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Member Since 29 Dec 2012
Offline Last Active Yesterday, 04:46 AM

#5173759 Play my Puzzle Game (HTML5)

Posted by powerneg on 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.

#5173160 Nuclear Launch Console

Posted by powerneg on 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.

#5173131 'Forfeiting' design decision for flexibility?

Posted by powerneg on 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


*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 )

#5172980 Space empire building game

Posted by powerneg on 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.

#5172896 'Forfeiting' design decision for flexibility?

Posted by powerneg on 11 August 2014 - 02:13 PM

So what's the goal/use ?

Some rock-paper-scissor effect to increase/decrease damage ?

in M:tG they just make sure they make plenty of usefull cards for every color.

#5171188 The Most Dangerous Game (Concept)

Posted by powerneg on 02 August 2014 - 04:50 PM

A lot of story, not realy much design-talk. I do recommend to use the word "prey" instead of "game" when referring to the hunted though.

#5171134 Action points in turn based strategy games

Posted by powerneg on 02 August 2014 - 11:14 AM

I think that this has been somewhat answered, but to give an answer myself: it can model time, just as does an individual action-point system. However, where individual action points model the time available to each unit, pooled action points model the time available to the commander: he can send out only so many orders at once.


To butt in, the commander is the player, and this gives a very convenient way of keeping the length of the turns within some rough boundaries as the game progresses,

(compared to civilisation- and 4X-games where at the end of the game you had to do a million things every turn.)

#5171130 Action points in turn based strategy games

Posted by powerneg on 02 August 2014 - 10:57 AM

You could make different kinds of action-points;



magic-actions, possibly different even different magic-types with corresponding action points to categorize a bunch more special abilities.


Then class-types can have effect on what can be used;

berserker can take as many attack-actions as the player has resources for, but can only attack every individual once per turn.

Cavaliers can use up to 3 actions but no more then one attack-action every turn.



What comes to mind is what are the units not fighting doing ?
With restricted APs using only a few units becomes a valid strategy, so some strategy about who "does something different" may spice the game up.

Maybe they're increasing the available AP's, but then a player will just let the weakest party-members do that.

Maybe they give a small stat-bonus to a nearby unit depending on their own stats(and thus both weaker and stronger party-members may be chosen for this task)

#5169849 Looking for feedback to add more of a 'point' to our game

Posted by powerneg on 28 July 2014 - 02:35 PM

Lol, a chatbot that holds the game :D


Anyway, stealing from another game that i suspect holds some resemblance to your game(-mechanics, not the chatbot)

There were events that had to be "solved," the players gained some reward for helping out and when the event was "solved" there was some additional rewarding for being the #1 "solver" in your "league"(character-level)

#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.