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Everything posted by BRRGames

  1. Ah gotcha! Totally understand where you're coming from now. All I can say is that, the best designers have bombs too. So do not fear failure. If anything, you can't really learn to improve, till you bomb out. ;) Personally, I design games I want to play. If others want to play it too, then yeehaw!
  2. Completely agree with all of the above. You couldn't spend the first twelve months of your career better than creating 3-4 small games. Being able to prove you can move through a project from start to finish is MUCH more important to employers, than having fantastic ideas and starting things that go nowhere. Plenty of time to make your MMO after the first twelve months.
  3. Personally I think it's easier to determine figure out how to represent karma AFTER the type of game is worked out. For instance: Strategy - good could result in small boosts to various things such as higher crop yield, scientific breakthrough, better battle odds and bad could result in small penalties such as higher disaster chance, worse combat odds, etc. RPG - karma here could affect the type of treasures found, chance of finding secrets, maybe even a special quest (either a good aligned quest or a bad aligned quest). The most obvious for RPG's is that karma determines the skills and class abilities, even spell lists of the player. I could go on, but there's a lot of genres and my lunch break has run out.
  4. BRRGames

    Space game ideas

    I like the suggestions above, just giving you another option: Whilst questing, rumors of new quests come with the navigation coords of that planet. Those coords are entered into the ship's navigation system, which then allows you to hyperspace to it. BTW, if you only allow hyperspace jumps between planets, there is no need to have the entirety of space in game (ie: Infinity style). You'd be able to get away with each planetary system (ie: star plus any planets, satellite objects, etc) being an isolated scene, thus making it easier to manage.
  5. Hi all, I've been working on an idea for a few days and just wanted to run it past some people to see what they thought of it. The game will be a business sim, based on the processing of souls in Hell. The player acts as the administrator of the facility and there will be a number of levels. I think this game would work quite well on a tablet, as the time to play a level is not too long (5 minutes?) and the game would fit the touch and swipe input method quite nicely. The premise is that the player is one of the administrators of Hell, charged with running punishment facilities in Hell. The level will have a shell in which the player must place various rooms which either fulfill the functions of reception, diagnosis, treatment, public facilities and staff amenities. A variety of preset room sizes allows the player to touch the desired room and then touch within the shell to place the room. The player then touches the required objects to place within the rooms. Staff need to be hired by the player, who will draw a regular "pay" from the power metre. The goal of the game is to process enough souls to generate the required power as set on each level. The game takes inspiration from the Bullfrog classics and will be presented in a comedic cartoon style. Please feel free to leave any feedback on this idea as I'd like to see if it's worth developing the idea further. A very short design idea brief follows. Thanks for reading. -------------------------------------------------------- Hellish Administrator! You are an administrator of Hell, charged by Satan to maintain the operations of Punishment Facilities within the Seven Hells. Satan and his cohorts are off battling God and the angels, so you need to ensure the steady flow of soul punishments to fuel Satan's power. If you fail, Satan will fail. If you succeed you will be rewarded handsomly in The Chaos. The campaign takes place over a number of levels. Each era of Earthly time requires the administration of each of the Seven Hells. Through the campaign you administer each of the Seven Hells during each era. The eras are: Anchient, Roman, Medieval, Renaiscance and Modern. As administrator you are given a section of Hell to manage. You are required to process incoming souls, determine the punishment, deal the punishment and collect the extracted power. You will be paid for each service provided by you, which in turn is then used to hire staff, pay for maintenance and expand your operation. Each level will be completed when you have collected the goal amount of power from souls. As well as collecting power, your operations will have a satisfaction rating based on feedback from the processed souls. Satisfaction is rated on things like waiting times, ability to process required punishment, cleanliness and maintenance, as well as other factors. If your satisfaction rating drops too low you will fail the level. The game is a real-time construction management sim, very much the same style of play as games like Theme Hospital, Theme Park and SimCity. In the allocated space you are required to build a reception area where incoming souls are processed into the waiting queue. From the waiting queue souls are required to see a Soul Practitioner who will evaluate the soul and recommend a punishment for the soul. The soul then joins the queue of the relevant punishment room and when the room and a Punishment Practitioner are available the soul enters the room and the punishment is dealt. If the punishment is the correct one for that soul, the soul's power is collected and the soul is free to leave the Punishment Facility. In the event a punishment is recommended by a Punishment Practitioner and that punishment room has not been built yet, the soul will wait around for a short period of time hoping that you build the punishment room. If the soul's waiting time expires, the soul will turn to dust and be scattered on the floor. The soul has perished and will negatively impact your satisfaction rating. Punishment Practitioners can also make mistakes, thus decreasing the satisfaction of the soul. A Practitioners experience will determine the chance of a mistake being made. The amount of power extracted is determined by the soul's life force. As a soul spends time in Hell, its life force depletes. It is important to process souls quickly, as the quicker a soul is processed the more power from its life force is extracted. Souls may only remain in Hell for a period of time before their life force is spent and the soul returns to Pergatory. One of the tools available to the player is to speed up or slow down diagnosis. Speeding up diagnosis will allow your Practitioners to process souls quicker, but increases the risk of a mistake being made. Vice-versa, if diagnosis is slowed down, the risk of a mistake drops but Practitioners process souls slower. A player can over-ride a diagnosis if they see a mistake has been made or to send a undiagnosed soul directly to a punishment room. Punishments will be based on the seven deadly sins. Souls will have visual clues as to what sin they have performed to earn being send to Hell. Some clues will be subtle (such as a fat soul for gluttony, or a green soul for envy) whilst other clues will not be so obvious (for instance the liar). If a player recognises these clues they can take a risk and send a soul directly to the relevant punishment room. The liar is the hardest sin to diagnose, as not only can a soul lie verbally to the Practitioner, the liar may also display other sin's visual clues. The game is won if the player collects enough power from souls to meet the level's goal. The game is lost if either the timer runs out, or the satisfaction level of the Punishment Facility drops below a set threshold.
  6. BRRGames

