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DtCarrot

Member Since 04 Aug 2012
Offline Last Active Jul 19 2014 05:58 AM

Posts I've Made

In Topic: What's so fun about city builders?

13 August 2013 - 09:41 PM


Another thing that I would really like to see more of is better road and traffic simulation to a reasonable scale. SimCity has a horribly small and disappointing scale, with utterly foolish traffic simulation for things like emergency response vehicles. (As in taking months for a firetruck to make it two blocks while half the city starts catching fire)

 

Yes, I would agree that the traffic system is terrible. Often times I find my city really jammed all the time even when I used the biggest road available with at least 2 paths from the main city(Not sure whether I was just a noob in managing traffic :( ). I think that it would be really cool if there were other methods of transportation like a sky train and so on.This actually gives the user more options of transportation... 


In Topic: What's so fun about city builders?

11 August 2013 - 04:23 PM


I had originally planned on avoiding politics.  I debate on the necessity of it.  I remember playing the 3rd or 4th sim city and starting to get annoyed with the amount of social politics I had to trouble shoot.  but at the same time, I feel like the game improved because of it as well.  I'm a little worried about making sure any political engineering remains fun for most players.  Do you have any recommendations on the political aspect?  how it was presented to you, etc...?

 

Yes, I would agree that sometimes having too much politics would actually act as a deterrent sometimes as it may increase the complexity of the game which may deter casual gamers. However, I believe that politics may be necessary to add flavor to a city building game. It can be as simple as actually introducing a few random nations which can act as trading partner supplying crucial materials, military allies which simply helps you in the event of the war.

 

Each nation can have different personalities, some are rather aggressive and will attack you if things go around a couple of times while others are conceding which will never be offended no matter what you do. Some things that you build in your city will irk them. For example, building an oil refinery will actually incur the wrath of a nation specializing in oil refining due to the competition that will arise. On the contrary, if you provide disaster aid to some nations, the relationship will actually increase.

 

 

 


Interesting.  In most city builders its really about doing things to attract population at all, and not really focusing on the quality of constituents..  I hadn't really thought of tagging a useful nature to the population.  but I think thats a great idea.

 

Actually I think the attracting population feature would be to me, an additional alternative to playing a city building game. Instead of relying on a small labor pool, you can opt for a different style of playing, actually attract foreigners to work be it them being skilled or unskilled. However, like most features, there has to be a drawback, if you attract too much foreigners, the locals would actually feel angered and lose their sense of belonging causing tension in the community itself. 

 

I'm just curious, what type of setting are you looking at? Ancient, medieval, modern, futuristic?

 


In Topic: What's so fun about city builders?

11 August 2013 - 03:24 AM

A partial city building fan here. What makes City Building exciting for me was that I enjoy games which actually make me think and looking at how my city builds into a flourishing economy. 

 

Personally, I enjoyed playing Tropico 3 and Tropico 4. The complexity and realism of the game really impressed me.

 

Just a summary, it's a game about building a city in the Caribbean during the Cold War period. Other than building a city, you have to manage the diplomacy between USA, Russia and Europe as well as keeping the different factions in the city happy. Building churches to appeal the religious people, having free housing to appease the communist and so on.  

 

What I liked about that was the high level management required to rule the island. You have to plan how you want your city to develop economically and politically right from the start. Also, the game actually gives you a lot of freedom to control how you play the game. You can actually implement policies which helps to propel your island forward in a certain direction. For example, if I wanted the city to rapidly increase in population, I can basically allow immigrants, regardless of the skill level to enter the city. 


In Topic: I need help with ideas for this game please

04 June 2013 - 11:42 PM

Oh, you are familiar with this show?

 

Yup, I watched the Hunter X Hunter 2011 version :) 


In Topic: I need help with ideas for this game please

04 June 2013 - 06:36 PM

It's important to note how you want to develop the 'class' system which is the aura type players have. Do you want to let them have a choice at the start, whether they want to be a transmuter, enhancer, etc, or simply randomizing the player's class?

 

I think that there can be a body diagram(Like a minimap) somewhere in the screen so the player can view the percentage of Nen in whichever part of the body. Thus, you click the part of the body you want to transfer from, select the amount of Nen you want to transfer from a meter and click the place where you want to transfer the Nen too. This makes the application of Ryu easier, allowing you to stimulate the increase in fist power to attack your enemy. 

 

For progression, I think that their skill level can increase as they defeat more monsters which are about their skill level using methods which relates to the specialty of their skill. For example, Transmuter which specialize in changing their aura into actual things like how Killua creates electricity to defeat his opponent.


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