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powerneg

Member Since 29 Dec 2012
Offline Last Active Today, 01:33 PM

Posts I've Made

In Topic: Play my Puzzle Game (HTML5)

14 August 2014 - 07:49 PM

Looked good, intuïtive controls.

FF kept crashing for me at the 10th level though, so can't realy say much about the level design.


In Topic: Nuclear Launch Console

12 August 2014 - 02:41 PM

I did not make it after 2 attempts(i hadn't read the instructions the first time).

Yeaj it's a bit boring and i don't see anyone playing this the whole day, but it seems to be doing what it's supposed to do.


In Topic: Team Based Competitive FPS/Building/Economics Game

12 August 2014 - 01:09 PM


The businesses are represented by two buildings sitting on either sides of a playing field.

 

This would result in some kind of capture-the-flag game, and although these games can be successfull, i don't think that is realy where you want to take this design.

I think two city-blocks seperated by maybe a road between them, and give both teams a whole bunch of options on their own city-block(invest in this local business, place cameras, pay an NPC to guard an area for X time)


In Topic: 'Forfeiting' design decision for flexibility?

12 August 2014 - 12:48 PM

I'm gonna agree with the consensus that more complex/creative abilities can be implemented later on.

In regards to the amount of damage-types, you realy have to ask yourself how many you want to present to the player in total,

and i don't think players are waiting to see more then 6 resistace-types on a card.

(and i suspect M:tG has 5 colors for the same reason)

(btw you can implement damge that negates all resistances at some point, called "true damage" in most games, and just keep it's damage low)

 

M:tG still does this, btw, and it is - still - part of the powercurve/powercreep;

*destroy target creature

*regenerate

*destroy can't be regenerated

*indestructible creature

*remove creature from the game

*creature can't be targeted

*"choose" creature target player controls that player sacrifices it

*ban target card from the draft (yes they implemented cards that have use during the draft xD )


In Topic: Space empire building game

11 August 2014 - 07:21 PM


- make like 40 races (a bit insane biggrin.png), problayby just parametrized (like: Race A is scientific + aggressive)

 

I'm not sure why every race needs to start on exactly one planet, space travel is old, colonies have been built, wars have been fought and settlements have been annihilated,

so some 6-8 races spread out is believable, let them colonize different(and same) types of planets to give them unique colonizing patterns a portrait and an ability/skill

 


Althrough, I'm not sure what should happen if you attack a planet of that race (does other planets will help them?). Note I would prefer to not implement any sophisticated algorithms for neutrals, since that's not the scope of the game.

The other planets build more defenses/ships(since they can't arrive in time even if they wanted to help), and i think their diplomacy(willingness to join) should be partly dependent on their military strength anyway.

 

 

I still get a problem with these independent planets... I don't know, it kind of feels wrong to me. I mean, Terrans auto colonize and sometimes (based on logical factors) that planet will join the empire and sometimes not. Is it just me or is this mechanic flawed?

 

It's kinda boring, hence different races.

Another option is to have planets hold "friendly ties" with other planets and have their diplomacy towards the player be influenced by this.

It'd basically replace the physical universe's(as i think you described)


The galaxy is made of a few dozens of planets (not that many) connected by routes (so traditional here).

with diplomatic routes.

Make these routes overlap largely(aka planets make friends with neighbouring planets) and the player would be able to grasp these routes.


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