    Design: Hellish Administrator. Feedback?

    eugene2k thanks for the feedback. My intention is to focus on the cardinal sins. Whilst tradition says there are seven cardinal sins, Galatians 5 in the Bible notes the following mortal sins (what we call the seven deadly sins in modern times) as such: - adultery - fornication - uncleanness - lasciviousness - idolatry - sorcery - hatred - variance - emulations - wrath - strife - sedition - heresies - envy - murder - drunkenness - revelings This is a more complete list and as I see it, by increasing the number of these sins which you have to process provide a higher difficulty as time goes by. The increasing population of Earth over time is also another way to increase difficulty. So not only do you need to adjust to more sins to administer, but there are more souls arriving to be processed. A similar mechanic to Theme Hospital's disaster can be done through "a war on Earth" where a batch of souls arrive to be processed at the same time. Satan's Generals can also make increasing demands for payments of soul power during the level to ensure an increasing difficulty level. Ultimately, it will be this multi-pronged approach which will provide the player a harder and harder game as they go through the levels. PS: I used to play Afterlife too. Not a bad game at all! Of course, that leads to a sequel doesn't it, Heavenish Administrator. ;)
  7. Sorry again. NationStates opened 2 years earlier and has a solid playerbase and been mainstream since it opened. ;) WoW is the most popular MMO, but certainly not the longest running mainstream one. BTW, I was mistaken before. It's not The Realm Online, but Furcadia which claims to be the longest continuous MMO.
  8. The Realm Online is the longest running.
  9. Not all MMO's are like this. For instance CitiesXL and SimCity 2013 have/will have an MMO planet where each player gets their own city site to construct on. Each city is able to interact with the world, and decisions in one city can have an impact (albeit tiny impact) on other cities.
  10. BRRGames

    Future career help.

    Colbya, I wouldn't worry so much about school, and start focusing on your portfolio. My experience with game studios, and the IT industry as a whole (17 years in IT before moving to games) is that a diploma, degree, etc is just seen as a piece of paper. A nice to have, but doesn't prove skill. Your portfolio is where you will show potential employers what you can do.
  11. BRRGames

    Design: Hellish Administrator. Feedback?

