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About agemO

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  1. agemO

    How to manage 100 planets?

    "In this type of game, it's not that the task is not fun. At first it is fun, when you have only a handful of thing to manage. But as your empire grows the fun tend to go down, and it become repetitive. I have the same feeling when I play the likes of civilization, or even the total war serie."   The solution is to have something more automatic   "What exactly is the point of having detailed decisions for things like build orders if the user doesn't actually make those decisions?"   How an emperor rules ? By giving order, and doing micromanagement every times it is needed. So I think a very enjoyable game would be one where you start with a small number of planets, taking every decision, then as the number of planets grow you are able to make "plans", for example if you have ten planets with almost the same set of ressource, you would be able to replicate all the buildings and structures you have build on the first planet in one click.   You would also be able to give order according to some possible events, such as "if there is no more ore on the planet, reconvert it into post industrial planet" or "begin colonisation as soon as the ship arrive if the planet satisfy some requirements"   Each orders or plans would be designed by the player who would also have all the micromanagement power he wants.
  2. agemO

    Microeconomics in video games?

    I think that something can be done about the levels of details : a system of orders and plans : imagine you start with a factory or a farm, at first you have to make it works, to build a system to give food to the animal or ressources to the production chain, then when the level of detail decrease -that is to say when you are able to build many factories or farms- , you can reuse the plans you made for your first factories (or make new plans).   If you have a town to rule maybe a system of order can be used : if such event happens do this then that     That would give to the player the satisfaction to rule every details without being bored by repetitive tasks
  3. Maybe you can use events or goal achievements to unlock new parts of the story, with a solid background.
  4. agemO

    What would you make armour out of?

      Yes we are !
  5. agemO

    What would you make armour out of?

    "I can't think of any games which do this"   I'm almost sure the two idea I gave already exist in some way. Do you want to use every possible idea or each one must be linked to something in your world ? (I mean if there is a vampire armour I suppose vampires exist in your world)
  6. agemO

    What would you make armour out of?

