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All Names Taken

Member Since 08 Sep 2011
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Posts I've Made

In Topic: How to give Sense of Progression in a procedural generated game?

08 March 2016 - 02:30 AM

Some enjoy the trial and error of procedural games 'is this area safe? is it dangerous? I'll just have to go in and find out' and next time they will know that say, a cave is a place thats to dangerous for a novice, and a castle needs them to really build up their strength, but these locations hold what progresses them in the game/story?


Plus many top down games still have the vertical element, like old Roguelikes would have stairs up and down and the higher or deeper you got the harder things got, this would mean having your world generate some areas in different levels though (This could also provide a nice divide of difficulty and hence progress).

In Topic: [Spaceship Builder] The complexity of internal logistics

06 March 2016 - 01:57 PM

Yes, I'm kind of getting a feeling now. The ship construction is only a portion of the game, if I where to make it the entire focus I might go for more what your saying Luckless. Space combat I wanted to be more external, it wouldn't be like FTL where you are concentrating partly on whats happening inside, you would be concentrating more on maneuvering and shooting, only after the battle might you drop into a zoomed in internal view and see what needed repairing.


I hadn't even thought about ammo movement actually.


This might be an area where I need to trim the fat rather than try and implement all my ideas.

In Topic: [Spaceship Builder] The complexity of internal logistics

06 March 2016 - 01:10 AM

I suppose primarily its two mindsets of play. A few (probably the lesser) are highly inclined to design and function, while I expect most are inclined to simplicity and quick learning.


Simple - Pros



Easier to Learn


Complex - Pros

Strategic Design

Possible extension to destructibility, placement of conduits will determine the effects of damage 'cutting' off certain resources to parts of the ship


Simple - Cons

... pass?


Complex - Cons

Possibly frustrating to new players

Time consuming

Requires more complex programming if the above damage system was implemented


Possible Compromise?

Some kind of auto-generation systems that generates the connections for you, but a player could choose to do this manually if they preferred ... at the expense of being even more complex to implement than either of the above I imagine.

In Topic: A Game Theorist tries Game Design

05 March 2016 - 09:25 PM

Yeah, I am only a proto-novice developer at best, but I've long decided that I'd like to simply make games that I want there to be games of, rather than whats popular and a sure success (It helps to see that many mainstream titles haven't been as successful as they have been by following the same old formula, even if they are still largely more successful than alot of indie titles).

In Topic: Guides on topdown terrain?

01 March 2016 - 10:33 PM

Well no. It was more of an issue of I wasn't sure how to approach the art of terrain (combined with my chosen prospective). So nothing technical, I just felt there might be some tricks to have in mind before attempting it.


Edit: Well this is a very simple attempt at grass, just using a quick GIMP filter.