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PyrZern

Member Since 07 Oct 2012
Offline Last Active Today, 01:13 AM

#5199669 Hands off economy (planetary improvements)

Posted by PyrZern on 23 December 2014 - 04:32 AM

Well, if you have that many planets, yeah, I'd not want to deal with it either. 

Decide now how many planets/system you want there to be.

 

I was thinking of MOO2, so there are like 50 systems in total or something. (and that's for multiple players to grab)

 

But if there will be a couple hundreds of planets/systems, then maybe as an Emperor, you just say "I want Military Production to grow by 30% in the next 25 years." And let the AI do it for you or something.




#5199382 Hands off economy (planetary improvements)

Posted by PyrZern on 21 December 2014 - 03:16 AM

It depends...  Do you have galaxy map ? Are some systems/planets more strategic location ? Are each planet equal ? And that kinda things.

 

I'd find it so lame if a certain planet/system has extra bonus to production, and AI Gov turns it into researching planet instead.

 

I think I want ability to decide what each planet is going to become, but let the AI does the things to get there themselves.

I don't want MOO2 where you gotta go to each new colony and tell them what to build (everything). But I do want to control where to place a powerhouse manufacturing worlds.




#5196702 Game that takes place in real life, allows firing at other players from all o...

Posted by PyrZern on 06 December 2014 - 04:20 PM

" allows firing at other players "

 

Define that.

Do I pick up my phone and point it at other players in the street ? Do I jump behind trash bin for cover ?




#5196396 Difficulty setting pointless in my game?

Posted by PyrZern on 05 December 2014 - 01:08 AM

In my opinion. some difficulty settings in many games these days are stupid. 

Making enemies hit for more damage or have more HP doesn't make it harder... it makes it more annoying. And cheating.

 

Civilizations series can't make enemies smarter, so they just flat out give them more Production/Food/Research bonus to them instead.

 

To me, higher difficulty means enemies are more intelligent. Maybe they know how to flank/ambush you. Maybe they have more abilities to use. Or maybe more enemies (archers behind swordsmen, ie.)




#5195383 using technology as magic

Posted by PyrZern on 29 November 2014 - 02:23 PM

BTW, is this an RTS or a RPG or more of a TPS/FPS ??

I presume RPG/TPS.

 

 

Anyway, I believe it can be done.

Think of Blood Magic in Dragon Age, for example. In many MMORPGs, Necromancer also can do something similar.

 

The hardest part is to balance it out. You don't want players to keep killing themselves trying to kill enemies.




#5047147 Fire Magic

Posted by PyrZern on 27 March 2013 - 12:01 AM

- Healing Flame

- several Spears of Flame stabbing up from the ground around the caster.




#5047146 Turn Based Action Economy

Posted by PyrZern on 26 March 2013 - 11:52 PM

Apart from what you already, and the one that you can whatever with what ever action points you have, the alternative is this.....

 

Each turn, a Unit gets 3 different Action Points.

1 Action Point for Movement 

1 Action Point for Action (Offensive or Defensive)

1 Action Point for any of the two.

 

This way, each turn, a unit can ...

Attack Attack Move

Move Attack Move

Move Attack Attack

Attack Move Attack

and such.

 

This will somewhat encourage players to utilize terrains and covers and flanking and positioning their soldiers, and not just keep attacking until one is dead.




#5018389 MMO RTS, what if blown up stuff didn't disappear?

Posted by PyrZern on 06 January 2013 - 07:52 PM

Also Metal Fatigue. In that game, you make big giant robot mechs, each made up of Torso, Head, Arms, and Legs. When a robot is destroyed, those pieces scatter on the battlefield. Another mech could come and grab the arms and utilize them right away (Laser Sword arm, homing missiles launcher arm, etc.). Other pieces need to be brought back to base, researched, reverse-engineered, then you can use enemy's technology against them. AWESOME game. TRY IT.




#5015994 [MMORPG] A new method of presenting the player a new kind of quest.

Posted by PyrZern on 31 December 2012 - 12:51 AM

If you have played Ragnarok Online (I'm talking about the 1st one. RO2 is coming out soon.)

That game in its Vanilla age, didn't have 'Quest' as we know. The whole game is about exploring and finding out how to best level and find those rares you need. There's no quest that says 'Go out and kill 10 Giant Frogs (appropriate monsters to player' level). Players learn very fast what monsters are good for what level range. 