    Good advice WavyVirus, I didn't consider that. Thanks for pointing it out. I'll make notes on that point. I am hoping to have some cartoony way to depict the actual staff as Imps, or even just a selection of lesser creatures of Hell. And of course the person giving you the mission briefing just has to be a lesser demon.
  12. BRRGames

    iOS / Android online turn-based strategy

    This is good, a good start. I would also look at some way of tieing concepts together to make the game more interactive with other parts of the game. For instance, your workers could supply resources (wood, metal, etc) to factories which supplies goods to shopping complexes which supplies luxuries to workers which raises taxes and happiness which translates into more efficient resource collection. There is the basic foundations of a game economy in one sentence. You may go a different path, but it should help you to work out how each part of the game works with each other part.
  13. BRRGames

    iOS / Android online turn-based strategy

    I think you need to have a clear and concise idea of what this game is. At the moment it sounds pretty rambling (which you acknowledge). One problem you may have is that whilst thinking of these ideas, you may end up with the complexity you said at the top you want to avoid. For instance, having workers return to an apartment and shopping at malls. Here's what I'd suggest: - Describe what you want this game to be in one simple sentence. eg: This game is a turn based role play game that takes the player through each day of their life. This allows you to focus and avoid feature creep. - Decide exactly what "a turn" simulates: an hour, a day, a week, a year, etc. - Once you figure out what a turn is, then think of some tasks a player can achieve in that turn which is directly related to your description in the one sentence above, and you want each task to be either finished in that turn, or finished in a couple of turns: chop a tree, go shopping, go to work, build a house. You should be on a roll from this point on. Let us know how you go.
  14. BRRGames

    Third Person Targeting Aids

    Have you looked into how other flight sims do this? From memory (I don't really play them) it's something like a circle and a small crosshair and when they crosshair is inside the circle you've got the target locked.
  15. To get around the "ranger can hit me but I can't hit them" issue you could have an item that could be found (or gained through a tough puzzle) that helps deflect ranger shots. A shield is the most obvious answer for an item, but could be a number of things. If you want to make the item more common, then have the shield break after X number of shots so the player has to keep finding one. You could make an interesting player choice out of this too: - Do I go for the tough two-handed sword which has a small chance of insta-kill melee units? - Do I go for the weaker short sword but allows me to carry a shield?
  16. BRRGames

    Causual gaming ideas!

    Here's one big secret to design: Inspiration is all around you! You just have to 'see' it. Basically, yes you can sit there and try to "force" yourself to think of a certain game design, but in my experience this is not the best way to go about game design. I find that my best ideas just come to me whilst simply going through my normal life. What you need to do is recognise when you have one of those ideas and note the idea down in one sentence. Then later when you sit at your desk instead of trying to "force" yourself to think of an idea, you already have your initial idea from inspiration to start from. Note: this is based on the number of ideas from "forced" and "came to me" that I throw out.
  17. BRRGames

    Design: Hellish Administrator. Feedback?

    Agreed on the humor. It can be a sensitive subject in some circles. But I think with a cartoonish style, and ludicrous humor it should take any connection to the religious angle. BTW, I find ideas come to you in the strangest of situations, and my tablet isn't far away so I can also make a note to myself and come back to it later. For this idea, my son (who's 6) was sitting next to me on my tablet watching Youtube videos. I was watching some show on Discovery that was talking about Hell and the seven sins. I don't know how or why he watched it, but he pulled up a Theme Hospital video. That was one of my favourite games in my younger years and I was telling him about the game when it just hit me. "Imagine if instead of a hospital it was Hell!" Like I say, ideas come to you at the strangest times.
  18. BRRGames

    Design: Hellish Administrator. Feedback?

    Thanks for all the feedback, looks like I'll have to write this out properly and come up with some concept art and a prototype.
  19. BRRGames

    Final Project Planning - Survey

    I've edited my post above to reflect the change in the survey.
  20. BRRGames

    Final Project Planning - Survey

    1. M 2. 31-40 and 10 and under. 3. Play or make? Play, about 6 hours a week. 4. Yes. 5. -Future: 1 -Civil War: here I'm going to create a new category and call it "no interest". It's not dislike, it's not like, it's not neutral, it's completely no interest in the category. -Modern: 3 -Roman: 4 - Med: 5 6. 4x 7. Time grinding
  21. BRRGames

    Design: Hellish Administrator. Feedback?

