Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 26 Jun 2013
Offline Last Active Jul 21 2013 12:21 PM

Posts I've Made

In Topic: Input Required - Feudalism (game)

02 July 2013 - 08:00 AM

You might run into a problem of lack of content. Because, what can you have in a medieval village? Plots of land, houses, exactly one inn, exactly one church/shrine, exactly one mill, maybe some blacksmiths and other artisans (but not too many since these goods are taken from a city in exachange for the food). It would be very difficult to design...


In the time period this game is taking place...there very few cities, most regions were mostly self-reliant since trade and travel had nearly died out. Like mentioned in the text: 


While constructing and planning the settlement is a major aspect of the game, the greatest challenge for the player will be managing his estate. This is done by optimal people management skills and squeezing the maximum potential out of the land and your peasants. If the player fails to properly run his estate, the settlement will fall prey to various dangers such as peasant rebellions or famine and should the player character, the lord, die either from hunger or be killed in a rebellion the game ends.



While the whole constructing is one feature of it and certainly one that should be enjoyable, the main focus is placed on the management of the fief/estate. Fail to do so and harvest will fail, your home will fall in disrepair, ... generally bad things will happen if you rule the land without any care. You yourself have little control what your peasants are going to do for a living on their own. They just take up their land tenure and start living their lives, the only impact you have on them is deciding what their obligation is towards you yearly for that tenure (most often help harvest crops on your land during harvest season).


However, the feudal contracts also forces you to uphold many obligations such as protecting them from any harm such as famine. As feudal lord you are obligated to offer relief during times of famine. You will have a choice there: will you give them food or not? Doing so, will make it harsher on your family, but refusing to do so might cause a rebellion that might cause a game over, or kill many of your subjects, subjects that are not easy to replace. You will also have to protect them from exterior threats such as bandits or Norse raiders.


And finally, you will have to ensure that your land will be productive enough so that you will be able to uphold your duties as a vasal to your liege for every year you too will have to pay tribute, failing to do so will also cause a game over.


While village/city-building is the genre, like most their is a strong management aspect to the game and most of the focus will be spent here. Secondly I am not aiming for a big game... I am doing this on my own, you know.



In Topic: Input Required - Feudalism (game)

02 July 2013 - 06:56 AM

Perhaps the term city-building simulation game would be inappropriate, because the time frame and the scale of your settlement in no way will repressant urbanisation whatsoever.


However, it does have some elements of the genre in what you as player will be doing, "subinfuedation". This is zoning lands into plots open for tenure by freemen or villein. (terms for these differ vastly from region to region). This and ensuring services are avaible such as a mill so that the produce of your land the demesne. Peasants (the villein) will have to work as their tenure often so dictated. In fact the majority of the game is managing the peasants, ensuring your estate/fief enters a condition called autarky, self-reliance. This is something landed nobles in the olden days, did do. 


Perhaps the term city-building and word choice in certain sentences gave the wrong impression, but you are never in any way building a city. Populations above 1000 would pretty much be impossible in the game and if they were would take a looong time, since population grow depends on the natural course of things (no immigration).

In Topic: Class relationships (how can an instantiated class modify the attributes of i...

30 June 2013 - 12:18 PM

Would it not be better if the physics class holds all the information involving the physical condition of a game object such as velocity, gravity and have the physics class hold all the methods revolving around this specific topic. This way, the Update function, could also tell the physics object: "Dude, see if you need to alter our velocity".


This might be a silly way to do it since I am not an expert, but that is how I would have done it at a first glance.


PS: Point it down if it is a stupid suggestion, this way I know I was being silly. *grins*

In Topic: What do you want to see in our email newsletter?

30 June 2013 - 10:40 AM

3) a comics section
4) an editorial / or perhaps meet the staff/moderators series of pieces - this might extend to a "meet the gd-net member" along the road.


These are interesting ideas that we might be able to do -- it'd be a fair amount of work, and we might not be able to manage it for every newsletter depending on how often we're publishing, but it may be something we can do sometimes.  Similar ideas might be short opinion or editorial pieces (either written by staff/mods, or contributed), or even industry relevant jokes.


Depending on the frequency of the newsletter you could perhaps have the unique content do round-robin type of thing: Week 1 - A; Week 2 -B; Week 3 - C and Week 4 D. This would give you the editiors a month time for each specific unique content, because each content type would only be recurring once a month only. This should give ample time to prepare for each topic, though it would, of course, still be a lot of work.


Though it is not quantity that matters here, but the quality. A short funny bone added to the newsletter to lighten up the mood, would be pleasant to read every week, no?

In Topic: Reviving/resurrecting players in semi-realistic RPG?

30 June 2013 - 10:22 AM

While I am happy you are going with the simplest approach, which in my opinion for your case would be best, is to ignore any attempt to explain ressurection whatsoever. I do want to post a follow up on your post.


When you started this topic you chose as title "reviving/resurrecting players in a semi-realistic rpg". Because, you wanted a more realistic approach you basically eliminated the ability to ressurect/revive from a deceased state, since that is pretty unrealistic. Now in your follow up post, I have to question just how realistic is your game? I cannot imagine any realistic situation where you could explain the need for someone to intentionally die, unless he/she is suicidal.


Since your game is from what I can tell a shoot 'em up type of game, I really do not think you will have to bother with explaining why the player can try again and again. These type of games are carried by the impact the action has, never their story and/or lore. Though more experienced people with this genre can probably give examples that refute my point. What you need to focus on is thus the impact of the game, ensuring the killing is fun and you can do it in a numerous fun and creative ways, because if you make that part boring your game will fail.


I have been told Killing Floor is a great example of the genre, perhaps check it out, though I think you already have.


Conclusion for this is to focus on the killing and less on the lore, because in shoot 'em ups the action/flow is what is important.