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Member Since 29 Dec 2012
Offline Last Active Yesterday, 03:51 PM

#5253091 Next Step: Proper NPC Design

Posted by powerneg on 19 September 2015 - 01:55 PM

I think that having extra text boxes for the NPCs' little conversations with each other might clog up the screen too much (as I will be porting to mobile eventually), but occasional little emotion icons above their heads might be a nice way to flesh them out a little more. It will also save on time and cost if I decide to try to translate the game...


They might "share emotions" instead of talking(well, RL-chitchatting could be described as sharing of emotions) occasionally changing the emoticon of each other.

#5252500 Currency in post-apoc / zombie world?

Posted by powerneg on 16 September 2015 - 07:08 AM

I think in the case of a Zombie apocalypse then something like dried zombie fingers would work.


I like this one, small societies could start accepting them, because if they do they would be rewarding people for killing zombies(and taking their fingers) giving the society some kind of safety.

off course, a society creating any kind of currency without intrinsic value(anything that is not consumable) would need some kind of internal functioning economy making enough profit to pay for these fingers, and it would take a while before the currency wouldn't be so dependent on certain (official) backers.

Paper money has followed the same route, in the beginning it was backed by a promise of gold but after a while that would no longer be as necessary.

(UK still prints this promise on it's currency but no longer holds the promise)


Another idea is some kind of bitcoins, a post-apocalyptic world would not necessarily have lost it's satelites, and only the traders would need the hardware to access the bitcoin-network. Off course it would kill the trade between non-traders/players.


Some things to think about:

Do you want the value of goods/currency be "set" in advance of creating the game-world, or do you want an open economy where supply and demand dictate their values ?
Do you want goods to be created or maybe even be in unlimited supply by (NPC-)traders ?

Do you want currency to be created or maybe even be in unlimited supply by (NPC-)traders ?
Or would you prefer the game world to always hold 100(or whatever) units of currency per (active)player ?

#5252009 Probably Ridiculously Cliche But...

Posted by powerneg on 13 September 2015 - 04:41 AM

but the idea is bugging the hell out of me.


Maybe you just need to make some fanfiction ?
Rules about IPs are generally not enforced/sued for when making fan-fiction,

and you might find some warhammer-fans to help you.

It wouldn't be a triple A title, but then again, who still plays those nowadays ?

#5252005 Alternatives to tiered gear

Posted by powerneg on 13 September 2015 - 03:51 AM

Simple solution is to let equipment detoriate over time/use.

Sure, some level 1 newbie might still get the most expensive/best equipment because one of his friends donated it to him, but after 2 weeks it's gone.

#5251332 HP displays on enemies or visual indicators?

Posted by powerneg on 09 September 2015 - 07:44 AM

In League of Legends, the HP-bar is cut into pieces of 100HP each, as a character levels up more pieces are cramped together,

additionally, when taking damage, the amount of HP lost turns red before disappearing(i believe most fighting games do this as well)

(damage numbers can be turned on/off through the options-menu)

#5251327 Alternatives to Hit Points.

Posted by powerneg on 09 September 2015 - 07:29 AM

Another alternative(or iteration, as you like) might be to give HP to (multiple?)status.

For example:

Loyalty(10/10) every time an enemy uses charm -2 loyalty, at 0 loyalty a unit may be converted by the enemy, whenever a unit (is ordered to)attacks a unit of the same race he gets -1 loyalty as well.

#5250901 Next Step: Proper NPC Design

Posted by powerneg on 06 September 2015 - 03:27 PM

IF they're moving, i 'd be tempted to make them interact with each other.


They could buy/sell goods according to some needs and/or profit(the player should be able to trade with most-if-not-all NPCs)


Or they could spread rumors, let's say the player accomplished a quest(slay dragon) the quest-provider would then tell the next X NPCs he encounters what the player did,

giving the player bonus-reputation with X different NPCs, and those might refer to the player as "dragonslayer."

#5250899 Introduction of new enemies in a platform game

Posted by powerneg on 06 September 2015 - 03:22 PM

5 different enemies over 5 or more levels isn't that much to most players, and you mentioned stronger versions to fill up the later level.


Specifically for diversity, you could make each world work in it's own way, for example a fire-world where all enemies can shoot fireballs or something.

#5250897 The technical side of game design

Posted by powerneg on 06 September 2015 - 03:17 PM

Communicating with the programmer ?

In the end, he's the one actually handling/creating most of the tools used to build the game(and they vary greatly)

#5249133 How to avoid "stacks of doom" in 4X? (Part 2)

Posted by powerneg on 27 August 2015 - 03:17 AM

Make smaller stacks capable of conquering/destroying a planet.

