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powerneg

Member Since 29 Dec 2012
Offline Last Active Yesterday, 02:35 PM
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#5169584 Problems with a multi race empire

Posted by powerneg on 27 July 2014 - 02:03 PM

You can just use the race for cosmetics(a name) and make sure the player has a good oversight of what race-abilities are present on which planet.

(in the interface, treat them as planet-abilities)




#5164294 Space empire building game

Posted by powerneg on 02 July 2014 - 06:23 AM

Do races move ?
Are there racial differences ?
Will planets be unique enough without a unique race ?




#5163955 Space empire building game

Posted by powerneg on 30 June 2014 - 06:41 PM

You could create some kind of open-culture-treaty(something about free travel for citizens and open sports events etc.) that you offer to planets and then the culture/influence of the empire would start to (culturally) "convert" the population of those planets, off course it'll go slower if the empire has multiple of those treaties going on.




#5160881 Questions about making a game and a general idea

Posted by powerneg on 16 June 2014 - 10:35 AM

It sounds like what I have heard the most is that it is impractical to make an MMO unless you have access to funds and talent. As much as I would like to make this game an MMO, if for a first game it is impractical maybe I should not go that route.

MMO means multi million online, you can still make an online game.

An online world is a bit much, but an online trade-center, arena or just a social happening are a bit easier.

(your game does sound like a single player RPG though

 

 

WOuld it be more practical to make an action RPG single player game, and if people like and buy that to make a new version of the game that is an MMO later on?

World of Warcraft did it like that, it came from Warcraft, it even switched into another genre.

edit:it could be a good idea but i think it would mean you 'd have to reprogram the whole game, so i wouldn't call it practical.

 

And last but not least, what do you think of the idea? Is it viable?

Hard to say, not much on the game itself.

It seems you 're just starting out though, so maybe see this game as a learning experience ?




#5160040 Ministers & governors (AKA player's court)

Posted by powerneg on 12 June 2014 - 08:03 AM

Well, you can just stick to what fits on the screen, and then you're probably already done,.

Or add characteristics, then when/if those characteristics are implemented make a choice about which ones are best to show on the screen(s)

(maybe add a characteristics-cycle button to let the player decide which characteristics he wants to see)

then have all the characteristics show up on an individual profile screen(like when you click "hire" a screen pops up with the selected official and all his stats, and both a "hire"-button and a "cancel"-button.




#5159786 Ministers & governors (AKA player's court)

Posted by powerneg on 11 June 2014 - 08:59 AM

Originally I was thinking of making any individual either liberal or conservative, then you want to keep a proper ratio of these in your government or population don't like it. But, once again, the problem is with interface. Take a look at the screens, these are cramped already...

I don't know, I could add the Liberal/Conservative tag to courtiers (identical to congress), but would it look good? I mean, on the congress page it looks perfect, but on the cabinet, not necessarily.

 

 

Hmm, did you merge your space-emperor and dictator-game or are they still seperated projects ?

 

I somehow expect to click on an official and get some additional info, in such way you could add as much info as you wish, and only show the main-characteristics on the screen which shows all officials.




#5158410 Turn Based 1on1 Fighter

Posted by powerneg on 05 June 2014 - 09:07 AM

I 'm riddled by what a turn based fighter would be, and i 'm sure most others are as well, since fighter-games are usually about reflexes,

and adding reflexes to a turn-based game, well, let's just say it would get messy.

 

What might come close is magic:the gathering, it's turn-based, it has hitpoints,

and it has "instants" which take effect *before* the last played effect, thus giving the best approximation of reflexes in a TB game without making it non-TB




#5158167 Ministers & governors (AKA player's court)

Posted by powerneg on 04 June 2014 - 12:38 PM


Sounds complex... I think for this game I prefer something simplier (no simulating families/friendship). Especially, since it's just one small element (the game is not about managing a government, but managing a whole country, politics is just a small part here).

 

Maybe i went a bit overboard in making excusez to the player, those excuses weren't meant to be simulated on the background.

The idea is just that hiring a courtisan would influence one or more of the already-present courtisans.

 

If this is for your dictator game maybe the courtisans should be divided into different groups(political ideologies) and the player has to balance these groups out.




#5157661 Need Some Input To Expand This Idea

Posted by powerneg on 02 June 2014 - 04:41 PM

You can always let the player pick some strategic options for his AI, but this will depend on how the actual fighting happens.

 

Another option is to allow players to defend each other/their friends/alliance; if one is attacked his friends have the option to fight for him.

But i suppose it 'll be more fun for the players to counter-attack who attacks their friends.




#5157374 Corruption

Posted by powerneg on 01 June 2014 - 12:26 PM

How about corrupted courtisans take over certain factories/stores and leech all the money ?

