Jump to content

  • Log In with Google      Sign In   
  • Create Account


agemO

Member Since 02 Mar 2013
Offline Last Active Yesterday, 05:23 PM

#5172436 How to manage 100 planets?

Posted by agemO on 09 August 2014 - 05:41 AM

"In this type of game, it's not that the task is not fun. At first it is fun, when you have only a handful of thing to manage. But as your empire grows the fun tend to go down, and it become repetitive. I have the same feeling when I play the likes of civilization, or even the total war serie."

 

The solution is to have something more automatic

 

"What exactly is the point of having detailed decisions for things like build orders if the user doesn't actually make those decisions?"

 

How an emperor rules ?

By giving order, and doing micromanagement every times it is needed.

So I think a very enjoyable game would be one where you start with a small number of planets, taking every decision, then as the number of planets grow you are able to make "plans", for example if you have ten planets with almost the same set of ressource, you would be able to replicate all the buildings and structures you have build on the first planet in one click.

 

You would also be able to give order according to some possible events, such as "if there is no more ore on the planet, reconvert it into post industrial planet" or "begin colonisation as soon as the ship arrive if the planet satisfy some requirements"

 

Each orders or plans would be designed by the player who would also have all the micromanagement power he wants.




#5120579 Microeconomics in video games?

Posted by agemO on 01 January 2014 - 05:10 PM

I think that something can be done about the levels of details : a system of orders and plans : imagine you start with a factory or a farm, at first you have to make it works, to build a system to give food to the animal or ressources to the production chain, then when the level of detail decrease -that is to say when you are able to build many factories or farms- , you can reuse the plans you made for your first factories (or make new plans).

 

If you have a town to rule maybe a system of order can be used : if such event happens do this then that

 

 

That would give to the player the satisfaction to rule every details without being bored by repetitive tasks




#5039768 Would people enjoy a hardcore story-based strategy game?

Posted by agemO on 05 March 2013 - 05:56 PM

Maybe you can use events or goal achievements to unlock new parts of the story, with a solid background.




#5039690 What would you make armour out of?

Posted by agemO on 05 March 2013 - 02:31 PM

I've started modeling the different armours and looking at some in-game
results, would people be interested to see screenshots?

 
Yes we are !



#5039603 What would you make armour out of?

Posted by agemO on 05 March 2013 - 11:55 AM

-Magical tattoos : the player is naked and is protected by magical tattoos.

-Wind shield : an eternal storm surround the player and deflect the attacks.

 

I think there are many good ideas, maybe should you choose these which can be link to the background of your story.




#5039275 Tumbleweeds - A creative challenge with rewards

Posted by agemO on 04 March 2013 - 07:12 PM

Beginning :

 

"So many ... so many ... we are so many here, I can't remenber where I was before, It was like a dream, the wind ... , everything rolling around me ..., then, the impact, many impacts, no more rolling, no moving, so many branches everywhere, tangled branches, connected branches ... We ... I ... am so many now, I can feel that strange rock under me, with these strange sharp angles, and something else, it makes so many vibrations, I can feel it pulling on my .. our branches .. Ouch ! it took a part of me ! Oh no I can feel it pulling again ! But there is something else, that feeling like in my dream, the wind ... Ouch ! Did it take some part of me again ? No ... it was another impact, another ... us, connected to me, I ... we feel better now, may I find something before the Thing take another part of me ! Ouch ! Another impact ... more branches ... feel so good ...

the ... branches I ... we can disentangle them a little bit it is ... strange ... Oh no I lose it ! I lose it ! A part of me ! I ... we disentangled too much ! But ... the Thing ... it makes no vibrations anymore, I can feel it next to us, not moving on the floor ... all the part of me I lost, they rolled over it ... but ... it begin to move a little bit again and ... other vibrations coming, other ... Things ... no ! ... we ... I ... WILL ... NOT... LET THEM TAKING PARTS OF ME AGAIN !"

 

Gameplay:

 

Kind of strategy/arcade game, you begin in the same situation as in the article : many tumbleweeds on a house, people trying to remove them. The direction of the wind change ("as a function of the time", no idea how to say that correctly in english), sometimes new tumbleweeds carried by the wind arrive, you can see on your screen the others houses of the little town (btw what's the difference between town and city ?), when a new tumbleweed arrive on the first house it is caught by the other tumbleweeds, but when it arrive on an house with nothing on it it stay a little bit before being carried away by the wind, you can "cut" some part of the mass of tumbleweeds to let it escape with the wind, either to roll on people to prevent them from pulling tumbleweeds away, or to "colonise" another house, or both at one time, you can also try to knock down trucks going out of the city filled with tumbleweeds that people removed.

The goal is to colonise every house or a particular one according to the mission.

 

When you have enough tumbleweeds on one house you can have ameliorations (the collective mind becomes more intelligent and find new things), such has ability to launch tumbleweeds instead of juste letting them being carried by the wind, to use the soil of gardens to grow etc ...

 

Many special techniques can be used : for example if you launch a special "western" tumbleweed beetween two people they will make a western duel and people around will look at them, losing their time biggrin.png




#5038604 Allowing players to create procedures in strategy games

Posted by agemO on 02 March 2013 - 08:12 PM

Hi, I'm not an English native speaker and I apologise for all the mistakes you will see in the following post.
I just want to talk theoretically about what could, and I think should, be a feature in strategy games or even a whole new game design.

I first think about it when I encounter something very frustrating in the first strategy game I played to. In this game (fragile allegiance) you had to rule over a bunch of asteroids. Every month in this game a federal ship come to one of your asteroid and you can sell him the resources you have accumulated on that asteroid, therefore every month you have to send all your resources from all your asteroid to that asteroid thanks to a ship or a teleporter.

The first month when you have only few asteroids its fun, but then it becomes very repetitive, boring and sometimes you just don't have the time to do it !
Then I thought "Why the hell can't we just tell a ship to travel every month to collect all the resources and bring them to one asteroid ?"

And in every details of that game and all those I have played since I encountered this "problem" which often I think is not a misconception but a choice : you can never build an organisation, a system where you have put in place procedures, where you can give orders.

When you can do it it is just for a few details and you never have the possibility to give exactly the order you want to use.

There are many examples where you can do it partially, and sometime I think it's a good idea to force the player to use "supervisors" to take care of substructures of your empire since it can add something interesting to the game, but I'd love to see a game where you can really take care of every micro management details by giving orders or by putting procedures into place.

It would be something systematic : for example in the game alpha centaury you can give to a terraformer unit orders such as "plant forest everywhere" but neither "plant fungus everywhere" nor "plant forest exactly on the following area" : of course you can make the action "plant fungus or forest just there" but you will have to do it for every small square of the area you want to cover.

In the kind of game I would like to exist (I have no time to develop myself anything), every action could be put into more complex procedures : to continue with my first example :
-I can tell my ship to travel from one asteroid to another one
-I can take resources from an asteroid to store it in the ship
-I can unload the resources of the ship

Therefore I should be allowed to build a procedure that make my ship collect the resources of every asteroid and unload them on my main asteroid.

Every or most of the actions that the player can make would be usable in a procedure, events such as "new asteroid discover" could also be used
in procedure to automatically explore or colonize it.

That kind of feature could be used both in turn by turn and real time strategy game, I really think it would make very funny games and I wonder what do you think about it.




PARTNERS