- powerful card!


'record type' would be used for things like, "doppleganger' or type changes, attacks.


Building a stack is the most important thing you can do.  Set up a priority system for actions.  If youre going to allow interrupts by the opponent, thats even more important.


I posted the card game idea somewhere on here i think a few years ago if youre interested in pulling up my history.  

In Topic: Leveling and Attributes in an RPG

11 September 2013 - 02:25 PM

It seems like it would be necessary to, at some point, limit the amount of skill they can have.  


With such an expansive amount of attributes, you'd need an equally expansive amount of player actions.  For instance, If i have cooking, building, and agility leveled up, how does that make me unique and help me in the game?  


If you are thinking there are 'premade' best choices, then why even give the player the choice of collecting many different choices.  


Most games fail because having a non-maxed out stat becomes worthless.  The player can make level 2 potions that heal for 100 hp, but they have 10,000 hp and take 1000 a hit.  This means that having the ability to make level 2 potions is pointless, so you are forced to put those points instead, into your hp

In Topic: Tumbleweeds - A creative challenge with rewards

05 March 2013 - 12:52 PM

Wow, i immediately went in the complete opposite direction than most.


For some reason, I assumed a tumbleweed was the object of control.  I think a mobile game with motion controls would do nicely.  Create an endless 3d scrolling map, where you try and travel as far away as you can from the center point.  


Implement things like, "wind-tunnels" and require the player to seek additional 'twigs' to keep your tumbleweed strong.  Alternatively, maybe the player uses their finger to 'blow' the tumbleweed in different directions to avoid obstacles or chase down powerups.  Wind can be a resource that slowly regens once used.  Otherwise, you have mild control via tilt.