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Member Since 06 Aug 2013
Offline Last Active Oct 01 2014 04:04 AM

#5169107 How to manage 100 planets?

Posted by Navezof on 25 July 2014 - 08:27 AM

When you have between 1 and 10 planets you can manage each planet.

When you have between 10 and 20 planets, you still can manage each planet, bu they are also grouped in "province" of three planet. And having a "province" allow you to construct better buildings. (if you build 3 production unit on three different planet you will have less than build one production center in a province)

When you have between 20 and  30 planets, they are grouped in "mega-province". It add even more construction options.


You have roughly the same number of "unit" to manage, but your possibilities go up.

#5168959 [Looking for feedback] RPG combat system

Posted by Navezof on 24 July 2014 - 01:54 PM

Hello all,

I'm currently creating a game and I have trouble about the combat system. I made a google presentation, exposing what is my game, and some gameplay mechanics. You can find it here. Edit : (If you want to go directly to the second version, go there)

In this presentation you won't find other mechanics than the combat related one. The reason is that of this part I am the most unsure, and it is also one of the main feature of the game.

That's why I'll appreciate any feedback, thoughts, remark or advice with a glad ear.

I also would like to know what you think about this format of presentation, is it clear enough? Or is a plain text documentation better?

There should be enough informations on these slides to understand the mechanics, but if you have any question, or you want to know more, don’t hesitate to contact me (on this post, or by pm)

Thanks a lot,


#5168954 New and need help!

Posted by Navezof on 24 July 2014 - 01:32 PM


Is this possible? Can I write for games rather than programming or designing them?

Technicaly yes. And I guess that behind each story in video game, there is a story writer :) Especially if you look at some recent production (The Last of US, Remember Me, Metal gear solid, etc...)

Would I need to learn more languages? Which?

The language of the studio in which you want to work in. I would recommend english because it's the international language and most used in this industry.

Also, am I too young? I am only 16 right now and so I guess that makes a big difference also. 

To get a job, I think so. But to start writing you future? Never! The sooner the better I would say :D

Yes, obviously there is a difference between a 16 years old beginner and a 40 years old story writer veteran. That's called experience, but don't let it bother you, just keep going forward :D

I don't know if there is a real difference between writing stories for a game and for a novel. So my advice would be to start writing short story and ask for people to read you and give feedback. (I insist on the short, don't try to make grandiose story yet, you will probably fail :)

Good luck!

#5168753 Game idea for survival and conquer RTS feed back plz!

Posted by Navezof on 23 July 2014 - 05:17 PM

Uh-oh.  I sense sadness.
My feedback:  I have no idea what your game is about except that you can choose characters with abilities that need to survive, so... Good Luck?

I find you quite harsh here :)

But don't worry I counter-balance your words and I will say good thing about this idea. Your game seems a lot like the Commandos series (http://fr.wikipedia.org/wiki/Commandos_2:_Men_of_Courage), except it's versus a human player.

And I find the idea interesting, especially if the survival side of the game is well balanced. But I'll recommend to have a prototype really early, I sense some big risks. Like your idea being finally just a clone with a modern setting instead of a medieval one, or the mechanism of survival which don't fit with the rest of the game.

#5168598 What would be the be the best way to implement cutscenes in a 2D Action game?

Posted by Navezof on 23 July 2014 - 03:22 AM

Having cutscene in the middle of the game can be annoying, but if you put it at the end of a level it becomes more like a reward or a transition, and don't really break the gameflow.

#5168461 How to invent names (theory)?

Posted by Navezof on 22 July 2014 - 02:53 PM

Do the same as in real life. Most name come from a profession, a place, a character's trait. Which is then deformed over the centuries.

That's why when I try to find names for a character I just pick what describe the character or a family traits and deform it a little with the sonority of the language in which this character is. For exemple, let's say we have a noble family which is rumored to have only red hair. So their name started as "The family with red feather", and then :

The family with red feathers -> the red feathers -> Redfasser

And we have one member of this family who works in a stone quarry. His full name is Stone Redfasser. (...well, maybe not best name ever)

Or you can try to modify the name with a different pronouncation (or with a different language) In the previous case, if the country language is similar to french, you'll have :

Red Feathers -> Redézer (...this one neither)

In the Farseer Trology by Robin Hobb, many character are name from their character's trait (Chivalry, Patience, Regal, Shrewd, Chade, etc...). In their tradition, the name can influence the character of the new born. I find this way of naming a lot better than just sticking random sound together (mordack, kardak, etc...)

