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Member Since 29 Nov 2004
Offline Last Active Jul 07 2014 01:12 PM

Topics I've Started

Don't like ending games

17 April 2013 - 07:03 AM

I suspect I'm not along in that my favoriate type of game is RPGs but I don't really like completing them.  I like enjoy creating a building a character.  I just kind of hit a brick wall when the character improvement ends.  This is kind of the same both for single player and multiplayer.


To create a game that focuses more on my favorite part I've been thinking about a "generations" game.  With this game when your character dies, instead of the game ending it continues with the character's offspring or close reletives.  In this way there isn't just one creation and building of a character but many.  On the other hand it seems all it is really doing is taking the normal begin, build and end phases of an RPG and repeating them.


So I'm wondering what others think about this.  Is there a way to focus an RPG more on creation and building as well as extending that part of the game?  Or is this something where existing games have already made the most of what is possible?

Good 2D C++ Graphics Library?

11 February 2010 - 01:17 PM

I'm working on a college project and need a good 2D sprite library to get some visuals into the workings of my project. All I need is to be able to position sprites and render an elevation map as a color coded terrain. I know this is pretty simple graphics but all my background is embedded, networks and low level OS and I don't have time to learn the graphics programming right now...

cRPG: How to handle the non-combat grind?

02 June 2009 - 02:58 AM

I'm working on a [edit:not TD, yeah, I can type today...] 2D space scroller RPG (some aspects kind of like Eve Online) where everything is made from materials harvested from asteroids. Also I'm not currently working on any skills right now and if I do their impact will be minor so the "levels" is more about the size of the ship and the equipment. In MMOs people are willing to spend hours grinding towards the next level or that next piece of equipment. I suspect this is primarily because this grind can be done with others which makes it more of a social thing, also there is a competitiveness that someone else was willing to work to this point then I should do even better. What about cRPGs? It seems to me that the combat level grind is simple (relatively speaking) to figure out. If the combat is exciting, fast paced yet still requiring strategy, then the level grind will be less noticeable. The player will just find new options and variations to the combat as they progress so long as the combat is not broken as it gets more complicated. Activities like mining and trading seem more difficult to make the grind be less noticeable. Both activities are fairly straight forward and simple, not much action unless you are trying to avoid getting blown out of the sky while doing your job. While blockade running can be interesting, trying to dodge pirates while mining seems like it could get annoying rather than fun rather quickly. As a result I don't see a good way to make the grind interesting other than focusing on the goal of upgrading to bigger and better. As the player gets larger ships I can see mining and trading beginning to form convoys which can include defensive ships and the player can move into a commanding role but I'm still having problems of how to make things interesting when the player has one little ship. Is there a way to make this more interesting and worth the time to grind through rather than just focusing on the next goal or should this point progress fairly quickly before moving onto letting the player begin commanding more ships? Any thoughts no matter how far off base? Thanks! [Edited by - Drethon on June 2, 2009 12:14:21 PM]

Would you pay for incremental feature release?

01 April 2009 - 06:52 AM

What I'm thinking of is take a casual game, say a 2d space shooter, and the initial release would be a basic but fully playable game and subsequent releases would add new features to the game for a cost (say 10$ for the initial game and 5$ for each new feature). An additional feature might be the ability to board a ship and have combat within the ship to capture it. The additional features would not change the basic appearance of the game but would add new gameplay to it. Part of the reason I'm considering this idea is being a lone indie developer, I don't really have the capability to code a slick AAA game. Feature expansions would allow me to release a very basic game that is still complete and fun and then expand the game further as I have time to develop expansions. Would there be any problems with this type of sales model or would this be a good idea to pursue?

How long will people play?

18 March 2009 - 09:09 AM

Partly I'm wondering in general, for a style of gameplay, how long will people play before they go to a different game or want a change in gameplay? Also I'm wondering for the specific game I've been designing. I'm looking at a generational type RPG. The first character has to do the basic survival activities such as gathering food and maintaining a house. Once the children are grown up the children can help with some of the activities so the parent can start working on other activities. As the generations continue the player would control the head of the household and can focus on expanding the household through politics, technology, pure military strength or other approaches as the rest of the household runs the basic survival activities. Essentially building a dynasty. How long would you expect a player to be willing to work the different stages before wanting to move up to something bigger or just different?