Jump to content
  • Advertisement
Sign in to follow this  
Than Song Toan

Need suggestions on how to improve the Guild feature of Little Empire game style?

This topic is 2347 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi Game Designers,

I 've just opened a company. We are making a game which takes inspirations from Little Empire of Camel games.

L.E is quite an interesting game so far. It combines concepts from Heroes III and Plans vs Zombies. But there are some parts of the game which do not satisfy me as a player. One of those is that it almost has no Guild feature even it has a lot of players from all around the world.

I'd be appreciate to hear suggestions on how to improve this?

By the way, this is a few image from our game at game69.vn
Sparta001.jpg
CungThu001.jpg

LinhCanh001.jpg

Share this post


Link to post
Share on other sites
Advertisement
As I understand it from your inspirations - What you are developing is a form of tower defence game. Some ways I could see you working guilds into the system would be

  • Create specialised/custom units unlockable only via guilds. Guilds achieve these unlocks by such things a number of wins, amount of damage etc.
  • Create class oriented guilds - i.e. the spellcaster guild might provide specialised units that are magical based as opposed to the warriors guild.
  • Create tradable artifacts, weapons etc that can have a slight effect ingame - this could also work with microtransactions.
  • Create guild theme parties i.e. a guild can spend earned points for wins on specialised costume sets - for example the fluffly bunny costume set where all guid members get to unlock that set etc
  • Create tag team events where a guild's person can tag another guild's person i.e. relief troops.
  • Create staggered sieges systems by where guildies might defend a castle(or other location) on 4 sides - As one player leaves another guildie can replace -- siege ending when the castle finally falls.



    Hope these help :)

Share this post


Link to post
Share on other sites

As I understand it from your inspirations - What you are developing is a form of tower defence game. Some ways I could see you working guilds into the system would be

  • Create specialised/custom units unlockable only via guilds. Guilds achieve these unlocks by such things a number of wins, amount of damage etc.
  • Create class oriented guilds - i.e. the spellcaster guild might provide specialised units that are magical based as opposed to the warriors guild.
  • Create tradable artifacts, weapons etc that can have a slight effect ingame - this could also work with microtransactions.
  • Create guild theme parties i.e. a guild can spend earned points for wins on specialised costume sets - for example the fluffly bunny costume set where all guid members get to unlock that set etc
  • Create tag team events where a guild's person can tag another guild's person i.e. relief troops.
  • Create staggered sieges systems by where guildies might defend a castle(or other location) on 4 sides - As one player leaves another guildie can replace -- siege ending when the castle finally falls.



    Hope these help :)


You have given me a lot of clues to start with. Specially the unlock and class oriented features. Thanks a lots.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!