Only show the player which companies stopped paying taxes, then let him send  investigation, which will show him which courtisan he would most likely have to fire to restore the company ?




#5157373 Ministers & governors (AKA player's court)

Posted by powerneg on 01 June 2014 - 12:23 PM

Maybe new (potential?)courtisans could be friends/family/... with the already present courtisans, hence how they get their job,

then let the player make a choice about keeping them and possibly getting a crappy new courtisan,

or kicking them out again and possibly increasing the corruption of the courtisan who they have some relation with.

(or possibly by keeping them the (already present) courtisan gains more power and is more of a potential threat.)




#5156305 Ministers & governors (AKA player's court)

Posted by powerneg on 27 May 2014 - 11:50 AM

Since the courtisans have 3 stats, is it even necessary to dismiss them from court in hope of getting a better courtisan ?




#5156081 I need ideas for a game...

Posted by powerneg on 26 May 2014 - 01:32 PM

I made a suggestion a while ago on gamedev you can use;

http://www.gamedev.net/topic/656783-f2s-group-rpg/




#5154449 F2S group-RPG

Posted by powerneg on 18 May 2014 - 11:19 AM

This is an idea i had, and i'm not gonna pursue it, so it is free to steal(F2S).

 

 

In the game, players form group and evolve/advance/ as group.

(There should probably be open groups for everyone to join/get to know the game, and make friends,

and closed/invite-only-groups for friends to join up and play focused. )

I suspect that players who like this kind of game have been less vocal and often ignored by game-makers.

 

I guess the main difference between this game and any other game is that characters die, but groups don't.

 

I 'm gonna keep it simple and describe it as a persistent browser game with action-points(APs) and little to no graphics.

 

As example i will pretend a character needs food & shelter, and they start building a civilisation, but keep in mind it realy is meant as example, their time can just as well be filled with slaying dragons and robbing goblins(and creating items/buildings/skills to help them do so) or they can be a traders/transporters group in an already existing civilisation.

 

A character is "born" and gathers some berries for food, he then builds himself a cabin,

as he got some building-skills he also builds a storage room.

In the meantime another character learns how to fish and puts some fish in the storage-room.

A third character gathers papyrus and the fishercharacter writes down on it how to fish.

At some point the characters start to die of old age and new characters are born,

these characters occupy the already-built cabins(hence they won't have to spend APs to build them)

One of them reads the papyrus and has an easy time learning the first level of fishing.

They can eat from the storage room and the new fisherman makes sure the storage room stays filled,

Another character starts crafting materials.

And the third (2nd-generation) character has +1 on his building-skill from the first generation and is thus capable of creating bigger buildings,

and builds a library where they can store all the knowledge that they scribble on papyrus

 

tl,dr; characters should get their "perks" from stats of the last generation, skills learned in the library and buildings the group possesses.

 

New characters:

When a player starts a new character, he/she should always have the option of picking between multiple characters created by the last generation.

New characters could be just created by mixing the stats characters that died of old age, this could give the tribe the goal of keeping some of their members alive long enough to reproduce.

But some process with romance and taking care of offspring would be fun too, though i would let a group start off with better resources then(since raising kids is resource-intensive)

 

Balance:

A hardcap on skills is easy(make sure there is plenty of opportunity of getting rid of skills)
but some kind of softcap could be more in-tune with the game; have each generation lose a lil' bit of the skills of the last generation,

so they'll need to keep on learning to keep their skills on the same level, this off course gets harder on higher skill-levels.

Groupsize should be hardcapped at ~30 i guess; as the player doesn't play for his own character but for the group, group-balance is of the utmost importance. There should also be a hardcap of # of buildings or special buildings a group can have.

 

This also brings me to content, a lot of the (non-grindy?) content should be some kind of competition between the groups,

be it all-out-war or trying to accomplism more quests/slay more dragons/... then the other group.

 

Map.

Preferably tribes could move or would be moved(aka their base with buildings) to keep the interaction with other tribes interesting,

some in-game excuse could be that they build their buildings on wheels and need to move to the next mating-ground so the next generation can be created.

If not i 'd definately make sure tribes need to move to an area that contains the resources they somehow need to level-up further.

 

Last note:

There should probably be some kind merge-option for tribes, because at some point people tend to go inactive.




#5154144 Macroeconomy

Posted by powerneg on 16 May 2014 - 05:20 PM


What does the player use that money for?

 

Hmm, how about another "perspective" for the economic part of the game.

The player needs to deal with various problems and needs to make sure his solutions for these problems do not interfere with the country's economy too much ?

 

One thing to consider is reputation with trading partners(child labour is bad, mmkay ? )






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