    I'm guessing from the up-rates and no comments that you're all stunned into amazement? ;)
  22. BRRGames

    Remaking an old game - Ethical?

    I'm pretty sure if you use the same theme you'll be alright. As long as the assets are new, you don't use the same names or story, and the game has a large enough amount of unique elements to obviously distinguish itself from the inspiration.
  23. BRRGames

    Remaking an old game - Ethical?

    This topic came up just recently, where an open source copy of Terry Cavanagh's Super Hexagon was cloned (called Open Hexagon). Worst part is that the open source version beat Terry to release. The open source dev requested permission to make a game inspired by Terry's, and Terry explicitly asked for it to not be a clone. But the end result according to Terry is a clone. This could get messy. Rock Paper Shotgun article:
  24. BRRGames

    4 X Economy & Layers

    I disagree with your analysis of Civ4's workers, but that's a design issue rather than any other issue. In Civ4 the decision simply became "can I build a mine? Yes, build it. No, build a farm". ;) We have strayed far from the topic though now, best we return to the regular scheduled program.
  25. BRRGames

    4 X Economy & Layers

    Well, maybe this indeed is logical, but it's not how I feel I like 4X games, I don't like RTSes (with many exceptions). I would not buy a 4X strategy that was advertised as having any similarities to RTS. Again, you might be completely correct, I don't see any flaw in your reasoning, but the 4X lover in me can't agree with what you said Well, the primary question is about quantity of micromanagement. In Civilization 2 you can have like 10-20 cities (and you are actively discouraged by the game to have more cities), in Stars! you can have like hundreds planets and have no penatlies if you get more. This is a completely different story As they say, the difference between a medicine and a poison is in the quantity Besides, take a look at Civilization 4. They completely killed micromanagement whenever they could compared to previous series. Yes, Firaxis defintiely sees micromanagement (even though in Civilization there is not too much of it) as the root of all evil. What helps to control MM is optional automation.[/quote]I don't agree with that one. Master of Orion 3 tried to do it, it was an epic fail. After MOO3 I became convinced that partial (optional) automation in principle is a veeery bad thing. Either make it always manual or always fully AI controled. Maybe it's not always true and it could work but... so far I have seen it do much more harm than good. If it's too much for a player to handle then make it simplier. Don't make tools that will play the game for me. I'm the player and I want to play the game myself. I definitely don't want to decide if I want to do something automatic or manual. The game is supposed to make me do it all manually. If I'm resorting to automation (in a turn based game) it means I'm BORED and that I find the game TROUBLESOME, and these are cardinal sins for a game... Really, as a player I don't find "yeah, the city management is boring, but we make it so you can turn an AI governor to do this chore for you" a valid excuse. If you made these cities then make managing them FUN, so I would never ever want to give away the management of it to the computer. And if there are too many cities to handle then limit the number (whatever way you want, I don't know or care how, I'm a player ) until I can handle these without resorting to delegating tasks to AI. [/quote] I too am a huge 4x fan. However I don't mind playing a 4x RTS (if it's stelar). I prefer TBS though. Yes quantity of MM can cause headaches. Again back to Civ2 in the early game it was nothing to manually manage 20 workers. But in the later game when you could have a hundred workers it was an absolute nightmare. Choosing one of the automation commands is what I'm talking about with "optional automation". In the end game you want to focus on anything but workers, so you set and forget about them. (Note here: the quality of the automation should not detract from the actual point of automation, specially in Civ's worker case haha). As a GOOD example of optional automation, look at Colonization's (the original) custom house and wagon links. The player manually transports good via wagon and ship from the New World to Europe. You can set a trade link for a wagon which automatically moves goods from one place to another (ie: from inland to a harbor). Then using a custom house the harbor automatically sells those goods to Europe. This is GOOD optional automation which eliminates mundane boring MM. Agreed MOO3 was a tank. But one example does not invalidate the hundreds of successful automation examples. ;)
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