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Member Since 02 Dec 2004
Offline Last Active Oct 11 2014 04:32 PM

Posts I've Made

In Topic: Planetary defences, ground forces, fleets

11 October 2014 - 04:31 PM

Sensors ??  To get a chance to move the mobile resources back ???

In Topic: new MOBA idea

11 October 2014 - 04:29 PM

MOBA - Museum of Bad Art ???   (google it)  I suppose eventually everything will have a game made of it, eventually...

In Topic: Mobile time killer: How fast to ramp up difficulty?

11 October 2014 - 04:27 PM

If its 'fun', then even if they lose they go back to it - the question is how long is that before the player abandons the difficulty (and then hopefully just restarts for another game).  HAve the results have some unpredictability (variability) where things sometimes fall into place to get further.


A progression of goals achieved opening up 'tool's to advance ability (and get fiurther with less difficulty) ???  But be ready to have to supply and endless ramp of such things.

In Topic: How to make finding objects fun for a kid in my game?

11 October 2014 - 04:13 PM

#gamedev?  Is this a tweet?


Anyway, you just have to make the objects fun or silly things to find for young kids.  You can make them do something absurd when found also.  It will almost all come down to your art assets and animations to reward them for finding the objects, and the jokes you come up with that those assets will need to embody.


Thats what I was going to suggest - and have the things vary more so as not to become routine (amusing to suprises to big suprises)



Actually come to think of it the same goes for 'kids of all ages'.....

In Topic: Designing a good feel ARPG melee combat system

11 October 2014 - 04:11 PM

A system with a progressive gamble payout  (like those Las Vega Slot machines)   where a progression of actions leads to a much better result, but with the risk of being interrupted/disrupted (And secondary actions/preparations involved to prevent that).


Unpredictable results/surprise can increase player interest (particularly with fancy optional visuals ???)


The player has the choice to do things simple (more certainty) or more complicated (with more risk but better reward).  Balancing between those paths to prevent loopholes will probably be a chore.