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Member Since 06 Nov 2012
Offline Last Active Apr 20 2015 07:16 AM

Posts I've Made

In Topic: "Story" for this mechanic (SF, strategy)

02 January 2015 - 10:42 PM

You could go for an old trick where the alien races have limited resources, and Earth is a figurative gold mine. It could begin from attempting to fight off the first invasion, which nearly wipes out the entire human race. Then The Empire is formed with the remaining population, and you reverse engineer the aliens and what they had to gain a basic advancement, sort of leveling the playing field without making you strong yet.


Additionally, in relation to focusing on one Empire, you could say that due to their limited resources much dissension within the alien races was created, and so their is no significant power left. The problem you arise with there being only one Empire, is that there is no plausible reason (that I can think of) for any significant advancement in power/numbers over time.


On the note of the 'Eliminators', I think it could work quite well. Perhaps the reason Earth was attacked now is because a prophecy, or event, has taken place that revealed to them their limited time before the 'invasion'. Over time, through defending the Empire you created and collecting information on your enemies, you discover this. By that time, you have become a lot more powerful, and so you will shift away from the minuscule fights with the aliens and face the much larger threat at hand. This could easily explain a change in difficulty as well.

In Topic: Puzzle Game Concept: given the solution to re-create the problem

21 November 2014 - 07:09 PM



I disagree with making it compulsory ...

Erm... I did suggest that it be an option... o_0



Yeah that's why I said having it as an option was a good idea. I was just responding to your whole train of thought, as you suggested both the compulsory and option aspect.

In Topic: Puzzle Game Concept: given the solution to re-create the problem

21 November 2014 - 09:59 AM

I have a question: If a given solution produces the correct end-result, does it matter whether it's the intended solution or not? In other words, is success measured by whether the prescribed final state is reached, or by whether the expected solution is used?


I'm inclined to argue for basing success entirely on reaching the desired final state, regardless of resemblance to the intended solution: it encourages player creativity and may encourage replayability; conversely, requiring a specific solution when others may produced the required end-state can be frustrating for players.


yes, as the long as the problem you create attains to the solution you're shown then it doesn't matter how you reach that point. I did some thought as well, and reached the same conclusion you did. Requiring a specific solution isn't necessary and hinders far more than it helps.



One other suggestion, if I may: when the player's attempted solution plays out, if it differs from the required end-state, highlight the differences so that the player doesn't have to hunt for them--small differences can, I feel, be somewhat tricky and frustrating to spot. Come to think of it, this might be best as an option: that way players who want to play the hard way can do so freely, while those that want the help can have it.


I disagree with making it compulsory, as quite a bit of the challenge will originate in determining what you need to change in order to change the result. As an option I'd say it'll work quite well, for a harder or easier difficulty level. I might put it in as an extra feature when the core game is finished.

In Topic: how much controversy is too much controversy?

12 November 2014 - 07:21 AM

I don't clearly understand what you are asking. Do you want us to tell you circumstances that have generated too much controversy? My answer to that would be that the idea of something being 'too much' is in the eye of the beholder so there is no such thing as too much controversy.


However, its true that there are numerous things blown out of proportion because of the controversy surrounding it. If I had to say what I consider too much controversy, i would say it would be in events that ruin individuals who did not deserve it. People make mistakes, and the world moves on, but if you make a mistake and receive public attention because of it, the world freezes.


Some things cannot be forgiven, but others can, so when controversy blinds people from seeing the difference I get upset. But of course, that is only what 'I' consider too much controversy.


I hope I haven't gone off on a tangent and missed the point of your post, I apologise if I did.

In Topic: Game that needs a name and story ideas

09 November 2014 - 09:48 AM

you're looking for the wrong thing. your original post already has what I determine as the story idea, that is you have the basic plot and how you want the story to progress. What you're looking for is the fleshing out of the story, where it goes what happens etc. This is better left to you and your team to do. Then you can come back and present what you've done and we, as fellow writers, can offer suggestions or critic on what we agree/disagree within your choices.


Once you've got a sound storyline and how it progresses, then you can decide on the gameplay. While generally I'm one to think that the storyline and gameplay are intertwined, and one cannot be progressed without the other, I consider comedy a different case. Since you are focusing on humor, I believe the development of the script is the priority. Only after you develop that script do you go back and decide on what gameplay you want to support this humor.


Finally, a name is something that can change during production. Because of this, most people put a place-holder name, a name quickly thought up that relates in some way to the game, to use as a referral and decides later on whether or not to change the name.

Note: the amount of publicity a game gets changes whether this happens or not. Publicising a name that may change later on can cause difficulty's with fans who have incorrect information. If you do decide to post-pone the naming decision, its best to make it very clear that the name you are using is temporary.

Technique: An easy name creation technique is to have your team run off a bunch of names that come to mind and start an elimination round until you get to the one you are most happy with.