TomVD

Members
  • Content count

    12
  • Joined

  • Last visited

Community Reputation

186 Neutral

About TomVD

  • Rank
    Member
  1. Tycoon genre, definition thoughts

    Tycoon games are about making money by running a business. It would be very confusing to leave out the money part and call it a tycoon game.   However, the confusion is probably having a strong sub-genre within the tycoon genre. For example rollercoaster tycoon is more a building game. You build amusement parks. Some people even play in sandbox mode with unlimited money. So there you have a tycoon game without money playing a role in it... it says "tycoon" in the name tho... A very popular sub-genre of tycoon games these days seem to be the time management games. It's still about making money by running a business. But the strategic decisions are not very complex, it's more about not burning the burgers on your grill while you take the order of the next customer. A lot of those casual games put tycoon in their name... I don't know, but they might have given the genre a bad reputation... If you are thinking about putting "tycoon" in the name of your game, it might be possible you automatically narrowed down your target audience already without people even taking a look at the game... Or you might attract casual players to your complex business simulation game and they leave with frustration. On the other hand, if I would want to look for a simulation game of a certain business, I would google for "<certain business> tycoon".
  2. [quote name='KnolanCross' timestamp='1351188080' post='4993874'] Also, have you considering using a c/c++ lib that compiles for android/ios (such as orx)? [/quote] Not really. Perhaps if I would own a mobile device with Android or iOS on it, then I would know what I'm writing a game for. I'm stuck in the age where people use their phone to make phone calls *blush* Also I'm used to code in Java (using Eclipse) at work (business applications), so for writing an Android game I would use Java (using Eclipse).
  3. Thanks for your quick reply. My goal was "getting it made" at first. But I'm not afraid to learn new technologies. If the game appears to be suited for mobile or web, which is what I hear from people a lot, it might be worth the effort. Earning money is not a goal, so that's already an advantage I have never seen that Construct tool before, I'll give it a try. Maybe prototyping the game gives me new insights.
  4. Hello, I have made a design of a lemonade tycoon type of game. A casual game where you run a business and have to make decisions based on the world around you to make money and become a tycoon. It's a little isometric view of your business and people visiting it and a bunch of management screens. Not very shocking, but I don't want to make it too difficult for myself. Now, for the choice of platform I'm stuck somehow in a dilemma. I have experience with C++/SDL which is very nice for 2D games. When I would choose the C++/SDL path, I feel comfortable to make it work on Windows/Linux as an application, because I have done this before. But more and more people I start talking to, say that this type of game will do much better as mobile app or web app. For example a web app has the advantage of easely distributing updates or store/compare high scores with other players. The dilemma is: Would you take on this opportunity to learn something new (eg Android, HTML5,..) OR would you stick to what you know and focus on the game itself at first? Thanks for any input
  5. A model of an ecosystem

    It's rather abstract... so if I understand right, you let the world evolve while the player is playing it? Not like the usual world generator where the world is generated once at the start, but after that it's only the player changing the world. It might be interesting to see the ecosystem behave in a reaction to what the player does. Perhaps the player is not seeing the tier 1 resource you call "energy", but his actions could alter it? Also, do you have a goal or story in mind? There is an ecosystem, but that alone doesn't sound like a "game".
  6. Let's call it "voxel style graphics sandbox games" [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] If you are afraid of making something people will be bored with, you can always try something original [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] An option might be to replace the graphical style, then you end up with a sandbox game where you have to invent other ways people can be creative. Perhaps you can let them pump up oil that is used to mold plastic objects. Have this little crafting interface which is a very simplified 3D modelling tool. Make sure people can easely put up screenshots or youtube video's of their creations, because the whole purpose is to show off your creations [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] Or replace the "sandbox" part and make it a race game (cars with square wheels, must be funny), an fps or a tycoon game perhaps.
  7. PC games - profits, discussion

    The only problem I have with the freemium model is in cases where you add up all premium content you come to a large sum (>100$) and they can tell you that you don't HAVE to buy all the premium content, eventually a lot of people do, because of the feeling to miss out on something. It's a cheap trick to earn more money on people that have this urge to collect everything of a series. An extreme example is the downloadable content of Train Simulator, you can pay up to 1000$ to download every train in the game. I'm sure some people do... I'm afraid.
  8. Being an online game you have the advantage of gathering stats that help you tweaking the difficulty and the placement of the save points. You store where each player dies, and where he eventually quits the game. But also the time it takes to overcome difficulties and bossfights, if they are less than expected you can make them more difficult. (make sure you can disable stat gathering, if you fear masses of players hammering your database). A technique that is used a lot these days (angry birds etc) is the score at the end of a level in the form of stars. Have some optional challenging extras that award the hardcore player exta stars, but allow the less hardcore players to continue to the next level. They might come back later to that same level to see if they can do better.
  9. Please make this game or help me make it

    I think it's hard to pull this off if you are not a programmer yourself. I have seen you applying for a kickstarter to raise funds to pay a programmer and getting refused ... but you shouldn't give up all hopes I guess. Volunteer projects [i]do[/i] survive. If you take OpenTTD for example, they managed to succeed, and many others. They don't survive on money. It just happens a devoted programmer starts creating a remake, open source preferably, and others jump in. If the remake supports both the original graphics as well as new formats, he can even completely code the game until an artist wants to create new graphics. So maybe you shouldn't focus on finding a programmer that wants to do this for the money. But more on finding a fan that happens to be a programmer and wants a remake for this as bad as you do. As a programmer for an open source classic game remake, I can only tell you this from my own experience.
  10. Weapon Attachments - unusual ideas?

    [b]Special poison tipped bullets[/b] - messes with the enemies' head so he goes berzerk and takes nearby allies down with him in his last seconds before dying slowly. Great when you face a crowd of enemies, but only have 1 bullet, just make sure you don't shoot him in the head. [b]A little portal addon [/b]- you place the portal in the wall where you know the enemy will pass, and move yourself to a safe place where you see when they are near your portal, then shoot; instead of the bullet exiting your gun, it will exit the portal. After you shot they detect and destroy your portal instantly and probably know your position too, so make sure its a hit. Great to use with a RPG launcher.
  11. Hmm, an 8bit surface is not stored as RGB values, but as indexes to a palette. The getRGB is using that index to look up the RGB value in your palette. Maybe you didn't create that palette data which might explain the segfault? We used 8 bit surfaces and palettes in our retro game remake project, but it didn't give use anything but head-aches. Unless you are coding for a very old device with limited memory, or want to give yourself a challenge, I personally would suggest NOT using 8 bit surfaces.
  12. In think the lack of replay value is just inherent to puzzles in general. Jigsaw puzzles or rubik's cubes lack replay value to most people, still you have people that like to do them over and over again. Sometimes inventing their own rules, or trying to beat their best time.