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supageek

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  1. From what I've gathered and learned, you probably need to flech out the doc a bit more before you start coding. Things like games flow, asset categories, feature list, etc. You may want to do a search for Design Doc templates/guidelines to get an idea.
  2. For skills, look at GTA:San Andreas or sports games. Skills have a forced balance to them, you cannot be a master of everything. There was and MMO that i read about sometime earlier this year that adopted a "Use it or Lose it" approach to skill leveling. This will prevent any player from becoming maxed out. Eliminate class and let players unknowling determine for themselves where their strenghts will be based on how they play. The more the use a skill, the stronger it gets and the opposite. With that in place, players will have to change their play styles to combat differing challenges. You may also think of having the game scale or morph it's challenged based on the player, enemies will become stronger defending against the player common tactics and will attack in ways that exploit the player's weaknesses. If you wish to keep a player playing after the final quest, using multiplayer is usually your best option but you could also have challenged produced by the game in reaction to the player. A few indie games i've seen continue forever becoming harder based on the player. "Bosses Forever."
  3. I think all MMO's should be taking a lesson from E.V.E., the game was built to allow players to be in control, not leaning on the idea of quests and raids and loot, but on a player dictated game world. This keeps the game from becoming boring as things are always changing and keeps players interacting with each other, there's no way around it. Design an MMO with that philosphy in mind, a world that is blank and is to be builtamd controlled by the players. Minecraft does this to a degree but without dedicated servers, it lacks the "Massive" part of MMO, and is instead confined to many singular experiences or small groups.
  4. [quote name='cronocr' timestamp='1347022752' post='4977605'] Getov, thank you very much for your valuable comments! Those are helping me to define the mechanics of items in my design, now I have a better idea of what to do. And I have another idea flying around my head. I'm thinking when the player is about to sign out he will have the option to setup an automatic shop. That is when the player is out, his character will be shown camping in the last position he was, like a protected NPC, and his character will work there as a merchant. The gamer can choose which objects he wants to sell to other players that interact with his character. Do you think this might be a good idea? [/quote] Maybe you shoud limit the items the player can sell based on their progress (level/location). Lesser healing items and weapon repair at lower levels and greater items at higher levels or something of that nature. That is a very interesting idea. May you could allow player that stop there to leave something with the player that they will find when they login again, like a note or gift. You may also think of allowing bartering, trading items based on a price/value metric set by the player or a request list. "i have these items I don't need and I'm need this amount of X items."
  5. Put a library in the game full of books where the player cna visit and read all they want about the mechanics and controls of the game. All of thwe writing should be in service of the fiction of the game. Or, just try to design your controls and mechanics to be like a puzzle, where part of the fun is figuring out the controls.
  6. Radiant Defense on Android allowed players to use blocks to block/redirect the path of units as they moved through towards the base. You can earn a certain amount of blocks for so many kills or for finishing a round with a good enough efficiency. You may also think of adding towers/units/tiles that give buffs for a certain time period-maybe to be earned or bought.
  7. Allow design of in game items using basic items made through a handful of predefined recipes. Implement a skill based element in crafting (minigame) that dictates quality. Allow player the freedom that EVE allows. The quests in game will be stimulated by: the economy the natural separation and opposition created between players in the game (confilct is inevitable) the economy will be stimulated by the different skills that player excel in. Some are better at combat, some are better at crafting, designing, economics, etc. Player made quests will tie it all together and be fueled by each player's or each groups desires.
  8. I would go with am adjeustable isometric perspective rather than top-down, most likely with transparency on obstructions. As far as the leveling goes, I think implementing a skill system like GTA: San Andreas, wherein your skill increases through use and decreases with neglect (movement speed, strength, accuracy, etc.). Implementing a system that allows the enemies to changes based on what defense/offense you use (rock, paper, scissor) so thay you are never comfortable and mayve seasonal changes to diversify the overall grind. The weight system I am behind as well as limited bullets as long as you implement a decent melee system, nothing crazy, just passable. For the food system, maybe also a sleep/fatigue system as well and both affect stamina and efficiency when neglected (combat, movement,health all affected). I would say creating a minimum/maximum of food and sleep need for each day.
  9. If this RTS is using large armies then managing individual units would be a lot ot handle so using a automatic leveling system based on experience would be more appropriate but a smaller scale squad-based game would allow micromanagement easier. In that case, I would personally prefer to be able to spend experience points on upgrading my units. I am also a fan of eliminating a level/tier based system in favor of something more similar to a sports game's player rating where every individual point used has an affect, however miniscule it may be. With an RTS, it would be best to keep the unit specific attributes at a minimum (speed,power,accuracy,etc.) maybe 5-6 at the most.
  10. Interchangeable ship parts/weapons. various weapon types.
  11. Toolbox
  12. I don't want ot offend you but this sounds like a basic Twin-stick shooter to me. It's a solid concept as it's been used many time before but it's pretty basic. What about this do you think will differentiate it from other similar games? Do you have any ideas for new interesting mechanics or concepts that could lend an angle to the gameplay?
  13. Interactivity. SImply that. How can a players interact and what experience does the designer want the player to have.
  14. A true survival mechanic, similar to Terraria. Being tasked with and able to build or procure shelter and manage supplies. Finding or growing supplies and nourishment. RPG elements - leveling and player progression. Increasing difficulty. Armour and weapons. And a decent but not too complex combat mechanic (not one dimensional). Optional objective to engage in - may as win conditions. And an optional multiplayer element if possible. I think a lot of people really want to live out the experience of a survival event. I think if you're going 2d, take a game like Terraria, flips a few things around, and increase the urgency and threat of zombies, you can get what people want. Doesn't have to necesarilly be side-scrolling 2d, maybe isometric. I could really flesh it out for you in a much longer post but this is the gist of it.
  15. It's the same angle that drive MMO's, the value of play. You either need to be able to constantly give players rewards for their play or introduce something that compels them to continue, like a strong narrative. I though MAG bruched up on an interesting idea but fell short with execution which was the 3 separate factions. Where they fell short was that they could have used this as a way too introduce a narrative into the multiplayer world. They could have taken a set time period (month or so) to evaluate the standingd of each faction and introduce new elements to the game based on the outcome. Keeps people interested. Games like Minecraft and Terraria and LittleBigPlanet are leveraging User to create the content and I think it's something that a lot of multiplayer games are missing out on.