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LittleVikings

Member Since 10 Feb 2014
Offline Last Active Private

Posts I've Made

In Topic: Steampunk industrial turn based strategy

16 March 2014 - 04:15 AM

I'm sorry it took me so long to reply, and more so because of what I have to say ..

 

I'm not a fan of management sims, so if you ask me what the point is, I'll say there is none. They're a simulation (more akin to toys than games) of bean-counting (as much fun as a stick in the eye). A fan would probably tell you that the point is to make the little people do your bidding (maybe not in those words). Essentially, the aim of the game is to "build a thriving nation", which, to me, means that there is no clearly defined goal, or it is too subjective to be definable, and that's the first thing I'd want to set straight, although, come to think of it, I vaguely recall elections which you had to win to keep playing, or something like that. Honestly, my experiences with these "games" have been that unmemorable.

 

On a more constructive note, looking objectively at your own experience of this type of game in the wider context of game design, have you found the play experience, and in particular its conclusion, satisfying? And if so, what did it satisfy? I think that that will give you your answer.


In Topic: Steampunk industrial turn based strategy

07 March 2014 - 05:39 AM

I think one island is OK if you start with one province on it and expand to fill more. Maybe allow the player to manage land by selecting the hexes to form the new province, and calculate cost of expansion based on number of hexes, constitution, etc.

 

The second option sounds fine too, and it might even be nice if the AI expands (as above), and you have the opportunity to establish provinces on the other islands if you're quick enough, and willing to soak up the initial cost. The advantage of these provinces would be reduced costs when trading with other nations on the island (no need for ships).

 

My feeling is that, at the moment, there's no sense of "tangible" progress, and no motivation - all you do is make the little numbers change. That might be fine in multi-player games, because competition with other players provides the motivation, but in single-player, you need something (like expansion) to drive gameplay.


In Topic: Spaceship Interiors

04 March 2014 - 10:24 AM

Your design tells you what objects you need - I don't see how we can help.

Is this a programming question, or are you looking for help with designing a game around your engine?


In Topic: How to design spaceship missile combat?

04 March 2014 - 06:03 AM

Mostly re-iterating on what ferrous said, I would do something like :

 

- Give each player a number of tokens/coins/bottlecaps/buttons/cookies/whatever-you-have-on-hand to represent missiles in their arsenal. Paperclips would work well, because you can keep them in your pocket, and then clip them on the edge of your opponent's sheet when they're in flight. You could also use marks on a separate sheet of paper, but tokens of some kind can be nice, and if each missile can do devastating damage, you don't need many of them.

- Create a common "in flight" area (could be on the table, in your left hand, whatever), where missiles are placed when they're launched.

- While there are missiles in flight, players have the option to allocate any number of fighters to shooting at them.

- If missiles remain at the end of the round, each one has a chance to do pretty serious, but not instantly crippling damage, so that you have the option to let the missile through instead of allocating fighters to it. You could expand on this with critical hits on various systems, etc.

- After resolving, missiles in play are removed from the game, so there is a limited supply.

 

I don't know if you have much experience with making physical games, but I would also suggest that even if the game board can be easily rendered in pencil, making up a nice set can give a game a lot of appeal, and can also be a very satisfying part of the process.


In Topic: Looking for game ideas using a 24x24 LED matrix

24 February 2014 - 06:35 AM

I like that maze idea. It could make good use of tilting and screen buttons, with a rapid blinking LED indicating your position on the active screen, and slower blinking for the other screens (and when they're shown on the active screen too).

 

It's a real pity you can't have multiple players competing. Would it be possible if they took turns?

 

Also, what are the dimensions of the device? And can it be placed to face up or forward? Or does it have a specific orientation?


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