Using song or band name to name some place can sometimes fit, especially if you really like the song/band you are using. And this also give to the place a special feelings smile.png

For exemple using Ghost Trail (https://www.youtube.com/watch?v=S2LFbiNY2_s) as the name of a road in the mountain, sounds a lot more badass when you know and like the song from which the name is from biggrin.png

#5167798 Game Maker Idea for Workshop or Community Item based

Posted by Navezof on 19 July 2014 - 08:20 AM

Damn, no offense but I have a really hard time understanding what you are talking about.

You should always go straight to the point and for the love of whatever there is up there don't use so much onomatopeia (ah! oh! uggh!), this is just annoying and confusing as hell! And cut the useless chatter >< ! The less there is to read, the better! The attention span on internet is hugely low, if you want people to take time reading you, give them the important informations right away! (I have the impression of reading an annoying anime little sister character. And I always want to smack these kind of character)

Don't hesitate to create a new thread of contacting a moderator (I guess they wouldn't mind, surely) if you want to know more how to better interact with this forum :)

Anyway, back to the topic. Basicaly you are asking users to send you by mails items for your game, and you would pay them. (200 to 10000...dollars O_o?) This system kind of already exist and it's called free lance artists biggrin.png

So yeah, great idea. After all, working for other in exchange of a certain amount of currency is one of the starting point of the civilization smile.png

Just kidding, I guess you had in mind something more like the steam workshop? In this case in can be a good idea, but it requires an already popular game and also easy to use tools, in order to allow any user to create something even without good graphic ability, and also to have a graphical consistency.

Need your support by +1-ing my post


People will +1-ing, as you said, your post if they find it useful. It's pointless and stupid asking. People will more likely -1-ing you if you keep asking or multi-posting without good reasons -_-'

I'll recommend to always ask yourself before posting: Does my new post answers a question of the original post? Does my new post brings new informations that were needed? If your answer is No and No, then don't post. Doing otherwise is just stupid and useless.

Hey, don't steal my idea


I pretty sure there is already an article about why people won't "steal" other's idea...

Okay, maybe it's enough! All copyright belong to their own represctive, or ah! Whatever! Oh, right and the religy thing! All good thing came up from the gods, with their or your own religy, (not the wrong thing one!) And all mistake (not all, hehe) came up from me!



#5167699 Classes and OOP

Posted by Navezof on 18 July 2014 - 06:06 PM

"Keep It Simple, Stupid" (KISS)


Best mantra ever :D

Also, learning some design pattern could help you figure thing out and give you ideas. I recommend this very good book about design pattern : http://shop.oreilly.com/product/9780596007126.do

Even if it's explained with Java, the theory can be applied to any languages.

#5167697 Games dependent upon the use of (improvised) external auxiliary instruments

Posted by Navezof on 18 July 2014 - 06:00 PM

but I'm not sure what "available numericaly" means.  I'm guessing it means digital copy


You are guessing right. My mistake ^^'

(Not making fun of your English skills -- I try to participate on Russian language forums all of the time.  You do 1,000 times better than I do.)


It's ok, I forgive you :D 

If you are going to do something so cool as to make a physical copy of a book, I think it should remain that only -- no digital copies allowed!


I think so too, but you get the book only if you buy the collector edition, and the collector edition can be found now at 200 dollars. I guess many players don't want to spend that much on a game.

In the other hand, it double as a nice artbook and an actual game mechanic :)

#5167671 Games dependent upon the use of (improvised) external auxiliary instruments

Posted by Navezof on 18 July 2014 - 03:51 PM

So I'm sort of curious whether or not in the last ~ 20 years some games have further experimented with this aspect.


Ni no Kuni is a PS3 game which was accompanied with a spell book, a physical spell book. In this book, you could find recipe for potions, informations on creatures or a place,  tips to resolve puzzles, etc...

The book was avaiblable numericaly, but the intent is here smile.png (And the studio Ghibli made all the cinematics of this game smile.png )

A little different than books and paper, the MMORPG The secret world had some enigma wich required to go to the in-game internet to find answers and tips. It's not really an physical auxilliary, but, close enough?

