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Member Since 20 Sep 2012
Offline Last Active Today, 05:05 PM

#5256345 how to follow up on copyrights/patents

Posted by Unduli on Today, 05:54 AM

I think behance and fontsquirrel are two good sources for finding commercially available fonts. Other than that, simply don't use a font you can't trace back to verify.

#5253022 Isometric game

Posted by Unduli on 19 September 2015 - 06:42 AM

I think this page ( https://en.wikipedia.org/wiki/Graphical_projection ) pretty much sums up projections.


Nowadays people prefer to make game full 3D but with fixed orthographic projection, sounds better idea if target platform can handle 3D and you have assets.


But If you will go with 2D, you need to deal with issues like depth sorting.

#5252923 Currency in post-apoc / zombie world?

Posted by Unduli on 18 September 2015 - 01:20 PM

As OP doesn't want bullets or so, sole option coming to my mind is kind of a "central authority", something like an army base or local warlord created a safezone and created a local form of money (minted own coin? or have access to something not practically usable or easily reproducible) .

#5247381 Food for aliens

Posted by Unduli on 18 August 2015 - 07:24 AM

Although modern "Terran agriculture" is simply transforming fuel to crop and there are options like greenhouse and hydrophonics, if you intend not to involve that mechanic, I think options left are different foods edible by different races as you mentioned or a reason that Terran crops can't grow on this new planet.

#5244877 [personal] one of my games passed greenlight, first time ever :)

Posted by Unduli on 06 August 2015 - 03:20 PM

Well, good old days of having a KS campaign and getting "shut up and take my money" crowd is long gone. Now you need serious work before starting a campaign, creating some hype and awareness before. And IndieGoGo isn't as popular as KS (seems I'll use IndieGoGo as well, having KS campaign from "outer rim" needs investment therefore a higher goal)


And for campaign, wish Acharis had flexible funding (no need for full amount to finish after all) and a better video.

#5244799 [personal] one of my games passed greenlight, first time ever :)

Posted by Unduli on 06 August 2015 - 05:35 AM

It's very inspiring :)

#5242695 Loyalty, etc

Posted by Unduli on 25 July 2015 - 05:38 PM

I think you can go to a separation of governor (appointed by Emperor)-mayor (selected by people/appointed once again) , people uprising may demand change of governor/mayor in favor of the faction they more like.


And for rebellion, it may cripple war and economic efforts as stated above before and/or lead to things like assasination/murder of officers / grand theft / loss of control of planet if not suppressed.

#5238562 What kind of games can I create with my 3 member team that someone may actual...

Posted by Unduli on 06 July 2015 - 01:57 AM

I think key point is investing time in game design phase as most mistakes are done without writing single line of code, a study preferably based on some survey and A/B testing also involving monetization may eliminate most problems imo.


So I think it is wise to ensure that it will be a game people will play, then structure game according to your resources.


And for graphics, if can't handle in house or lack resources for next gen, better have a consistent style ( like Crossy Road, Call of Juarez : Gunslinger , Don't Starve etc).

#5236795 Ways to release an indie game in chunks?

Posted by Unduli on 25 June 2015 - 01:42 PM

Kickstarter for chapter 1, one for chapter 2, on and on. Even if you don't make the kickstarter goals it will get publicity. That is what a few games I've seen have done.


Broken Sword 5 for example

#5233739 What should I do now that I implemented a game mechanic that is not popular a...

Posted by Unduli on 09 June 2015 - 03:44 AM

I am also with friendly fire being toggled for some "rooms" maybe along with other realism features to promote it as "realistic or arcade". Because FF only creates an issue that someone may infiltrate to a party to intentionally harm.


Other than that, in an ideal scenario, players usually lack to see "big picture" and they also lack results of A/B testings, metrics and statistics you (hopefully) have. So better take them into account but you can't please everyone.

#5230132 Free to wait games, how can the wait or pay mechanic be used.

Posted by Unduli on 20 May 2015 - 04:26 PM

Good point Unduli, when game mechanic matches the theme of a game it's easier to understand and remember. It's probably the reason more than one Wait or pay mechanic exists.
Still if we look at Candy crush even if the mechanic isn't explained or works with the theme, it still has the ability to work.
So it doesn't have to work with the theme, but it's better if it does?


It works for Candy Crush but it doesn't change the fact that it is bordering on annoying and exploiting players. These "casual" games ( it is a term I hate , they are usually casual for chimpanzees or any creature spared few neurons for reflexes ) target people actually non-player in gamer standards. Their understanding of reward and dopamin levels are quite different. It is not realistic for someone for example killed Alduin and saved the world at TES:Skyrim to feel excited same as passing a level at Candy Crush.


It's actually once again about convincing player imo. For example as Deflinek said, it's a way to convince player to evade an imminent attack or keeping yourself in competition or elevating quickly. But this need a tailored gameplay where C&C can fit.


SimCity Build-It also have a pay or wait mechanism but as there is no active competition but a passive one, it isn't really forcing unless you put yourself in a bad situation (like not enough utilities for population and have to wait countless hours)



PS : You may be interested in this topic @ http://www.gamedev.net/topic/663553-freemium-and-whaling/ as well

#5229782 Free to wait games, how can the wait or pay mechanic be used.

Posted by Unduli on 19 May 2015 - 04:18 AM

I think one of the key points is convincing player about this wait, for example (though I almost never played) Clash of Clans convinces you by making this wait to build something while Candy Crush asks you to wait because you're out of lives which has no logical basis explaining why I have limited lives in a single player game , imo.

#5229488 Planetary development levels

Posted by Unduli on 17 May 2015 - 02:07 PM

Maybe you can apply mechanics like Rome Total War 2 (which mechanics mostly faded in my memory tbh but)






You can probably apply this region (capital and minor settlements) thing to governing planet and minor planets of a solar system.


Simply upgrading food, entertainment, governance etc buildings increases input with other side effects (more entertainment is more costly & reduces workforce, less food production leads to famine/import)


You can even apply a empire wide basic aggregrated input output for commodities, leading to other events like famine.

#5220298 Robotic race

Posted by Unduli on 30 March 2015 - 02:28 PM

It just reminded me "Glitch" of Starbound ( http://starbound.wikia.com/wiki/Glitch ) , a robotic race ironically living in medieval age :)


Other than that their actions might be related to corruption of original "1544C 451MOV's three laws of robotics" dictating hostile actions for the survival of robot kind.

#5219012 [ORPG] Turn-Based or Real-Time Battle System

Posted by Unduli on 25 March 2015 - 03:34 AM

A turn based gameplay is less demanding in terms of latency. Beside webRTC (which is not fully available atm) or Flash based solution (can't use at mobile) , other web based solutions are TCP based, not UDP based.


Using TCP adds an overhead, also in case you use a VPS solution (cost effective reason) even jitter can be problematic.


And though I don't see myself experienced enough to say much about networking, a real time multiplayer game isn't only about broadcasting updates to clients , that would be too naive and resource inefficient. You should also consider interpolation, selective broadcast and running simulation serverside.


So a turn based gameplay means less headache.