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Member Since 23 Apr 2000
Offline Last Active Today, 01:35 AM

Posts I've Made

In Topic: Creating cool mechanics for a turn-based game that encourages separation

26 October 2016 - 04:08 PM

How about units tied to towers?  And the towers must have at least X distance between them.  The towers could be, say, eagle nests and the eagles are only at max strength if te have enough territory to forage for food in without competing with other eagles.  Then you could also have a tiger unit and if any two tigers go too close they'd do a small amount of damage to each other then run away until they were comfortably far apart.

In Topic: Do you ever have to worry about your stories being stolen?

24 October 2016 - 01:52 PM

The only kind of story I've ever seen be stolen was stuff that was already in a finished, salable format, generally novels.  Because that's the only kind of thing where a thief could get some actual money out of in a fairly short amount of time.  When it comes to game and game story ideas, generally everybody has lots of their own - I've tried to give mine away for years, and you just can't find takers. :rolleyes:

In Topic: In-Game Easy Feedbacks

14 October 2016 - 07:18 AM

Sounds as well as visual color changes are commonly used to indicate things like: health is dangerously low, energy is full, an enemy has just entered your detection range or has detected you, you have successfully stealthed and stopped being detected by anyone, a hidden treasure is nearby, you are under a status ailment such as poison, you have successfully taken an action with good timing, possibly adding to a combo chain...

In Topic: How popular are "economic simulations" in other countries besides DE?

13 October 2016 - 08:01 PM

I think economic sims need drama to be popular in the US market. (I don't know a lot about other markets, though I have also heard someone say that German board games tend to be more complex and abstract than board games designed in other countries.  This could be compared to the cultural difference that Japanese players used to expect RPGs do be much more difficult than western players, which sometimes resulted in difficulty changes when creating English versions of Japanese games.)  But back to the idea of Drama.  Drama isn't quite the opposite of abstraction, but you cannot have abstract games that are highly dramatic.  Drama is the connection of emotion to plot, o in this case gameplay.  Drama requires a strong theme (or a weak theme plus explosions).  Economic sims tend to lack explosions, unless you count bad ends where the player goes bankrupt or is bought out in a hostile takeover or something like that. Or random disasters like in Sim City.  Economic sims also tend to lack the kind of emotion found in RPGs, involving things like monsters, mysteries, jealousy, death... but the tycoon games that are popular in the US use the frame story or mission briefings to add these kinds of emotion to the game, and also cute or cool graphics and exciting music and funny or heroic gameplay to support the emotion introduced by the story.  How well the game does this is the difference between whether it's popular or whether it's the same as 100 other older economic sims.

In Topic: A snapshot history of Gamedev.net looks

11 October 2016 - 05:07 PM

Oh, lol, I assumed those were going to be forum snapshots.  I pretty much never use the main page so I don't actually have memories of most of those, despite being an active member of gamedev the whole time.


As far as the forums go, remember the version that used green crystals for some of the icons?  I always wanted to see a black background version wit a more developed blue or violet crystal theme.