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Noddy92

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About Noddy92

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    Member

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  • Role
    Game Designer
  • Interests
    Design
  1. Noddy92

    Action points or not?

    I don't want to necro, but while working on the project I stumbled upon a problem, that I can't find good enough equation for the AP. This brings me to my next question while looking for other games that used this system, I found several: Fallout - http://fallout.wikia.com/wiki/Action_Points Jagged Alliance 1 and 2 - For 2 http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=255990& For the JA1 - https://gamefaqs.gamespot.com/pc/565057-jagged-alliance/faqs/2091 just search for "action points" Divinity Original Sin - http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=512981 My problem is that looking at Fallout's system it seems to short, and JA's seems to complex, and also someone pointed out that equation doesn't match. If anybody has any solution, please tell me how I can fix this. Thank you
  2. Noddy92

    Help me find this game?

    It's not Micro Machines, I played that on Genesis (emulator), it had winter track, yes, but I can't remember anything else, aside from that and snowman that kicks your car across the track.
  3. Noddy92

    Help me find this game?

    Well, I talked to my buddy and he remembers. that it was definitely isometric, and he remembers that when you pass someone, the scoreboard was made of tires with 1st, 2nd written on them. Supposedly it was on one of those demo disks (He says Twilight, but I can't remember the name) when Tomb Raider came out but doesn't mean anything, because they used to bundle old games together.
  4. Noddy92

    Help me find this game?

    It's for DOS maybe WIN9x, not any of the consoles, and I already ruled out Micro Machines. This game was around 90's when DOS was fading and Win 9x was emerging.
  5. Noddy92

    Help me find this game?

    Hi everyone, If you could help me find this game it would be great. The game in question is a racer from the 90s, which I got on one of those demo disks, anyway here are the important details: - It had a sort of isometric, top-down perspective, - You could choose different cars, - and most importantly I remember it had a snow track, and midway through the race a snowman would come and kick any passing cars. I already tried looking for this game from time to time, and I can rule out Death Rally, Speed Devils and Super Speed. I also looked into abandonware sites, release dates and so far no luck. If anybody knows of this game, please share, Thanks.
  6. Noddy92

    Action points or not?

    @ferrousyour right, now that I think about it, I started this project thinking how to simplify an already complex system, but not dumb it down. I didn't think that things like damage, or jam, should affect AP, because I wanted damage to be connected to the ammo being used. But I will try to find some other way to do this. To answer your question about more guns with the same caliber, it's because I wanted it set in the modern world and had something like Jagged Alliance and other games in mind. For example look at this: https://fadden.com/gaming/ja2/weapons.html#S012 And that's just from vanilla game, and already you can see 9mm, 5,56mm being repeated over and over. In games like XCOM, your standard gun does 5 damage, laser 6 damage, etc. I wanted to avoid this, because I didn't wanted to give the player just two assault rifles, or pistols to chose from. @CombatWombat I understand your problems with the game, but for the XCOM that they created it works well doesn't it, at least when I played. I guess I'm trying to find the balance between the two.
  7. Noddy92

    Action points or not?

    I totally agree with that numbers that go to tens of thousands are ridiculous, but I can see the appeal to do that sort of thing to show how badass the player is. Anyway, the reason I am thinking of implementing the 100 APs, is because I want to have a large variety of weapons, and since weapons have the same caliber, I want to balance it somehow. I don't want to have just one or two pistols, two shotguns, etc. You get the picture. But thanks for the advice anyway.
  8. Noddy92

    Action points or not?

    I understand what you are saying, and my game will definitely be a bit streamlined because I don't want to clutter the screen with unnecessary numbers and stats, so some streamlining is in order. That being said I was wondering what was more easy to understand, for instance, Fallout 1 had only 10 AP, while Jagged Alliance had a max of 25, and Xenonauts had AP go up to 100. Did the higher numbers confuse the players, because personally while playing JA for the first time I found it a bit unusual to have 25 AP, but I quickly got the hang of it and in Xenonauts 100 AP, I heard people calculated like 10.0 or some people do that? Anyway streamlined definitely, but not too much, just the boring stuff, and statistics and other not so much important aspects of the game.
  9. Noddy92

    Action points or not?

    I thought so too, Agility and Dexterity, and their practical use in the game. Dexterity can be used to perform the more precise action, such as defusing a bomb, but I would combine this with the Explosives skill. Doing even more research on this topic, I'm more in favor of AP, because I can get more depth, but I'm having trouble with the formula. I stumbled across two formulas, one for Fallout 1 which is more simple Agility = Action points, and one theory about Jagged Alliance 1 which seems to use the following Health + Agility + Dexterity + EXP Lvl. The latter formula does seem more to what I want to use, but I'm wondering if this is too much stats to just get the Action points. Please note that in JA1 the lowest AP is 8, while the highest is 25, and there is no character creation. I just wanted to ask how many stats should I use to get AP formula. Thanks
  10. Noddy92

    Action points or not?

    I see how the player can benefit from one-two in case of planning and calculation, but I'm developing an RPG-Strategy hybrid. I came across an interesting problem in which I want to use the same type of weapon, but with same ammo (different 9 mm guns), so I'm thinking a more streamlined and easy to understand AP system. I haven't played Underrail, but I hear it's a lot like Fallout, but I will take a look at it, thanks.
  11. Noddy92

    Action points or not?

    I was thinking of higher the skill, the fewer action points you use. For instance, the higher aim means less AP to aim specific body part, or higher medical less AP used to heal someone, etc.
  12. Noddy92

    Action points or not?

    Before this thread comes to an end, I have one final question. What is the best way to calculate action points or time units for one-two system? See, I was thinking something along the lines of Fallout 1, where one stat decided action points (Agility), but further questioning led me to the conclusion that it's best to combine it with something else to avoid it becoming a god stat. I thought of combining it with another stat, maybe dexterity, som my equation would look like: Agility + Dexterity = Action points or (Time units) What do you think is the best approach, for this problem, and if anyone was wondering how Fallout did it here is the link: http://fallout.wikia.com/wiki/Action_Points I'm looking at the original games and Tactics, Thanks
  13. Noddy92

    Action points or not?

    Oh you definitely should especially Jagged Alliance 2, old Xcom, Fallout Tactics, and such.
  14. Noddy92

    Action points or not?

    I talked to my programmer and he says, the system can be changed because right now it's pretty bare bones. I went and read a couple of first posts, and the more I think about it, the thing that Richards suggests while not a bad thing, seems like an expansion to the one-two system. He wrote one small action, one large and one full which takes the whole round. If I remember correctly in new XCOM if you use some actions it will end the turn for that soldier, right? It's been a while since I played it, so my memory is a bit fuzzy. Also, I don't want classes in my game. What I had in mind, is here is a soldier with stats, you can improve some of them and make the most of their available skills. For instance, some have good aim, but also are good with explosives, so the player can choose which to upgrade during the game. I just think predetermined classes are a bit restrictive, and I just wanted for the player to choose which class or role they want for their soldier. Thanks, suliman for the picture with stats, I've found this very useful.
  15. Noddy92

    Action points or not?

    This is really great advice, Richards and good points too. Yes I too was afraid of accidentally putting a god or a dump stat. I want the game to be grounded in reality as much as possible, and I want the player to train the stats (like in JA 2), I always liked this concept. The concept you propose seems possible if I can implement my design to get the most enjoyable experience and tactical depth. As a side note what do you people think, would different weapons take more to fire, because I really want to have plenty of weapons, of the same type, caliber, etc. Thanks
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