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About sonicarrow

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  1. Mahjong based tile perspective

    What OandO said should be just the thing you need.  If you render them from right to left, then the "edge" of the tile to the right will be under the tile to the left.  This holds true for all 2d graphics -- watch the order in which you render things.   You may have to make your own counting function, but just have the renderer find the tiles with the highest Y and render those first.
  2. Text Based Game Layout

    Have you tried the game Zork?  It will take a DOS emulator (i use DOSbox), but it's a really excellent game.  Try it out and tell us what you think.
  3. Absorbing power from slain enemies

      One way to fix this is the killer gets a 10% bonus to damage/hp/whatever for a minute or two, and the killed player gets a -10% bonus.  The killed player then has to stay back a bit, and work with other players to either cancel it out, or just has to wait off the same minute or two timer.  I think as long as it isn't a 1v1 game, this mechanic could work to great potential.  Really puts into question "killstealing", ie: stealing bonus/levels from your best character. (Dota 2 has a good example of this -- you always want to give kills to the "carry", or best player on the team -- this way, he's a lot higher level than your team, but is also higher than the other team and can lay waste to them in team-fights)
  4. Criticism on Dialogue

    Very good as a first draft, and excellent game concept.     This is my only complaint - multiple times through reading it, I had to flip back up to the intro paragraph where you named/described people.  If you plan to characterize these people better earlier in the game, then this problem is irrelevant.  If this is the beginning, or if you haven't defined your characters early on, it was a bit tough to follow what's going on throughout the scene.  
  5. Making a multi-character game

    If you haven't played Kingdom Hearts: Chain of Memories, I would highly advise it.  It's an excellent game as is, but also shows a possibility of how to split a game between a number of characters without hindering gameplay.
  6. Another feature you can implement would be terrain bonuses to attacking and defending, possibly differing for different races/units.  Also give bonuses for morale from squad commanders - it's a random chance that the commander dies, and then perhaps there'll be a chance for a regular squad member to step up and take command, but it'll be unlikely the unit can be saved.
  7. In addition to the mention above about percentages on/offline, there is the (sadly probable) chance of griefers or just newer players.  If a player logs off and one of those mentioned above takes control, they could log back in to find their army decimated, whether purposefully or not.
  8. Thoughts on Splitting Up the RTS...

      I like this idea - you could do something that monitors the level of players in a given area, and if it's under a certain threshold, have the server generate AI troops to join the fight.  That way there's always a decent sized battle going, and players have no trouble with low-population timezones.  When the numbers of players do get back on the server, you can just have the AI troops start falling back/losing ground, and then finally flying out when the players arrive. In addition to this, if you're planning about making this an MMO, what happens to a person's territory when they log off?  Do their soldiers automatically defend it or do the units fly back home and the territory left open?  Is there any value to taking territory that will just be lost later if you don't have friends sitting on it 24/7?
  9.   If you're looking for an example, Eve online does a good job of this: - you can always bring a "lower level"  (smaller ship, less skilled) buddy along in your harder missions (to shoot smaller ships/get combat experience) as long as the higher level player is tanking, and the lower level player knows how to get out when they take aggro.  As well as this, high and low "levels" can go PVP together just fine.  Smart players will always take out the low levels first, but the low levels can still provide a valuable roll by holding down the enemy while the bigger ships get into range. - in addition, in PVP, sheer numbers can always trap and bring down even the largest ship, although tons of the smaller ships will die in the process, and the bigger ships' tank usually gets stronger as the fight goes on, or allies get called in, etc.
  10. Ideas for lockpicking mechanic?

    Another way to do it would be (depending on the tech/magic levels in your RPG), using different kinds of locks, other than just the simple key lock. Try combination locks (and have the combos hidden in levels/corpses/etc), computer locks (to pick them, you need a device to hack from and software to hack it), magic locks (could be anywhere from intelligence levels to having learned blueprints/lock schematics prior to picking), and more. There are many kinds of locks, and while it's extra work to program more, it adds variety and challenge to the game.
  11. What does everyone think of this concept

    You need to develop your idea a bit more before posting and asking for opinions. - Tournament style (How many players? what scale is this on?) - Skill Based (combat skill? diplomatic? multiple? Describe!) - Guns, Alien Planets, and Futuristic Settings (is this in space? if so, what space? Inter-planetary, inter-stellar, inter-galactic? what kind of weapons?) - Friends and Enemies (How big will the groups be? 2, 10, 50, 1000? Is there any formal system for alliances or just by-word? What benefits come from this?) Try answering some of these and more, and then have people rate the idea - it always helps to have detail!