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AltarofScience

Member Since 15 Oct 2011
Offline Last Active Jul 24 2014 06:28 PM
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#5145862 [Feedback request] for survival and conquer RTS!

Posted by AltarofScience on 10 April 2014 - 12:51 AM

230 views and not a single post of feed back. Sad face. :[

What are we supposed to give feedback on? Your idea is so general. Survival games are popular these days. But its the details that count. Also most people's first few projects will fail to go commercial.

 

Flesh it out first.




#5120345 Being Relevant in a MMO

Posted by AltarofScience on 31 December 2013 - 12:16 PM

Chill out just a little bit, AltarOfScience. It's not necessary to take that tone here.

I have a better idea. Specifically, putting the first name ever on my ignore list.




#5120324 Being Relevant in a MMO

Posted by AltarofScience on 31 December 2013 - 09:15 AM

 

 

Ugh, not this thread again.  Why do people keep thinking the "solution" to MMOs is different content for different players?  It's not. T_T  What players are really satisfied by is feeling that the game is telling them a story focused on them, but that isn't actually related to whether the player is given different random stimulus than another player, and is absolutely not helped by limiting later players' opportunities because earlier players have already used them up.  If anything it should be the other way around, players need protection against other players screwing up the story the game is telling them about their character's adventures.

The solution to MMOs is to separate boring themepark WOW clones from actual MMOs. If you have to call MMOs VOWs or something w/e. The label is not important except in conveying the idea, which is the main thing.

 

If you want a game to tell you a story you shouldn't be playing something prefixed with massively multiplayer. That's just the stupidest thing ever.

 

Whether or not there are a large amount of people who want to play a REAL MMO is a whole other question from the idealized concept of the games. EVE Online and ATITD both work well are are incredibly social compared to themeparks.

 

I get that you love JRPGs and what not but not everyone does and jrpgs have very specific rules that are anathema to massively multiplayer game play.

 

Wow that's prejudiced.  I get that you have an ideal MMO in mind, but that does not make it a "REAL MMO". dry.png  There are a lot of people who like low-socialization MMOs better than either high-socialization MMOs or single-player games.  The fact that you don't understand why people who are different from you like that kind of MMO best does not meant that they aren't MMOs or that they are "the stupidest thing ever".

 

This is the traditional bullshit defense of people who like to play certain kinds of games. I understand perfectly why people like those games. I just also understand that massively multiplayer is an adverb and that older MMOs and MMOs not optimized for massive games publishers profits actually attempt to do justice to said adverb.

 

I even said you could call real MMOs something else since MMO has been coopted for a different purpose than it was originally intended.

 

You were the one who brought this bullshit up and you didn't expect anyone to respond to you? Its clear what the OP is asking for but you just had to drag this same bullshit argument that pops up in all MMO threads here about how your kind of MMO is the one true MMO. As if the massive cultural and economic support for that idea can't buoy your fragile gaming ego enough.

 

The god damn topic is "Being Relevant In An MMO" and its clear what relevant means in this context. In no way whatsoever does a single player story focused MMO fit that description. Aside from taking the Online out I can't see how people in most MMOs could be LESS relevant to either the game itself or other players.




#5120192 Being Relevant in a MMO

Posted by AltarofScience on 30 December 2013 - 06:27 PM

Ugh, not this thread again.  Why do people keep thinking the "solution" to MMOs is different content for different players?  It's not. T_T  What players are really satisfied by is feeling that the game is telling them a story focused on them, but that isn't actually related to whether the player is given different random stimulus than another player, and is absolutely not helped by limiting later players' opportunities because earlier players have already used them up.  If anything it should be the other way around, players need protection against other players screwing up the story the game is telling them about their character's adventures.

The solution to MMOs is to separate boring themepark WOW clones from actual MMOs. If you have to call MMOs VOWs or something w/e. The label is not important except in conveying the idea, which is the main thing.

