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Unduli

Member Since 20 Sep 2012
Offline Last Active Today, 08:52 PM

#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.




#5218897 AI conquest deadlock

Posted by Unduli on 24 March 2015 - 03:02 PM

It sounds like Transport Tycoon AI routes :) due to short range planning

 

justin.gif

 

 

Seems AI needs a SWOT analysis including big picture rather than gambling on "best" planet.

 

Better don't let all go for blonde :)




#5218648 [JavaScript] Is there anything I need to know before making a browser game?

Posted by Unduli on 23 March 2015 - 05:41 PM

What you will need depends on game design. You may face things like,

 

Client side

  • Javascript (also need to clarify frontend frameworks (AngularJS, ReactJS ... if JS / Laravel, CakePHP etc if PHP) and libraries (JQuery,d3.js etc) you may need.)
  • HTML (also need to check browser support and polyfills/shims including mobile ones)
  • CSS (also need to clarify if you'll need preprocessors like SASS or LESS)
  • Design considerations like if you will make responsive design (Bootstrap, Zurb etc) or will make exclusive mobile site
  • Need to clarify if you need realtime communication (webRTC , webSockets and/or Ajax with preferably fallback capability)
  • Canvas (and/or a framework like Phaser etc) for 2D if needed.
  • webGL (and/or a framework like Babylon.js) for 3D if needed.
  • Asset management if needed (indexedDB, HTML5 Web Storage etc) , a CDN (condent delivery network) if needed.

Server Side

  • Server-side scripting language (PHP, nodejs, golang, Ruby on Rails etc)
  • Framework depending on language ( ExpressJS, Laravel, Django etc)
  • Database (Depending on scenario , any of RDBMS (mySQL, Postgres etc) , noSQL (MongoDB, CouchDB etc) or Graph one (neo4j, orientDB etc))
  • Load balancing, caching, sharding if needed.

 

This list isn't to intimidate you but to show that it's a multihat and multiplatform process, but for simple gaming not involving fast pace a WAMP or LAMP environment is quite enough as Wyrframe mentioned.




#5217124 Trademark of Landmarks

Posted by Unduli on 17 March 2015 - 01:24 PM

Ok, it's official that no one loves me :) (not even "ask your lawyer" response :) )

 

When digging for more (not sure how reputable though but) found When Copyright Permission Is Not Required which states that

 

 

Title 17 U.S.C. § 120 deals with the scope of exclusive rights in architectural works. The law in relevant part, at 17 U.S.C. § 120(a), states as follows:

Pictorial representations permitted. The copyright in an architectural work that has been constructed does not include the right to prevent the making, distributing, or public display of pictures, paintings, photographs, or other pictorial representations of the work, if the building in which the work is embodied is located in or ordinarily visible from a public place.

Note that architectural plans, three dimensional models, and other two-dimensional works related to architecture are protected under copyright law as pictorial, graphic or sculptural works, and the statutory provision quoted above does not apply to images other than those of constructed buildings visible from a public place.

 

So, does this contradict with copyright mechanism or does it mean you can use 3D model freely but not name itself?




#5216923 Names for a "Death Star"

Posted by Unduli on 16 March 2015 - 03:18 PM

Seems there's room for me raving :) , so

 

Widow Maker

Royal Punisher

Throne Doom

ULTIPOWER ( in the universe, I suggest we use it :P )




#5216518 Planet names (a lot of them)

Posted by Unduli on 14 March 2015 - 05:54 PM

If universe will be random each game, I'd prefer random names rather than a name pool on my own.

 

And you can also consider a naming convention of <solar system name> + I / II / III or Alpha / Beta / Gamma.




#5216004 Multiside space battles

Posted by Unduli on 12 March 2015 - 02:33 AM

If there will still be two sides even though there are 5 parties involved (which is more likely than coincidential warzone of other parties) , left-right style makes more sense imo.

 

If there will be polygonal visualization, I think you need to include strategy elements giving that choice a depth (like one edge of player vs 4 edges of enemy gives serious problem about flanking)




#5215709 Lore for this alien race

Posted by Unduli on 10 March 2015 - 03:14 PM

Considering them not being smart enough to wonder why they stay at their planet for 100 years doing nothing, I'd consider a scenario these creatures being part of a lab experiment (yes sounds like Prometheus movie of Alien series smile.png )  which Empire comes there only to find a fully automated system by ancient race for ensuring that "this galaxy" will reset at regular intervals.




#5214950 [4X] Corporations designing & producing ships

Posted by Unduli on 06 March 2015 - 08:19 AM

I think the first thing you need to clarify is whether Empire is the sole buyer of these ships or these companies also sell ships to other "factions".