    -Magical tattoos : the player is naked and is protected by magical tattoos. -Wind shield : an eternal storm surround the player and deflect the attacks.   I think there are many good ideas, maybe should you choose these which can be link to the background of your story.
  7. Yeah indeed I think that this idea is just something very general and all will depend on the way it is implemented, I totally agree with the example of spore and I think it was not very fun in that game to totally forget all the previous levels of details, it was like doing something useless before beginning the real game (space phase).   I think the main point to implement it is to allow the player to use almost (usefull word isn't it ? indeed I think maybe the biggest issue is this "almost") every action in a procedure and force him to continue playing by bringing new situation to him, it would not be very different from most of the game : new tech, war, differences between all place you can colonize, old city were all resources has been mined, ...   "maybe one day you can build such a game and see it it works "   I would like to have the time , I am totally sure it can work in several implementations I have thought about.
  8. I have a question can we vote for several ideas ?
  9. Beginning :   "So many ... so many ... we are so many here, I can't remenber where I was before, It was like a dream, the wind ... , everything rolling around me ..., then, the impact, many impacts, no more rolling, no moving, so many branches everywhere, tangled branches, connected branches ... We ... I ... am so many now, I can feel that strange rock under me, with these strange sharp angles, and something else, it makes so many vibrations, I can feel it pulling on my .. our branches .. Ouch ! it took a part of me ! Oh no I can feel it pulling again ! But there is something else, that feeling like in my dream, the wind ... Ouch ! Did it take some part of me again ? No ... it was another impact, another ... us, connected to me, I ... we feel better now, may I find something before the Thing take another part of me ! Ouch ! Another impact ... more branches ... feel so good ... the ... branches I ... we can disentangle them a little bit it is ... strange ... Oh no I lose it ! I lose it ! A part of me ! I ... we disentangled too much ! But ... the Thing ... it makes no vibrations anymore, I can feel it next to us, not moving on the floor ... all the part of me I lost, they rolled over it ... but ... it begin to move a little bit again and ... other vibrations coming, other ... Things ... no ! ... we ... I ... WILL ... NOT... LET THEM TAKING PARTS OF ME AGAIN !"   Gameplay:   Kind of strategy/arcade game, you begin in the same situation as in the article : many tumbleweeds on a house, people trying to remove them. The direction of the wind change ("as a function of the time", no idea how to say that correctly in english), sometimes new tumbleweeds carried by the wind arrive, you can see on your screen the others houses of the little town (btw what's the difference between town and city ?), when a new tumbleweed arrive on the first house it is caught by the other tumbleweeds, but when it arrive on an house with nothing on it it stay a little bit before being carried away by the wind, you can "cut" some part of the mass of tumbleweeds to let it escape with the wind, either to roll on people to prevent them from pulling tumbleweeds away, or to "colonise" another house, or both at one time, you can also try to knock down trucks going out of the city filled with tumbleweeds that people removed. The goal is to colonise every house or a particular one according to the mission.   When you have enough tumbleweeds on one house you can have ameliorations (the collective mind becomes more intelligent and find new things), such has ability to launch tumbleweeds instead of juste letting them being carried by the wind, to use the soil of gardens to grow etc ...   Many special techniques can be used : for example if you launch a special "western" tumbleweed beetween two people they will make a western duel and people around will look at them, losing their time
  10. "1) Imagine if the player told his units to build him a city."   I think I was not clear enough, because that is exactly what I want to suppress : "automatic building", "supervisors" etc..., the idea is that the player would manage every detail. indeed, once I will have told a ship to collect resources every month I will not have to displace, load and unload it myself but it will will follow exactly the precise orders I gave to him (it ? does my sentence imply that I am talking about some kind of pilot ? can orders be given to a thing ? There is no pronouns for objects and things in my native language, only male and female ones).     I totally agree with you Stormynature : "the idea of automating the repetitive processes that multiply with growth is a very attractive one", and the idea to allow the player to come back to a lower scale is pretty good I'm not sure this is exactly what I meant, I think the difference between what you say and what I say is the way to automate things : my idea would be more the following : the player build a city, then another, then he should think : "I should make a procedure to build cities !", and then every time he will discover a place to build a city he would just have to launch the procedure he made. That would allow him to say "hey but here it's a place full of iron and coal ! I will use my plan to make an industrial city !, and here a farming city !", to manage every details, and not just 3 or 4 general management choices such as "explore/conquer/build".   In your design I think it's more that when the scale changes, management of the lower level of details is made automatically by the computer.   I think these two ways to "automate" things would make pretty good games, that's a shame they don't exist     Edit : Yeah ZeroBeat indeed I think you cannot place every buildings for each of your dozens of colonies, and in fact in games where you have to put click by click everything you just do it quickly always in the same way cause you don't have time, and you don't appreciate the 23rd colony as much as the first one. One solution is to make it automatic, but you will not be able to control the details if you want to. Another solution is to allow procedures or plans, so that the player can take his plan, modify it a little bit if there is something different, or make a new one if a colony has a special position for example. To prevent the game from looking like a movie, I think keeping bringing enough new situations to the player can be enough.
  11. "It would eliminate some micromanagement"   In fact I think it would allow more micromanagement because you can control every details, you have no "supervisors" or "automatically improve the base", you would be able to give a precise schedule for everything. But you're wright (right ?), once you have put a procedure in place you don't have to take care of it except if you want to change or remove it.   It would be such a pleasure to see a whole part of your empire working by itself thanks to the orders you gave
  12. Hi, I'm not an English native speaker and I apologise for all the mistakes you will see in the following post. I just want to talk theoretically about what could, and I think should, be a feature in strategy games or even a whole new game design. I first think about it when I encounter something very frustrating in the first strategy game I played to. In this game (fragile allegiance) you had to rule over a bunch of asteroids. Every month in this game a federal ship come to one of your asteroid and you can sell him the resources you have accumulated on that asteroid, therefore every month you have to send all your resources from all your asteroid to that asteroid thanks to a ship or a teleporter. The first month when you have only few asteroids its fun, but then it becomes very repetitive, boring and sometimes you just don't have the time to do it ! Then I thought "Why the hell can't we just tell a ship to travel every month to collect all the resources and bring them to one asteroid ?" And in every details of that game and all those I have played since I encountered this "problem" which often I think is not a misconception but a choice : you can never build an organisation, a system where you have put in place procedures, where you can give orders. When you can do it it is just for a few details and you never have the possibility to give exactly the order you want to use. There are many examples where you can do it partially, and sometime I think it's a good idea to force the player to use "supervisors" to take care of substructures of your empire since it can add something interesting to the game, but I'd love to see a game where you can really take care of every micro management details by giving orders or by putting procedures into place. It would be something systematic : for example in the game alpha centaury you can give to a terraformer unit orders such as "plant forest everywhere" but neither "plant fungus everywhere" nor "plant forest exactly on the following area" : of course you can make the action "plant fungus or forest just there" but you will have to do it for every small square of the area you want to cover. In the kind of game I would like to exist (I have no time to develop myself anything), every action could be put into more complex procedures : to continue with my first example : -I can tell my ship to travel from one asteroid to another one -I can take resources from an asteroid to store it in the ship -I can unload the resources of the ship Therefore I should be allowed to build a procedure that make my ship collect the resources of every asteroid and unload them on my main asteroid. Every or most of the actions that the player can make would be usable in a procedure, events such as "new asteroid discover" could also be used in procedure to automatically explore or colonize it. That kind of feature could be used both in turn by turn and real time strategy game, I really think it would make very funny games and I wonder what do you think about it.
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