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About ScottJones

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  1. Tactical Overload In Pre-alpha Development

      lol yeah, well once alpha stage is reached in a few months I will post screenshots. For now it is about game mechanics for those who are interested as well as a few building and unit graphics for those that want to see what the game will look like.
  2. I am developing a new strategy game unlike any other in several ways. I need your support, if you are interested in this idea please like the Facebook page and tell others about it. Even after the release of this game I will always be updating it with new ideas that I or other come up with, so if you have any feel free to let me know. But try to keep them within the context of a 2D strategy game.   Details - Terrain - Buildings - Centres - Pieces
  3. Ultimate Strategy Game

      I don't think I was clear enough, I do have original ideas but I am also looking for some mechanics that are already tried and true to blend them with mine. As for your second comment, I agree, but I am trying to do something different here. I think that it is time for at least a small part of the gaming community to evolve into more complex games.     I agree with no time or resources comment (:     Yes, I have been doing this. It is problematic because this is time consuming and expensive, but it is necessary.     I  edited  by initial post to include one of the main ideas, I just don't want to tell too much at one time or people may lose interest with too much reading. But two mechanics I see as a necessity are the interactive dynamic gameplay I mentioned and entities that can change hands (such as the leaders of nations or the executives of a corporation).       I'm glad you brought this up, because I find this important as a secondary feature also. For starters, the map will be more local and there will be more emphasis on using few game pieces. I really feel that it is an important mechanic to have players focus on fewer game pieces and make it so that many game pieces are too hard to manage. This can bring a more personal flavor to the pieces, create a balanced game atmosphere, and require more cooperation (or manipulation, and therefore strategy).
  4. Ultimate Strategy Game

    I am working on a new strategy game (Tactical Overload), but I want it to be unlike any other. I am wondering if any of you have any ideas or examples from games you like that you'd like to see in other games. I have hundreds of ideas myself, but I would like to compare thoughts. This strategy game is going to be different than others. Instead of concentrating on only one or two genres of strategy such as nation/city building, combat, economics, crime, construction, transport, politics, et cetera... I want to combine many genres into one game. Let me know if there's something unique you'd like to see.   EDIT: One of the main differences between this and other games will be interactive dynamic gameplay. For instance, most strategy games have a player managing some kind of large entity, usually a country. This limits realistic dynamics from simple things like different ambitions to more extreme events such as revolutions. An example of how I want to make it different is that in Tactical Overload a player or two may create a state, but within the state could be other players running businesses, families, political parties, et cetera.