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Member Since 15 Nov 2012
Offline Last Active Dec 16 2012 12:30 PM

Posts I've Made

In Topic: Help Learning to Design a Tile Based Web Game?

11 December 2012 - 06:36 PM

Ah gotcha! Totally understand where you're coming from now. :)

All I can say is that, the best designers have bombs too. So do not fear failure. If anything, you can't really learn to improve, till you bomb out. ;)

Personally, I design games I want to play. If others want to play it too, then yeehaw! :)

In Topic: Help Learning to Design a Tile Based Web Game?

11 December 2012 - 11:59 AM

Completely agree with all of the above.

You couldn't spend the first twelve months of your career better than creating 3-4 small games. Being able to prove you can move through a project from start to finish is MUCH more important to employers, than having fantastic ideas and starting things that go nowhere.

Plenty of time to make your MMO after the first twelve months. :)

In Topic: What are various ways to "do evil/bad" or "do good" in a game?

05 December 2012 - 08:20 PM

Personally I think it's easier to determine figure out how to represent karma AFTER the type of game is worked out.

For instance:
Strategy - good could result in small boosts to various things such as higher crop yield, scientific breakthrough, better battle odds and bad could result in small penalties such as higher disaster chance, worse combat odds, etc.
RPG - karma here could affect the type of treasures found, chance of finding secrets, maybe even a special quest (either a good aligned quest or a bad aligned quest). The most obvious for RPG's is that karma determines the skills and class abilities, even spell lists of the player.

I could go on, but there's a lot of genres and my lunch break has run out. :)

In Topic: Space game ideas

03 December 2012 - 08:29 PM

I like the suggestions above, just giving you another option:

Whilst questing, rumors of new quests come with the navigation coords of that planet. Those coords are entered into the ship's navigation system, which then allows you to hyperspace to it.

BTW, if you only allow hyperspace jumps between planets, there is no need to have the entirety of space in game (ie: Infinity style). You'd be able to get away with each planetary system (ie: star plus any planets, satellite objects, etc) being an isolated scene, thus making it easier to manage.

In Topic: Design: Hellish Administrator. Feedback?

29 November 2012 - 03:43 PM

eugene2k thanks for the feedback.

My intention is to focus on the cardinal sins. Whilst tradition says there are seven cardinal sins, Galatians 5 in the Bible notes the following mortal sins (what we call the seven deadly sins in modern times) as such:
- adultery
- fornication
- uncleanness
- lasciviousness
- idolatry
- sorcery
- hatred
- variance
- emulations
- wrath
- strife
- sedition
- heresies
- envy
- murder
- drunkenness
- revelings

This is a more complete list and as I see it, by increasing the number of these sins which you have to process provide a higher difficulty as time goes by. The increasing population of Earth over time is also another way to increase difficulty.

So not only do you need to adjust to more sins to administer, but there are more souls arriving to be processed.

A similar mechanic to Theme Hospital's disaster can be done through "a war on Earth" where a batch of souls arrive to be processed at the same time. Satan's Generals can also make increasing demands for payments of soul power during the level to ensure an increasing difficulty level.

Ultimately, it will be this multi-pronged approach which will provide the player a harder and harder game as they go through the levels.

PS: I used to play Afterlife too. Not a bad game at all! Of course, that leads to a sequel doesn't it, Heavenish Administrator. ;)