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Member Since 30 Jun 2003
Offline Last Active Jan 18 2016 08:38 PM

Posts I've Made

In Topic: Research system idea

23 January 2015 - 06:50 PM

I always found it frustrating to be limited to researching one topic at a time even if I have the research points to study a dozen low level techs.  Especially as I might be concentrating on one or two things but still need all the other techs to have a decent empire.


What about dividing things into to two areas discoveries and tech levels.  


Discovers would specific things like ion cannons, or fusion drives.  A Tech level in a simple version would be a set of discoveries.  

The research points you generate are spent on discoveries, and when your total research points generated reaches a certain milestone you get all discoveries at that tech level.


So tech level 1 might consist of

  • Colonization Module
  • Fusion Engine
  • Lasers
  • Vertical Farms
  • Research Labs
  • Industrial 3D Printers
  • Digital Currency
  • Solar Collectors


Each costs 10 RP. The cost of unlocking Tech Level 1 might be 150% of the remaining techs. So If I researched just Fusion Engines and colonization module from tech level 1 then when my total research reaches 90 RP I'd get all the remaining ones.


You can have other more complex interactions as well.  Such as TL cost is decreased by 10% for every level behind the galactic average you are.  Or you get a 2.5% discount for every race you have a trade agreement with. Covert action might be able to disrupt your progress towards a tech level.  You might find the ruins of an ancient planet civilization that instantly catapults you to tech level 3.


That way you focus on a couple of primary techs an know that you'll still advance as empire as whole, even if all do you is spend your time researching bigger guns.

In Topic: Gameplay For "Split-Reality" Game World?

17 November 2014 - 08:22 PM

The first thing that comes to mind is some kind of VR/Real life game where things you do in VR effect the real world and vice versus.


For instance maybe you go to an old library that is nothing more then a ruin in RL, switching to VR Mode lets you traverse a recreated version of the Library allowing you to access areas in accessible in RL. A broken staircase might exist in VR letting you reach the second floor of the library switching back to RL lets you pick up a gardening book on the second floor.


Moving a set of pillars in RL could be part of solving a jumping puzzle in VR.


The player might planting crops in RL and then access the weather control system in VR to ensure they receive water and sunlight.

In Topic: [4X space] Research (discussion)

17 November 2014 - 06:54 PM

I always liked the way Alien Legacy Handled research.


You'd discover items or encounter events that would unlock research topics each topic had a cost in the six different science fields. Once you paid that cost it would take a period of time before you received the results of the research.


For example your settlers might have found unusual mushrooms growing near their new settlement.  It cost 50 biology points, and 25 chemistry points to research the mushrooms and they result is you can now build advanced hydroponics chambers giving you more food per turn.


A rare crystal you find while exploring a moon might let you finally unlock phaser technology for your ships.

Discovering and researching Naqudria might allow you to produce hyper space engines small enough to fit on fighters.


It was good because your exploring and events shaped your research paths and technologies you unlocked. 


One game I played I think it was War Of The worlds required the enemy to use technology against you before you can research things.  For instance before you could research air filters your enemy had to start using bio weapons against you.

In Topic: Neutral planets

12 October 2014 - 01:40 PM

Neutral planets could create buffer zones between empires that would have to be annexed prior to an invasion and also act as way defending yourself from an enemy.

Neutral planets might have key exports and imports making them significantly more valuable as trading partners then they would be to conquer.

Neutral planets might encompassing many unique bonsues things for instance a research colony might provide a free technology once you've supplied them with a set amount of trade goods.

Neutral planets could be used to fight proxy wars.  Why attack your enemy when you can get a neutral race to do it.  


Rare planets could be sold to private individuals and corporations for massive one off bonuses becoming neutral worlds.

In Topic: The Week of awesome II - The judge Thread!

11 October 2014 - 06:00 PM

This game jam was a lot of fun.  Congratulations to the winners, and kudos to everyone else for participating. Thanks to the judges for taking time to go throw the massive list of games and submitting not only scores but also leaving comments.


Some people seemed to really like my game the Last Toy in The Toy Box and other did not but that's all par for the course.  I didn't do quite as well as I had hoped but I learned a lot and had fun which is the most important thing.


My rapid prototype approach allowed me to get things out quickly to play test but left me with the problem of having to refactor large chunks of code when it came to adding or extending functionality. 


I'm also glad I went with my gut instinct of trying making sure the timings were all correct everything was achievable and then making everything easier.  Originally for instance you only had 5 minutes to escape the toy box, which left you only about 60 seconds at best to hide the toy box.


Going forward I'm not sure what to do about the real time aspect.  One of my design goals was to have the player always moving forward, the ticking clock limited the amount of time they can waste and forces them to decide between different options and paths. It also makes them have to choose between training and moving forward and exploring. But at the same time I didn't want the player to be rushed to make decisions and have to skip the text which is why I had the clock only run when Teddie was actually performing an action.


It was also my plan to have the different characters do actions in parallel and have to do things in tandem to overcome challenges. All of which would work best if the game ran in real time, it might still be doable in fast time it would just mean potentially having to tell characters to wait.... which would be lots of extra clicks. So I'm not sure.  I'll just have to play test it out. On the other hand even I've not played the game on real time since I add the fast time option.