 

On the other hand, there actually were some form of Quests in RO. They were to unlock access to new map, or new skills, or new class advancement. ie.'You're interested in becoming in a Swordsman ? Prove your self to me, go kill these and these and these and these, then report back to me. If you pass, I will let you join the rank of Knighthood.'




#5015615 Simple MORPG Idea [Need Gameplay]

Posted by PyrZern on 29 December 2012 - 09:00 PM

You will want to think ahead, let's say you hold a Closed Beta, and loads of ppl see it. What will grab their attention to give it a short ?

An MORPG. Alright, what next. There will be combat. Good. What kind of combat ? Stupid mindless mobs running around, waiting to be killed ? Are there dungeons ? What 's in the dungeons ? More monsters ? Are they just all over the place ? Are they guarding rooms or treasure chests ? Are they stronger than mobs outside of dungeons ? Or are they just coming at ya in larger number. Are there bosses ? How to actually beat these bosses ? How hard are they ? Can a player solo them ? Can 2 people beat it ? Or do you need 4 ppl + to beat it ? Will there be incentive for players to group up ? Will there be storyline and quests ? What kind of story is it ? Is it the kind that most players will just skip the whole thing and read quest objectives instead ? Will there be exploration ? What do players gain from doing it ? What else are there for 'player interactions'. They group up. Ok, what else. Do they trade ? What kind of stuff do they trade ? What's the point of it ? Do you want some form of economy in the game ? Ok. What about crafting and resource gathering ? How many professions are there in total ? How many professions can a player obtain ? Will players chop down woods, saw it, put together a Hunting Spear ? No ? Think up more details.

 

After all those questions and more, you will want to ask yourself; now, what's endgame content ? What will keep players logging in days after days after days ? What will keep them from quitting ? What do they gain or what do they do at the end ?




#5014065 Turn based strategies without...

Posted by PyrZern on 24 December 2012 - 07:37 PM

Settlers of Catan ?




#5006209 The best way to texture a 3d model?

Posted by PyrZern on 01 December 2012 - 10:51 PM

If your engine allows only 1 texture per object, then what you will need to do is to assign same texture to every piece/mesh of that object. Then each mesh use different part of the texture map. Ta da.

Examples below.

In this texture map, there's only 1 mesh, the head.
Posted Image


In this one, however, is more than just the head. It's the whole body. This is what you will want to do.
Posted Image


#5002235 Minimalistic space empire building game

Posted by PyrZern on 18 November 2012 - 10:03 PM

Depends on how you want to define your game, I believe.

Usually, when you say ' space empire ' game, what do you think people will think ?
- Start small [1 - 3 planets to start with]
- crappy technology at first
- crappy planet development
- crappy military forces

So then, it's up to the players to decide how they want to advance. Most will agree with me that, fast expansion is usually a pretty good idea in the beginning. Then boost up your Research, develop high quality planets for industry output, then build up those shipyards and make armadas.

Will you cut all these concepts as well ? If you turn it into Tower Defence ?
If so, what's there to keep players to keep replaying the random games over and over ?
Think about that too :)


#5001603 Convicted Felon as a game programmer

Posted by PyrZern on 16 November 2012 - 12:53 PM

Hello Kiet, in the US, when you apply for a job, there is an area to put in any convicted crime or whatever it was. You will want to put it in there. Better be honest about it than they do a background check and find it out later.

Also, glad to hear you are going to U of U for the EAE program there. I graduated from there (not from EAE, they started that degree just right before my graduation <_<" ) Anyway, you will want to talk to the Professor who runs the thing there, Roger/Rahjur Altizer (spelling ?). He can help you with bunch of things to prepare you. Talk with him a lot xD


#5001477 How to get into game design industry?

Posted by PyrZern on 16 November 2012 - 02:31 AM

Firstly, unless you are Sid Meier, Christ Taylor or those well known guys, chances are you don't get to really pitch your game ideas to the guy in suit over coffee. They don't let a nobody coming up with ideas that will determine the direction of a game. Real game companies that make games already have bunches of those guys with ideas, they don't need anything from outsider, (outside of company, and outside of industry). If you really want to see games made from your ideas, then you have to get a team together yourself. Kickstarter is one way if you have awesome ideas but no funding.

Last but not least, do not look down on Designer! Designer IS NOT someone who can't code nor make good art assets. Designer is someone who can do anything and everything very very well. Good designer is someone who can finish a game by himself or herself given enough time. Don't go around thinking 'Oh, I can't code and I can't do arts very well, I guess I will call myself the guy with ideas aka the designer instead.'


Hope that answers some of your questions.




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