And even nowaday with some hardcore managment game (yes, dwarf fortress I'm talking about you), I have to write down some notes to keep track of my dwarves.

It was also DRM, by the way... a few of my first computer games asked you to type the third word of the second paragraph on page seven of the instruction manual to prove you bought a legit copy!


Ahah, this kind of DRM biggrin.png When I was little, I spent hours trying to brute-force an enigma of a game because I didn't have the manual (or never undestood because the game was in english, and so was the manual). I had to click on the teeth of a giant skeletton head to open the door, and I had to follow a certain order, or get stuck. Forever.

#5167553 Classes and OOP

Posted by Navezof on 18 July 2014 - 03:26 AM

Mmh, when the function seems not to fit with its class, then maybe you should create another class.

For exemple if you have a class which purpose is cookie business, and you need to implement a function that feed cats then maybe you should create another class dedicated to cat-business.

My exemple is kind of silly, but its the idea. Specialize your class. Each class should do one thing. Cookie-business (baking cookie, selling cookie, creating cookie-recipe) or cat businness (feed cat, play with cat, breed cat), not both.

On the contrary don't overdo it and create one class for each function you will make ^^'

Anyway, try to be as coherent as possible with your code. And trust your feelings :D

#5167404 How do you get ideas for new games?

Posted by Navezof on 17 July 2014 - 08:44 AM

 What??? -1? What happen with you guys? AH! *sob* sad.pngsad.png


I guess peoples think that : "This response is not useful and does not improve the conversation"

Which is kind of true, because you are answering the question : "So how do you normally come up with idea?" with "Okay, that's me [who come up with an idea]", so yeah, not really usefull ^^' (And bonus point for managing to trash people in the process :) )

The question here is How, not Who


 Oh, wait! You mean, that I can sell my idea to public? Where? Where I can do that? Please tell me! I'm curious!


Even though, I don't think it was your intention, but this sentence seems sarcastic to me. And being sarcastic to a perfectly valid answer is kind of rude. If it is not mean to be sarcastic, then this is kind of out of place and would need a whole other thread to answer this.

Anyway, don't feel bad, and just try again next time :D 

#5167006 How To Make Combat Formulas Work Better ?

Posted by Navezof on 15 July 2014 - 09:55 AM

My recommendation is a large collection of data tables that can be reloaded at runtime, and many hundred hours of tinkering. 


Excel (or open office) can be a very powerful tool here. And with some macro you can make your own basic "testing machine" that give you tables and graphics.

As a general advice, maybe try to figure out the general direction you cant to go, determine the maximum and minimum and adjust from here. For exemple you want that an average level 5 can kill a level 1 in three attack, so adjust the stats until you get this result in your simulations.

You also want two character level 5 with the same equipment and exact opposite stats (offensive, defensive) to be evenly matched. (except if you want otherwise)

About what you are exposing here, I think that the combat level can be redundant. As he is determined by your other stats, if you are already stronger than you opponent why using the combat level as a bonus? 

I would also use two phases for the fight (and as said slice4ever, you have 4 defensive stats, and only 3 offensive, is this intended?)

Phase 1 : does the attack connect?

If Accuracy > Agility then the attacker touch the defender
if Strength > Defense then the attacker touch the defender

Phase 2 : how many damage are dealt?

With Damage being another stat, weapon damage, or else

Damage dealt = Damage - Armor

Or something like that.

Edit : typo

#5166429 Open world game design in Unity

Posted by Navezof on 12 July 2014 - 11:31 AM

One of the problem I see with an open world without "zone" is that if there is AI in your game (I assume there is) they will consume a lot. Even if you don't see them, they will have to move in order to stay coherent and not just freeze when out of sight.

So, as Glass_Knife said you'll have to test it out. I guess you could try to create your zone approximatively, without details but with about the same number of vertices, this should allow you to stress the system. And same with the IA, make some IA that think something stressing.

I never tried myslef so I'm not sure if this would be effective.

#5166425 is this much importatnt to have a strong fixed gdd?

Posted by Navezof on 12 July 2014 - 10:26 AM

rather then a wiki or single document you can only use an online scrum board / collaboration tool like Trello


True, Trello is a nice tool for distributing tasks and organising your work (even in team), but not so much for defining the feature or as a replacement for a GDD.