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Yiğit Oktar

Member Since 01 Apr 2012
Offline Last Active Oct 29 2014 08:48 PM

Posts I've Made

In Topic: Combat in an RPG

24 October 2014 - 04:45 PM

I think if the combat would be turned-based, it better be automatic. That way, you can pre-calculate the battle really fast at the initiation of encounter. Nearly all popular browser rpgs these days use that mechanism. Maybe it is not the best option, but there is a good amount of people that is already used to that. This way, you become more of a "manager" of your character though. You just try to improve the gear and let the automatic battle decide. Plus, in a turn based fight, the outcome is almost decided if both parties are managed by  "average" players. In automatic fight, the AI plays the most "optimistic" scenario for both parties let's say. Thus, the battle itself would be more fair. But again, idk. Though, this automatic battle thing decreases a lot of burden from the server.  


In Topic: Trading and deck management in a multiplayer card game

24 October 2014 - 04:25 PM

I think you can introduce some randomness for acquiring cards. I had a personal tcg project before where I introduced a "tavern" in which some random cards appear in intervals. I.e. in 15 minutes a new set of cards appear that are random. You can easily manipulate the drop rates of rare and common cards that way. You can even add premium feature like refreshing the tavern prematurely. 

 

I had seen this mechanic in many browser rpg games for items and stuff. The thing is, some people will regularly check "tavern" to see if a rare drop is there. Tavern may not be the best term here as it is not very relevant. 

 

But, some really eager and patient players may end up with a lot of rare cards this way even without spending money as there will be people that farm the tavern. So, you need to really think about those biased randomness values. But yeah... 


In Topic: Educational Browser RPG

24 October 2014 - 04:03 PM

If you're letting them go off script or make their own music (which seems to be what you're suggesting), you will find scoring to be a monumental task which the brightest minds in music and computer science have yet to fully solve (although we're getting closer to computer programs which can evaluate music, I don't think we're quite there yet).

 

+1 just for this.

 

If you are a single person team, I think the more important thing is to be consistent and keeping it simple. (at least initially) instead of coming up with great ideas that will probably need a team to implement. 

 

So my advice would be to keep the design simple. I think RPG models will best suit educational purposes as RPG itself is about character development. The user will more easily get attached to his/her online character in that type of mechanism. So, I think the big idea in this educational games is this "Create a REALLY GOOD! game and integrate the educational model within" so that the "students" will have to study hard in order to achieve good results or ranking in the game. The overall experience will be rewarding because the game itself is rewarding.

 

Ok, think about WoW. Why do people spend too much time to achieve a top-notch gear score, or like do quests for legendary items like crazy? Because, they want a higher dps (damage per second - a score to measure player's overall ability / or  healing per second etc.). This is a way to show off that you are successful in playing WoW. As they succeed they improve their gear and get better results. This cycle goes on and on. The WoW mechanic is this simple. (Note here: many games successful today are directly showing an overall measure of your success so that the player gets the sense of improvement as that score increases - example: in League of Angels(called battle rating) and many more)

 

So what I propose is, students would need to study hard in order to increase their "ability" in the game. Like, in order to get a legendary item you would need to achieve a near perfect score in a math mini game. Of course, there has to be a glamorous game behind this to work. Let's give another example. There are dailies in WoW that you need to complete every day to get good gear for your character. Make that daily quest to study, i don't know, chemistry. That mini game or even a like dull, coursera like format will be enough. I bet the student will have more willpower to complete that daily and get his reward. Once he/she is done, he can play the game as liked with better gear. 

 

So to sum up. I think, playing the game should be an end reward. But, in order to enjoy playing the student would have to study. As he studies, he will be more successful in the game and he will WANT to study more.

 

Here is a game that uses this mechanic to motivate people to be productive:  https://habitrpg.com

 

Yeah, I think overall it is well implemented. But, the game itself is not that rich to stimulate that much motivation. Now, think that instead of pixel graphics there are these fancy graphics and a really addictive game mechanic like wow. 

 

If I was head of Blizzard I would definitely try some stuff like this. There is too much game-play and motivation going into waste.

But meh, as a single-person team I better not to attempt. I can barely complete a mediocre browser rpg 


In Topic: from your experience what is the best html5 game engine in terms of free lice...

01 April 2012 - 08:44 AM

limejs is pretty neat. it is also mobile capable. their demo games look really pretty on my iphone. I built the system on my pc, but have not yet dedicated that much time to develop any games. I went through their demos and tests and they look really helpful. There are not many tutorials running around on limejs, but their documentation is enough I guess to start up.

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