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Burning Hand

Member Since 20 Jul 2012
Offline Last Active Nov 07 2012 06:48 PM

#4965583 Who is my enemy? Brainstorming

Posted by Burning Hand on 02 August 2012 - 10:38 AM

He wants to define the setting based on the enemy, and the enemy has certain game play restrictions.

So, here is an idea.

They are beast-like. They came form underground released and awoken after being dormant for tens of thousands of years. The cataclysm that awoke them was a mega volcano the ruptured the earth. It also clouded the sky in a permanent dark haze. Small pockets of people that survived their first waves and the eruption are holding out somewhere. They stay safe with a perimeter of very high intensity lighting that forms a no-man's land around their last bases.

These guys can be actual beast that are more like predatory animals, or the can be beast-like humanoids that are using human tech found after their first attacks. Any level of intelligence can work here.

A visual idea.

#4965014 Realitive size in games

Posted by Burning Hand on 31 July 2012 - 05:00 PM

I'd like to add to what Ashaman just said about relative scale in-game. Sometimes that scale is intentionally off for logistical reasons, i.e. RTS games typically undersize buildings and extremely undersize air units so that the size of all units the player controls is more similar. This is mostly for screen space reasons.

#4962138 RTS: Sci-Fi plot.

Posted by Burning Hand on 22 July 2012 - 11:02 PM

I guess I've been thinking of it as a master race attacking either to take the system for the hospitable planets, or perhaps to enslave the less advanced species. Not sure on that count. The game would progress as a campaign jumping from system to system completing missions of some sort.

Thanks for the input! :)

#4962074 Inspire me with spaceships!

Posted by Burning Hand on 22 July 2012 - 05:16 PM

Thank you again, Prinz. Im still going through the links, but I took a look at your journal entry and found one of the comments there helpful in relation to keeping designs practical. Im going through http://www.merzo.net/ now and wow does it have some great reference drawings. I think I'm going to have to take a look at Macross, I really like those ship designs. I also got a better look at Babylon 5 alien ships and they are really nice.

#4962064 Inspire me with spaceships!

Posted by Burning Hand on 22 July 2012 - 04:51 PM

You are incredibly helpful Tom, camper rental was definitely the inspiration I needed.

I don't suppose it occurred to you that I had maybe taken that step, perhaps looked at the ships from major sci-fi TV and movie sources such as Star Wars, Star Trek, Babylon 5, Battle Star Galactica, etc. The down-vote was a nice touch though, but you really should have used a "let me google that for you" link. Would have finished the useless, impersonal, and unhelpful post perfectly.
Thank you for the links Prinz, im looking through all that now.

#4962037 Inspire me with spaceships!

Posted by Burning Hand on 22 July 2012 - 03:38 PM

So my game concept is an RTS with spaceships as the units (set in space, obviously).
I have some ideas for ships in my head, but I need more, so I turn to you guys.

Please post pictures, or links to pictures of space ships.
I am not looking for anything else space related or other sci-fi stuff, just space ships.

The main reason I want this is I plan on have more than a couple species flying around, and I only have a few "looks" figured out, but I don't want any one group to look too much like the others.

Don't worry about trying to match what I have in my head or what I have planed already. I wouldn't copy what you guys show me anyway. I just want some inspiration.

Thanks all!

#4961816 Ideas wanted: RPG Spell combination system

Posted by Burning Hand on 21 July 2012 - 07:18 PM

Hello all!

I'm seeing some cool ideas here but also a lot of convoluted solutions. Things that would be pretty sweet but involve a lot of clicking and careful mouse movement that would interupt combat.

I am assuming this is real time combat. If it is turnbased I'd suggest a system of crafting all aspects of the spell during your turn, each and every turn.

Now, if it is real time, you want a fast exciting fight, right?

You have this cool system of stances that change your color or element and its this color that dominates your mana production as well as the way your spell acts.

My suggestion is to let the play craft all the spells custom before the fight and customize 2 palletes of spells for each stance. You get 2 palletes of spells, and 2 spell slots, one for each mouse button. Each pallete would have an array of hot keys and use the keys to switch between the spells.

Left mouse button has a pallete with 9 spells keyed to 'q', 'w', 'e', 'a', 's', 'd', 'z', 'x', 'c' and the right mouse button gets a pallete with the number pad keys. The pallete of spells changes depending on what stance you are in but the keys do not. The player customized the spells and their placement in the pallete so should know which key in which stance accesses which spell. When he is in the chosen stance, he hits the hot key for the spell he wants and the left or right spell slot changes to that spell. this gives the player 18 spells per color and yet you only need 1 key press to choose the spell, 2 if you are changing stances first. its just a lot of memory work. Keep in mind this is actually fairly close to how skills were used in Diablo 2, though there were no stances to change between. Players used that system just fine.

Forgot to address the question of multicolored spells. Create an extra "prismatic" that looks neutral when idle. Only multicolored spells can go into its palletes. The character visually shifts between all required stances as he casts the spell and returns to the neutral stance when finished the spells.