#5246671 Laws/edicts system for 4X

Posted by powerneg on 15 August 2015 - 06:12 AM

I don't understand why you won't just let the player set which group a planet belongs to;

it would only need "micromanagement" when setting the group(generally when the colony has just been established)


If you don't want some kind of connection to the map(border-colonies in the military group) i recommend to see the planets as "economic potential"

for example:
edict: research agriculture

total progression-cost : 5.000 RP

turn cost: 100 RP

bonus: +5% for every swamp-colony

So with 10 swamp colonies  the player would pay 100 RP / turn and receive 150 RP towards the competion of this edict


Other edict: Allow commercial traders more freedom

effects: +5% taxes for rocky planets, -10% tax-income for low-developed colonies, +5% tax-income for high-developed colonies.

#5243296 To use mana or not? (that is the question)

Posted by powerneg on 28 July 2015 - 06:01 PM

Powerneg why so patronising?

As you see in the long thread its not THAT simple of a question and the point of the thread is to clearify pros and cons with different systems.


Yes the way im aiming to pace my game needs persisting effects to be limited, mainly to avoid players stalling for time i easy fights to spam heals (as you could do in "darkest dungeon"). Such a system works of course, but its not very fun to play (and in very hard games you are almost forced to use exploits like that).


Well, it seemed like you were making up arguments along the way, showing your preferences,

Having preferences is off course good as you're the one who 's actually going to make the game, but it doesn't help the discussion,

because most issues can be solved using proper finetuning/balancing.

Instead, you could list your preferences, like: do you want each spell to be "mandatory" used?

do you want healing to be nerfed/weak? How many spells/abilities are you aiming for ?



Yes the way im aiming to pace my game needs persisting effects to be limited, mainly to avoid players stalling for time i easy fights to spam heals (as you could do in "darkest dungeon"). Such a system works of course, but its not very fun to play (and in very hard games you are almost forced to use exploits like that).



How about full health-regeneration between combats ?

It gives you the opportunity to realy restrict the use of healing-spells without the player needing to go back to town every three battles.

It also makes battles seperate from each other, instead of one big battle(with some choice of opponents i suppose)


One thing to keep in mind, btw, it may sound fun for you from a design-perspective that the player needs to use every spell,

but from the player's perspective, someone will have made some(all?) of the choices for him.



Yes. If a single skill is always the best option, then players aren't really making a choice. They're simply selecting the obvious option from the list every time over and over again until they get victory. That's not much of a game.


Make an improved heal-spell with 50% more healing and 100% more mana-cost.

Add the cost-less basic attack.

Now it's situational which spell is best.

#5243148 To use mana or not? (that is the question)

Posted by powerneg on 28 July 2015 - 05:45 AM

The problem with mana only is that it might end up using some classes just for one thing, for example if a cleric can heal and do some damage skills (which both cost mana) you might end up ONLY using the heal and not wanting to "waste" mana on a more diverse set of skills.


So you're going to introduce a character who is specialized in healing, make his healing skills way more powerfull then his other abilities,

then complain that players use his best skill instead of randomly choosing a skill ...


This is mainly a problem with skills that grants persisting effects (such as healing):


Because you allow them to stack infinitely ??


As a designer you can use any system you like, all you gotta do is balance it out,

and if you realy wanna go with limited-use-skills, just do so.

Just keep in mind that now YOU will be determining which spells the player uses, not the player ...

#5242746 To use mana or not? (that is the question)

Posted by powerneg on 26 July 2015 - 06:58 AM

1. All skills (including basic attacks) are "equally good" and you can choose anyone each combat round (used in darkest dungeon)


It's hard to balance them that way, and on top of it, the player may get bored.


4. Use both CD and energy (like most MMORPGs, like wow)


With those two included, balancing becomes much better.

As you're not making an AAA-titles, you may want to focus on mana, and only use CD for some special spells or something like that.


5. No mana is used. Skills are limited use. So you can only use ice bolt 2 times and healing wave 1 time. Resets in town.


It sounds like a hard game to play.

It also sounds hard to design, since you gotta keep a trip interesting(with 3 spells) and make sure a trip isn't just a repetition of a previous trip.

I think some games use this mechanic through one-time-use scrolls, usually having something to do with the story/progression(or a "transport-back-to-town-scroll")



This is partially stolen from Golden Sun(GBA iirc):

Each character can bring with him one djinn, this djinn passively boosts the character, some stats-increase and maybe slow health-regeneration.

Each djinn can also be activated for his skill, this skill is strong enough to change the course of a battle,

but the djinn is exhausted and loses his passive(and active) until a town is visited.

#5240165 Managing a relationship network

Posted by powerneg on 13 July 2015 - 06:54 PM

If combat doesn't occur on a real map it would replace the formation/position entirely with jobs (guard the group/ be leader / guard person X / seek out enemies / supply the others with potions etc).

Expanding on the idea, maybe the player could send out multiple parties at a time, some for an important mission, others more to gain experience/bonding.