 

If you want a game to tell you a story you shouldn't be playing something prefixed with massively multiplayer. That's just the stupidest thing ever.

 

Whether or not there are a large amount of people who want to play a REAL MMO is a whole other question from the idealized concept of the games. EVE Online and ATITD both work well are are incredibly social compared to themeparks.

 

I get that you love JRPGs and what not but not everyone does and jrpgs have very specific rules that are anathema to massively multiplayer game play.




#5098325 What is your dream weapon upgrade system for a game?

Posted by AltarofScience on 02 October 2013 - 01:12 PM

I want to see tons of options that do different stuff and have different costs to add/maintain and I want to see a ton of cool combinations of upgrades having special effects.

 

I want some things to be part of the crafting and some to be changeable addons and such.




#5084847 What's so fun about city builders?

Posted by AltarofScience on 10 August 2013 - 09:49 PM

There is a website, citybuildergames.com, where a lot of city building people are. You might ask them rather then the general sampling of game devs here.

 

Personally I like complex production trains and managing citizens needs and such.




#5084842 Event System and GUI Interaction

Posted by AltarofScience on 10 August 2013 - 09:05 PM

So I am working on adding an event system, basically, triggers, possibly choices which generate different results, sometimes only one result. I want to generate a window that lets you make choices.

 

Due to the gui system in place and my lack of experience in the area its not as pretty as I would like, basically it just uses the same style as the rest of the GUI.

 

However that's just a graphics issue which I don't care about.

 

What I need to know is how to handle windows if multiple events trigger at once. I want the game to pause so players can pick choices and because obviously having a big GUI item in the middle of the screen will ruin their view of the game.

 

So I have a few thoughts and am trying to figure out what is best:

Store multiple events and then push one to the window which becomes visible if there are 1 or more events and doesn't exist otherwise.

 

Have each event spawn its own window, like a Paradox game does.

 

I feel like popping up a ton of windows might be slower, but its also more user friendly in a sense. I dunno. I haven't done this kind of GUI thing before.




#5071323 Medieval online sim, overall feedback

Posted by AltarofScience on 19 June 2013 - 09:27 PM

I played this from when I was on bbgames. I am pretty far. What I don't like is I have a shit ton of votes but they don't seem to count for others or me. I should be able to elect myself king of france. I switch back to craftsmen to get rich but when I was a knight it wouldn't let me win.




#5067411 Economics engine

Posted by AltarofScience on 04 June 2013 - 12:17 PM

http://gamasutra.com/blogs/LarsDoucet/20130603/193491/BazaarBot_An_OpenSource_Economics_Engine.php




#5065685 Auto-Selecting Optimal Citizens

Posted by AltarofScience on 28 May 2013 - 08:30 PM

So part of my upgrade to Majesty involves having multiple unit types per Order(Guild in Majesty). And also that they are not static types and they are selected from an educated populace. Educated populace is created Impressions style with high tier housing. Some low level heroes use regular population since you need some heroes during the process of advancing your early society.

 

Anyways because the game is a simulation and you are supposed to have only limited control you need to provide educated citizens nearby an order motherhouse.

 

I am trying to decide how to select citizens with stats suited for particular orders. I could assign stats based on the base class that are preferred and select citizens with the best match automagically when I initiate recruitment.

 

Alternatively I could let the player search through a list of in range and pick their own choice for a new ordermember.

 

A third more intensive option is to allow the guild to make its own choice and choose when to recruit a new member, that's simmier but farther outside the current scope of the game mechanics. It might take some work to make the AI smart enough to spend its money wisely.

 

The goal is basically to get the player to create several educated population centers and spread around various Orders and economic guilds and such. If I let them choose what citizen to use the goal would be for them to make smart choices about which people would be good at what kind of work. There may be motivation to spread top tier mages compatible citizens to different Orders or even pick a few good mages with high crafting for making an Order's special items.

