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00Kevin

Member Since 12 Oct 2005
Offline Last Active Jan 15 2014 12:57 PM

Topics I've Started

3d dice roller example?

11 January 2014 - 12:47 PM

As anyone seen an example of rolling dice that uses 3d canvas and real physics?.   

 

I'm looking to create a die rolling app that uses polyhedral dice.   

 

I guess I could find a 3d physics example that uses simple objects, but I'm sure it has been done before.     I think the trick is how to determine which face value is up.   


Turn Based Action Economy

26 March 2013 - 11:56 AM

I'm currently making my first turn based tactical combat game and I'm interested in your feedback.

 

So far I've grouped all actions into 4 categories

 

1. Offensive

2. Defensive

3. Movement

4. Incidental   (for actions like falling prone, taking cover,  or opening a door)

 

Actions are managed by action points.  Every unit gets 2 action points per round which can be spent on offensive, defensive, or movement actions.   Incidental actions are free actions. 

 

What this means is that in one round you can

 

1.  move, attack

2.  move, defend

3.  move, move

4.  defend, attack

5.  attack twice

6.  defend, defend   (full defense)

 

At the moment, I just need to figure out how my 6 armed troll will attack.   At this point I might have to create several action points per category, but I'm not sure I like how complex it seems to make the system.     

 

 

Can any of the experts here suggest a better action economy?


Alternate inventory screen design

27 February 2013 - 10:11 AM

Most games today make use of Diablo style inventory screens or simple filtered lists like those used in Skyrim.

 

For my game, I've been considering alternative concepts to inventory screen design.

 

The concept I'm focused on right now is a tree structure.    The inventory system would make use of container items for nodes.      It would allow you to move items and even containers full of items between characters.  Now,  if I recall Ultima Underworld and even some of the old SSI rpg games like Ravenloft used this concept.     

 

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underworld2.jpg

 

 

 

 

I think the inventory tree structure adds more realism to the game (which I like), but the only problem is that I just can't figure-out how it would work with a console controller.     The tree concept seems to be limited to PC games since drag-and-drop is essential.  Controllers are limited to a cut/paste like function that I'm not really sure is all that intuitive. 

 

If I did create a pc/console game that used a tree structure do you think I'd get a lot of flak for it?   

 

 

 

 


Units with N equipable locations

05 February 2013 - 03:56 PM

I'm currently having a bit of trouble trying to conceptualize an appropriate user interface and class design for equipping items on units with N equip-able locations.    

 

My game is a bit unique in that it allows for units with more than two equip-able locations.   For example, a robot character race with 6 arms might want to equip a two handed weapon on arms 1 & 2,  a one handed weapon in arms 3, a shield in arm 4, and another two handed weapon in hands 5 & 6.

 

In addition, some weapons in my game can be used one or two handed (like a spear).

 

I think that with such a system I can't automatically equip and unequip weapons.  I think I'll have to ask the player which hand(s) he wants the item equipped on.   

 

Anyone else try something similar? Are there any games out there that have done this elegantly?


Turn Based Games - Initiative

12 September 2012 - 02:37 PM

When developing a turn based game which method of initiative is best: Group initiative or individual initiative?

There are games in which every single character on the board gets its own unique turn and there are others in which each team gets a turn.

At the moment I'm working on a turn based rpg with multiple characters (6+) and I'm wondering what method of play would be best.

I'ved play games like Panzer General in which you get to move all your units before you end your turn. The great thing about that kind of tactical game is that you can effectively surround an enemy unit and then determine (by hovering over the unit) who should attack first. I also really liked how ranged units attack on their turn and possibly again on your turn as a reaction to you attacking.

And then you have games like D&D that promote individual initiative complete with interrupts and readied actions. In most cases these games roll initiative once at the start of combat and each unit acts on the same turn for the remainder of the encounter. Other variations have a new initiative rolled at the start of each round and that really mixes things up.

I'm wondering which method would achieve the highest level of tactical game play. I realize that with a large number of units it might not make sense to use individual initiative, but with around 8 units on the players side and possibly twice that number of the monster side it might work.

I think group initiative is more nerve racking of an experience for an RPG game. Having to watch as the AI moves all it's monsters in and decimates your party might make the game more deadly. On the other hand, I could allow for healing spells and the like to work as reactions. That way your characters have actions they perform during their initiative and reactive actions when it's not their turn.

Any thoughts?

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