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Member Since 20 Apr 2011
Offline Last Active Jun 19 2015 08:23 PM

Posts I've Made

In Topic: 2d game - aerial view or view from angle

04 June 2015 - 10:39 PM

I attach the fidelity of graphics directly to gameplay pacing, if your prototype is fast paced more focused on pixel perfect twitch timing gameplay, you can get away with less fidelity from your graphics however if you've got a slower paced experience, you're relying more on emotional immersion, more ambiance from you sounds and music you will need to use higher fidelity graphics to create clearer visual cues. The more time your player has to think about the game the more strategic their mind becomes seeking for clues in everything they see to better succeed. The more clues you give them to find in your game art, the more interesting the game. Never add art to a game that isn't attached to gameplay even in an ambient manor. It removes immersion as the players brain works to attach the art to the experience. 

In Topic: An unsual idea for a casual MMORTS

03 June 2015 - 06:56 PM

If you want to bring a fun spin to the resource collection, try bringing environmental destabilization to the table in an epic way. Its a full planet, so the looming threat of over extraction of resources makes (for an end game and makes) the end game more dangerous. First you could add predators that emerge from sectors of extracted resources puting your operation at risk. Then as more and more resources are removed a world could become unstable and a player's (possibly?) persistent "score" of resources could be at risk if they don't leave the sector in time at which point the world could end. To increase the risk reward you could make it easier to extract more resources near the end of a world. An end game can also allow you to better cap the number of players in a server since a worlds resources could act as a indicator for a cut off on letting new players join. This enables a bit of progression as well since new players could start with small worlds (shorter matches) and higher level players could choose to enjoy bigger worlds (longer matches, more players) with more resource extraction potential. 


I've been pondering a casual world based MMORTS as well. Spherical maps are a great way to explore strategy on a wider scale with no edge of the map strategies. 


Want to get rid of players dropping from matches because they're getting "owned"? Give players the option of surrendering to another player, a surrendering player becomes a military subordinate to the player that they surrender to, allowing them to continue with less losses but sharing a % of any resources they gather with the player that they surrendered to. This could allow a commanding player to issue objectives to other players that have surrendered to them and offer units, research, resource bonuses, etc as incentive for carrying out their commands. That way a newb doesn't need to always be matched with other newbs and can learn higher strategy from better players instead of just leaving a match because they keep losing.

In Topic: Handpainted graphics for multiplayer racing game,need feedback

17 May 2015 - 10:49 AM

The baked lighting is the only thing that catches my eye as maybe lacking in visual appeal. Dynamic lighting and shadows could give the project the extra edge and mood. Something like Sprite Lamp might be worth exploring. Otherwise this game looks great!

In Topic: Game idea based around the theme "Jelly"

16 January 2015 - 03:30 PM

Gray goo but with an inverted perspective where the player is the goo. Very trendy.

In Topic: Alternative for levels and other time based resources.

12 January 2015 - 11:31 AM

Depending on the rest of the game's design philosophy and what you're attempting to bring to players. One perspective you could explore is interdependence. You could explore use based skills easy to track these with multi-point scale graphing (could be in game or for dev use) player will focus on areas of expertise allowing them to accomplish certain tasks with great ease, while other tasks or objectives with multiple tasks will require a team or shift in game play focus to complete. This still uses a level system but since its 'use based' the impermanence of unused skills scales them back creating a dependence on other players who've focused in that area. Using in fiction visual feedback to express not only skill focus but skill level could do away with the usual number based depiction of excellence. I was mostly referring to a role playing or action game but this can also carry over to RTS or more tactical games. Making certain types of strategic combat (guerrilla, spam, tech up, etc) a skill focus and making a focus on one type of strategy open up abilities that apply to that style of strategy. Like a use based tech tree.


I think some amount of lvl progression has to exist as I see this as a part of every game's exploration. Even if it's just unlocking different combinations of controls.