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About codeman_nz

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  1. I agree with moeen k.  Play some mobile games yourself, whatever games you like to play and get some inspiration from those.  Think about what you would like to see in those games or what they have done wrong and how you can improve it.  That's how I got the idea for the game I am currently developing.   Develop a game that you would like to play.  If you don't want to play it then others will not want to either.   Good luck and keep us posted.
  2. codeman_nz

    Text Based game Types

    Yes there was a text based map which showed planets and spy satellites.
  3. codeman_nz

    Text Based game Types

    I once created a space colony management game using text.  You could build colonies, armies and invade other planets.
  4. codeman_nz

    Different factions or different units

    What would you prefer as game designer ?   As player it is more interesting to have different factions, but on the other hand it is an absolute balancing hell. And balancing is frustrating for the game designer and the player as well. And even, in a perfect world, if you have a balanced game, many player would feel cheated by virtual inbalance nevertheless.   If you take a look at the oldest competive games in the world, sport matches or chess, then you don't have any faction dependent advantages/disadvantages, it just boils down to player skill and training. The same could be said about MOBAs, no faction dependent advantages, yet you have a high degree of variance through different champions.   So, I don't prefer any of your options, because I believe, that you can create an interesting game from each of them.     My current design is that all the players have the same units.  This is what I prefer since I don't like to make decisions about factions and what advantages there are to each.  When I play those sorts of games I just go with whatever looks cool and use what units I get to win the game.  I just like to get into the game and start conquering without too much thought and rely on strategy.  So that's what I'm going with.
  5. codeman_nz

    Different factions or different units

    RTS.   I want to appeal to the newer generations while not alienating the gerne fans.   The focus is empire building.  Expanding your empire while sustaining what you already have.
  6. Hi everyone,   What would you prefer?   All players have the same units Different faction types with advantages and disadvantages with same units Different faction types with no advantages and disadvantages and each faction type has their own unique units
  7. codeman_nz

    The Eye

  8. codeman_nz

    The Eye

    I like the concept.  How does the user hide from the eye?
  9. codeman_nz

    Feedback required please

      Indeed.  I am fleshing out the details at this point.
  10. I have an idea for a space empire game.  This is just a concept at this stage.   You are set in a vast galaxy.    There are several types of stars each with their own characteristics which determine how long it lives, how many plants form (if any) and it's temperature.   Each planet formed can be rocky or gas.  The gas planets can be mined for hydrogen gas to fuel fusion reactors.  The rocky planets will be of various types which determine soil fertility, water content, mineral content and how many people it can sustain.  There will be a special planet, Earth, which will be the perfect planet but it's location will remain unknown until someone finds it.   Players build colonies on their planets.  The colonies will have people which need to be fed and watered otherwise a disease will break out.  The peoples morale needs to be maintained otherwise effieciency drops.  The people are used for mining, emergency services and for training in the military.   The player can build a military and a space force to conquer other planets.   Players can transport things to other planets.  There will be a danger of pirates raiding the transports and either taking the contents or holding the people hostage for ransom.   Terrorists will also strike the player.  They wil either be a rogue terrorist who is looking for money or an organization who will not demand anything and will keep attacking the player until destroyed.   There will be a United Planets organisation.  They are responsible for the security of the galaxy, imposing intergalactic law, enforcement of that law, imposing sanctions against members and providing disaster relief.   This is a very broad concept at this stage.  Any feedback would be greatly appreciated.
  11. Yes I agree.  I had no experience designing and creating games so I started off small, creating games like Tetris, Pong, Chess (without the AI) then I moved onto bigger projects.  If you are going to be the designer of this game then make sure that it is a game that you would want to play otherwise your project will fail.  You should play other games of the same genre to get a feel for what works and what doesn't.   You idea is a good start but you need to flesh it out with a lot more detail.  Once you have a detailed design document then you can start gathering a team to develop it.   Best of luck to you.
  12. codeman_nz

    My MMORPG ideas

      I like that.  You know what kind of game you want to play but there isn't one around so you create one.  If you like playing that sort of game then there will be others who like playing it too.   I like your idea and unlike the other people, who tell you it can't be done, I say it can be done.  It is difficult but not impossible.  What you need to do is flesh out your ideas into a detailed design and start prototyping to see what works and what doesn't.  In my experience you can never know what it will look like until you are looking at it so don't think that your design is fixed.   Best of luck to you.
  13. codeman_nz

    Mini game for website

    Yes it is text based.  My target audience is whoever signs up to my website (a virtual pet website).  It runs itself just because it does.
  14. codeman_nz

    Mini game for website

    Hi everyone,   I am creating a mini game for the website that I am building.  You have your own restaurant and you buy rooms and tables and hire waiters and chefs.   Each room has a maximum seating capacity and their are 1 seater, 2 seater, 3 seater, 4 seater and 5 seater tables that you can buy.  You can also sell them to get some money back.  Each room has a maintenance cost that is paid every minute.  If you do not meet that maintenance cost then the room falls into disrepair and can't be used until you can pay the maintenance cost again.   Each waiter has a competency level.  This determines how well they do their job.  They can take a wrong order, drop food when delivering it to a table and take an order to the wrong table.  You can hire and fire waiters at will.  Each waiter is paid every minute and if they are not paid then they go on strike until they are paid again.   Each chef has a competency level.  This determines how well they do their job.  They can cook the wrong food for a table.  Each chef is paid every minute and if they are not paid then they go on strike until they are paid again.  You can hire and fire chefs at will.   The restaurant rating determines how often customers come to the restaurant.  If a group of customers are wating too long to be seated, or if they are waiting too long to have their order taken, or if they are waiting too long for their food or if they are delivered the wrong food then the rating drops.  If they are delivered the correct food then the rating goes up.   The game itself is nothing flash just a scrolling text game and you can view the details of the rooms, chefs and waiters and the details of the restaurant in general.   You can play it through this link:   Any feedback would be greatly appreciated.   Thanks.
  15. I know exactly how you feel since I have the same problem.  I start on a game design and I have great idea which I jot down and then I start work on it only to convince myself that it can't be done and then I stop.  After I while I convince myself that it can be done and start on it again.   Like you I could have finished a game by now but I was stuck in a vicious cycle.   What I did is I forced myself to focus and set myself a fixed (and reasonable) deadline.  Every day I would work on the game design even if I convinced myself that it can't be done even if it is just writing done an idea without fleshing it out into a proper design.  That way you are still working on it and still getting to the end.   I wish there was a magic cure for this that I could share with you but there isn't.  You just have to force yourself to focus and force yourself to work even if you don't feel like doing it.  Above all make sure you work on a game that you yourself would like to play.  If you don't want to play it then you can't expect anyone else to play it.  I love science fiction so I am working on a science fiction game.   Good luck and keep us posted.
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