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Member Since 25 Sep 2000
Offline Last Active May 27 2016 07:01 PM

Posts I've Made

In Topic: Looking for a good textbook

25 May 2016 - 02:38 PM

Is there any reason why are you choosing this particular book over any online sources that are freely available?

In Topic: Win by Territory control research

20 May 2016 - 05:49 PM

I don't know of any other games that highlight that particular mechanic and I haven't played Splatoon.


I would look at it as trying to build a sort of action puzzle where the player has to simultaneously defend and decide where to place a limited number of totems. The magic (or whatever) emanating from the totem perhaps subject to elemental rules or environmental obstacles. Different types of enemies may be a threat to different types of totems in the traditional rock, paper, scissors manner.


Sorry for going off in a different direction but, if it was light you were working with, I'd say that the whole dungeon level is shrouded in darkness and to call out the boss you must maintain a minimum amount of light across the entire level. Then it'd be a matter of determining where to place a limited supply of a variety of light sources of varying intensities (and perhaps spectra if there's some kind of mixing mechanic desired) such that shadows are eliminated. The challenge may be in the need to defend the light sources as well as figuring out how to deal with the level design, for example, how do you deal with a shadow cast by a pillar in the center of a room while maximizing your supply of light sources. Perhaps there'd be devices that could reflect or otherwise affect the rays cast by the light source.

In Topic: Gladiator manager game - ideas needed!

20 May 2016 - 02:52 PM

This has been in the back of my mind for a project for years.

A long time back an old GM of mine came up with the idea to run gladiatorial battles between the players. We did up a random roster of characters for each player to choose from before battles began. Sometimes there were specific character parameters required to follow for a battle (level/hp/class/whatever). He would then put us into a ring whose physical features would change somewhat for each battle and you'd never know just what kind of environment you were going to be facing until the last second. Sometimes battles were one on one battles between, sometimes it was against a monster of some sort which sometimes meant it was just a straight up death sentence for the player characters. It was run through a kind of mix of loose AD&D 2nd edition rules and story telling.

It never went very far but the plan was that each player would draft up their own facilities for their gladiators that would affect their training options, medical support, and over all security of the compound.

Maybe take a look at the textual play by play of combat that's done in Dwarf Fortress for inspiration on how to resolve and communicate battles. I think being able to look at the blow by blow account of a match would give players the ability to size up opponents. And if a player is monitoring the progress of a battle as it's occurring, there should be plenty of room to provide input to the gladiator.

In Topic: Which games should I try?

20 May 2016 - 11:48 AM

Arcade games by their nature tend to be high in action content. Table top games by their nature do not tend to be high in action content. Computer games involving strategy games or RPGs would likely have more in common with table top games.

You'll probably see a few games where there's some spaceship that's continually traveling in one direction while enemies come and shoot at the player. The player destroys them, grabs some power up item and then faces a large challenging "boss" at the end of the level.

Maybe you'll probably see a completely different games where a soldier on the ground continually traveling in one direction while enemies come and shoot at the player. The player destroys them, grabs some power up item and then faces a large challenging "boss" at the end of the level.

You should hopefully then say, "Oh I see!" and realize their common elements give rise to the name "scrolling shooter". And hopefully then you'll then have an idea of how to look at the other games to find commonalities.

Also, the thing about games in an arcade is that after awhile someone figured out that you don't really want people playing your game for a long time off of a single credit. You want to give people a reason to continually put money into the machine or otherwise bring in the next person quickly. If you can compare the older games to the newer games, it'll probably be easier to notice this trend.

In Topic: Stop the Player or Punish Them

13 May 2016 - 03:50 PM

Maybe instead arm your player with an electromagnetic pulse gun to use against the robots?