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Dr. Penguin

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About Dr. Penguin

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  1. I'm currently having some very vivid ideas for an application and I'm very confident that this time I come up with a fully fleshed out concept. The application is not exactly a game, but more of a simulator. To be more precise, it's simulates the evolution of small artificial entities, however with quite a lot of subsystems included, so there is a lot of stuff which can happen. However due to the various systems at work and calculations which have to be performed, I have to somehow get an estimate of whether or not the application I'm drafting has a good performance at reasonable settings. Of course the user self might deliberately choose settings which lead to a bad outcome in performance. This is something I don't want to hinder him in doing so. But I somehow need to get an estimate, of how the performance might behave when scaling up the simulation and what I probably could do as a designer to draft the subsystems in such a way that the performance is running at an optimum level. 
  2. Dr. Penguin

    Pokemon Go. Similar Ideas?

      It's important that the non-local player-player interactions still give the player some feeling of spatial / territorial control. E.g. in the RTS game I'm drafting, you build factories around ressource points in your local town. Once you have setup an infrastructure, you can use the non-local game component to build tanks and remote control them to do reconnaissance or attacks on neighbouring territories. It's of course important that you don't completely cut down on local player-player interactions and still give the player some sort of incentive to move around. In my RTS game concept, you might find for instance certain bonuses outside of your town, which can only be claimed, if the player explicitely visits these areas.   How you realize these components in a non-RTS game concepts, is of course a different matter. But I think, that at the end of the day, it's really more a problem of balancing the different modes of interaction to achieve the gameplay you want based on the playerbase you have.
  3. Dr. Penguin

    Pokemon Go. Similar Ideas?

      I recently got the impression that a Stalker-franchise inspired GPS based game mixed with some sweet urban exploration sites could be interesting.           You both point out two interesting aspects of GPS based games: 1. GPS based games are fundamentally local in their player-world interactions. 2. They require a 'critical mass' to foster player-player interactions, since they are also modelled as local.   So what if we include some mechanics which foster player-player interactions without them having to be fundamentally local in their nature? E.g. players could use the GPS based game component to gather ressources or build factories near their actual location, but use a non-local / non-GPS based game component to trade or compete with other players. This way we can significantly lower the 'critical mass' needed to create a fully functional game.
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