 

Orders can choose to multi-class by reading special books of knowledge. Only the leader of the order, preceptor for military, high priest for church, and archmage for magic can read books. They can then enable their Motherhouse to train others in the guild. A leader would need high research skills to read diverse books and read them quickly for maximum knowledge gain. Crafters would need as previously mentioned high crafting and production related skills.

 

Equipping an Order with enough characters good at the right things is important to let them become powerful. You cannot directly control an Order member except in special cases. Perhaps assigning them to crafting or researching and special skills but otherwise they are autonomous. So they make their own decisions about fighting and buying items and patrolling and shit.

 

I'm trying to decide how much control in selecting initiates to give and such.




#5063791 Tycoon genre, definition thoughts

Posted by AltarofScience on 22 May 2013 - 04:47 AM

Tycoon games are about being a tycoon. Its kinda obvious. As much as definitional slippage is making genre definitions worthless these days there isn't really room for interpretation here.

 

You could technically start small and move up, but at some point you need multiple shops and, abstractly, hundreds or more of workers.




#5063036 What an emperor of a space empire does?

Posted by AltarofScience on 19 May 2013 - 11:41 AM

Well to answer the title directly, nothing. Because the kind of culture needed to run an interstellar society is as far from imperial as can be. Even aside from the fact that a single person could never handle that much complexity. I am speaking strictly to feasibility of space empires.

 

As far as what random crap you could make up for him to do, he probably does whatever regular emperors do, because otherwise why call him an emperor?

 

Lots of wining and dining, orgies, random executions, parades in dress cloths. If you have instant communication he might be an admiral of a fleet or something.

 

From the games I've seen of yours you aren't seriously asking what his day to day routine is. Day to day routine is boring as shit whether you are an emperor or a serf.

 

He would probably have meetings with his spymaster and treasurer, but in my experience video games tend to abstract that out to always on menus like resource bars.




#5061487 What's the true worth of an initial game idea?

Posted by AltarofScience on 13 May 2013 - 06:19 AM

i didnt bother reading the whole stuff until i raged down to write a reply and here it is:

 

I personaly think that what makes any film, book or game-idea be "worhty", have "dignity" and a right to be made is if the idea/story is original and anti-cliche. I think for amateurs today, the key to breaking into the industry isnt to make superb visuals (movies) and good gameplay (games), but good STORY!

Thats your way in. Because THAT, the STORY, is what critics today are so unhappy about today:

bad stories

 

my opinions are mine alone

You people with all your analogies have never written a book or painted a painting have you? You better not take this shit to a writers' forum and expect to impress people.

 

Do you know what editors are? Do you know what drafts are? What you wrote a 10 page paper in college and got an A and expect people to give a shit? Look, go to a writers' forum and make a post like this about books and when everyone agrees with you get back to me.




#5061383 Personnel (strategy)

Posted by AltarofScience on 12 May 2013 - 06:58 PM

It sounds to me like you need to play several dozen hours of Crusader Kings 2 as this is almost identical to their system and you could learn quite a lot from them




#5061031 What's the true worth of an initial game idea?

Posted by AltarofScience on 11 May 2013 - 04:58 AM

There is no person who just walks up to a painter and says I want to paint a picture of the Golden Gate Bridge and then the painter just paints it. Its usually the painter himself who decides what to paint. The most common "designer" of a song is a singer songwriter. Or one guy who does lyrics and then another who plays or w/e.

 

People who can ONLY think up ideas and have no technical skills are worthless. You know the only case where someone tells the singer what to sing? Industrialized pop music. You know who decides? The suits. The same for painting. A rich person commissions a portrait. You can design any damn game you want if you FINANCE it, too.

 

So to clarify, things an idea guy needs to be valuable:

Money

or

Programming

or

Art

 

In which case he is a suit or a programmer or an artist, too. And generally unless you are a suit, the artists and programmers get to make decisions, too.

 

There is no where in the art world a case where people sit around dreaming up ideas and then get someone with skill or talent to make that complicated art piece for free. Not one fucking place.






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