#5213169 Population growth rate (4X)

Posted by Unduli on 26 February 2015 - 01:46 PM

 


But what's the point of some aliens having lower standing and less rights when you can't dictate anything at game unless you are happy with it being like Titanic (lifeboats are for rich folks first and they're not stacked) , so more Terran may leave less space for aliens in a "Terran first" fashion.
It goes like this: smile.png

1) Player can conquer planets, but I don't want the total "wipeout" when a planet changes ownership (since near borders a single planet can go back and forth several times).

2) So, I need the population and infrastructure to survive.

3) Therefore the population has to survive and should be at least partially useful to the conqueror.

4) But I don't want the alien population be as valuable as the original race you started with.

 

I basicly look for a system where it all would work smile.png Grades of citizens and the like is a tool to achieve this, it does not need to be thrilling on its own (but if it's thrilling it's a bonus for sure).

 

 

Then , I think conquering a planet may lead to Terranization  (or vice versa in case you lost) , if Empire treats aliens less than Terrans, probably aliens will do same for Terrans after all.

 

So in time demographics may turn in favor or against Terrans, and assuming Terrans are elite citizens they have better life standards and they consume resources more than their population share.

 

So instead of Empire dictating anything, it's more like a "natural" flow.




#5212770 Population growth rate (4X)

Posted by Unduli on 24 February 2015 - 02:02 PM

 


Doing so with many races: add all races together, you get your total population. The same metrics apply.
OK, I will give an example. My Empire has conquered a planet, it has 20m aliens (while the planet can hold 10m, so it's super overpopulated). The first thing that must happen is so 5k citizens of my empire immigrate there so they take over the most important posts (government, key military positions, etc) since these can't be left in the hands of aliens (who are considered a lower grade citizens). And those 5k elite citizens are NOT going to die out of hunger, lack of housing or any other mundane reasons smile.png It has to work that way no matter what math says biggrin.png

 

How to make a mechanic for something like that?

 

 

There are 20m aliens but not all of them live in same conditions, just like that 5k governing body of Empire will live in an exclusive place and above average life standard.

 

And for considering an overpopulated planet, you may assume food scarcity = increase of food prices which might lead to importing food from other planets (commerce), starvation (health), emigration (population) and/or revolt (happiness)

 

You may also expect ETs to emigrate to another ET planet etc, making simulation a bit more complex , also separation of alien species doesn't make much sense imo unless you intend to integrate mechanics like Empire-friendly or hostile races which are function of uprising probability or so.




#5210447 Aliens as citizens of the Empire?

Posted by Unduli on 13 February 2015 - 05:20 AM

Rome Total War had three options when you conquered a region. Briefly, you can keep population (takes time for happiness to restore but keep full numbers) , you can exterminate population (most of barbarian population dies, less resistance but ends with region with low workforce) or enslave (disperses population among other cities, increases workforce at other cities but also lowers happiness due to cultural clash)

 

So it can be something like it. You can also have option simply to change ruler of planet and give them autonomy but require their presence as taxation and troop supply when needed.




#5208080 Promotional texts for my game

Posted by Unduli on 01 February 2015 - 02:40 PM

I think there may be benefit to emphasize it being "casual strategy/simulation game" , implying "strategy for dummies" and for grandma. (Grandma may insist to be Empress though)




#5206457 Best Computer Type for Game Dev?

Posted by Unduli on 24 January 2015 - 03:00 PM

 

I'd second a laptop. You can attach additional monitors to any decent laptop and all but the cheapest laptops these days are quite comparable to your average desktop. It's easier to get a better screen on a laptop than on a desktop monitor, too. The portability is very handy when it comes to working with other people, showing off demos at conferences or networking events, and moving when you feel you need a change of scenery to keep your motivation up.

I can recommend from experience a Samsung Series 8 or 9 (the Samsung laptops I've used are the best I've ever had), Lenovo Y Series (there's a sale on that right now and Lenovos are generally very well made), or a Dell XPS 13 or 15 (if I had need a new laptop myself, I'd go for a higher end XPS 13). Avoid ASUS; they heavily market so-called gaming laptops but they're... just dont'.

To support this advice, I would add up that checking up also Toshiba Satellite series is a must for consideration.

 

 

Never liked Toshibas which gives a "comforting" feel that you also pay Toshiba tax.

 

And no mobile CPU is match for desktop one, I'd rather go with a desktop and a cheap Win 8 tablet for presentation purposes ( Asus T200 perhaps )






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