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Member Since 19 May 2004
Offline Last Active Jun 26 2015 02:09 PM

#5234715 Planetary development levels

Posted by suliman on 14 June 2015 - 01:56 AM

Yes earth was:









Before humans came, and still is. Problem is real planets are typically of only 3 main types:


1. with atmosphere which gives different biomes (see earth)

2. dead rocks

3. gas (no solid surface, like jupiter, so no buildings, settlements, agriculture possible)


There is no "forest-planet" where poles and equators and everything is "forest". This is a fantasy-game not a astro-simulation so it might not matter, but its almost always disregarded in these 4X games.


Maybe a game could still use the more realistic approach somehow:


1. Livable worlds. For population and food production and mines. "Best" planets for the player. Portion of different biomes can vary.

2. Rock world: still can be mined for resources (can have moon-base styled colonies, maybe heavily mechaniced?). No farms.

3. Gas planets: not landable, but maybe useful for something else?

#5234441 Planetary development levels

Posted by suliman on 12 June 2015 - 06:54 AM

Having each planet a "type" like






is standard procedure for x4 space games, but its rather strange dont you think? This is not how planets are.

#5234009 Good name for a zombie game

Posted by suliman on 10 June 2015 - 01:40 AM

Dayz of brainz? Fleshfeast!


Pretty generic though.


Hard with so little info.

#5211364 Dungeons in roguelike. Randomly generated or not?

Posted by suliman on 18 February 2015 - 01:33 AM

Thanks guys, you're the most awsomest of the internets! For reels.


(No but really, good input)

#5211259 Hiding savedata to prevent save backup

Posted by suliman on 17 February 2015 - 02:12 PM

So... many people log in just to state EXACTLY what i wrote in the post i have no interest in and already know. Not very useful.


Im asking for simple hiding tricks. Comments on the ones I suggested or other ideas are useful.



I dont want online simply because thats more mess (and possibly costly) than I prefer to handle for this feature:) Also it forces the player to have internet connection/be online.

#5179411 Aircraft game - weapons and armour classes

Posted by suliman on 10 September 2014 - 02:30 PM

it may be called hardpoints, but i want the player to have some liberty on what to load up on (part of the gameplay). So a large bomb may take the same "space" as five small rockets.


Each plane type has


1. A autocannon damage and ammo cap

2. Drop cap (bombs/torpedoes, may be zero)

3. Launcher cap (rockets/missiles, may be zero)

4. Other characteristics such as armour, speed, agility, cost etc


So (for example) some aircraft types may only drop bombs, but the player composes the loadout from within these limitations. Or switches plane, if its available for that level.


More comments?



#5170873 avoid ships colliding?

Posted by suliman on 01 August 2014 - 07:08 AM


I have a topdown 2d ww2 naval games with warships (destroyers, cruisers etc) running around (Think "navyfield" for the scale).

You Control a ship and have ai-controlled support ships, and the enemy has their ships (might be 10 ships in a fight)


Its realtime and no tiles, ships move "physics-based" taking time acc/deaccelarating, turning sluggishly (especially larger ships) but scale is rather arcadish so you can easily get close ("ram") other ships. Also ships need to go close to get within range for their guns. Each ship is controlled by turning and engine power.


So how do i make ai-ships avoid crashing into eachother/enemy ships? When facing other ships, if one turn and the other turns the same way they may just still crash into eachother (and so on...)


Im looking for a simple solution that works acceptably! Dont need to be perfect.




#5147550 Scaling in 3D aircraft game, objects look too small!

Posted by suliman on 16 April 2014 - 11:27 PM

cool guys, thanks

#5137281 common default control mappings for fps/rpg's

Posted by suliman on 08 March 2014 - 02:44 AM

Plz for the love of god make it customiseable! Then deafault setup is not as important (of course it should still make sense). 

If keys are not customisable in a game, i will problably not play the game (and many gamers are like this).


The weapon shortcuts for fallout 3 (maybe similar in oblivion?) was not very smooth and seemed to be taken straight from the console version.

#5137186 Quantifying insanity.

Posted by suliman on 07 March 2014 - 02:39 PM

I guess you have played "dont starve" given the game design. The very simple system they use works fine for that setting. 


If you want to make it more complicated that works of course, but why is 10 000 max? Seems arbitrary. Will it be shown to the player? Then use 0-100 or some other more understandable number. Adding more zeroes usually just annoys the player. If you want higher precision show decimals (when needed), but dont clutter the screen with useless information (such as super high precision).


If only used internally, why not use 0-1 for this meter? (1 usually means full).

#5134178 Zombie overlord in a boardgame?

Posted by suliman on 24 February 2014 - 01:32 PM


Im planning a co-op boardgame about surviving the zombies and holding out until help arrives. But i want one player to be secretly against the others and mess up the plans just enough to not be exposed. Problem is it doesnt really fit with the zombie setting. Could there be a zombie overlord that secretly controls the zombies and want them to fail (so his/her zombie minions can feast on some nice brain).


Or any other solution to this?


#5131039 Early game Civ-like game

Posted by suliman on 13 February 2014 - 08:32 AM

Early civ is exploration, claiming good land and planning for mid-game (where to expand, who to defend against). This is great fun and often very important. You can add fluff like ruins that give bonuses when explored if you want. But adding too much stuff early on will feel artificial and remove the feeling that your empire actually grows (you SHOULD have more stuff to manage later on, it's an empire-building game).


That you do "less per turn" in the beginning isnt a big problem as you just press "next turn" quicker (single player turn-based). As stated:)

#5128032 how to prevent save cheating? (for games where saving is NOT allowed)

Posted by suliman on 01 February 2014 - 04:16 PM


In many games such as xcom or others, there is a big point in the player not being able to go back if something went "bad". Actions should be permanent. The punishment/difficulty for "failing" something ingame can differ, but generally you don't want the player to be able to cheat.


However it seems to be hard to technically prevent save cheating (the user just finds and backups the "savefile" and restores it later). Any good way to actually stop this from being possible? Hide or nest files or something? I mean, if i save progress in the exe instead of in a separate "savefile" the player can just backup the exefile...


(And plz dont just answer "if the player wants to cheat, let him/her". That doesnt help me.)



#5125654 Name generator

Posted by suliman on 22 January 2014 - 09:10 AM

For use for characters in games, randomly assigned (first and second name) to new actors in the gameworld. I need txt-file of 500 or more of names listed something like this:


Bill Billman

James Carpenter

Ar Kelly



but with african names.

Also any namesets are useful for the future. As stated the generator above does exactely this but doesnt have all the namesets i would prefer. They use open lists, birth registries etc but i dont find such sources myself. Keep in mind that picking one name at a time is too time consuming.


Greatful for any tips

#5123849 Name generator

Posted by suliman on 15 January 2014 - 06:20 AM


I need lists of many names (first and/or lastnames, preferable both) for some african languages, ie swahili/kiswahili and others.


This is a splendid tool


As you can order txt-files with thousands of names (good for parsing into your game) but they dont have african names (exept Igbo and Eritrean language).


Any tips?Any database i can access or generator like the one mentioned above?