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zif

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About zif

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  1. If you have 36 years of experience as you claim, then you can do it alone, you do not need our permission.   I thought that you were a university student that tried to create this game as an escape from reality. So what i said then, was referring to the fact that while it seems fun to create a game at first, soon it becomes "Work". You won't be able to draw inspiration from the game alone, you will have to find alternative routes to be motivated.
  2. Unfortunately, Suliman is right. Game Development is harder than you think.   You will probably waste months coding a simple aspect of the game, and never manage to create an even playable demo. Yes, you have your assets ready, but combining them randomly will only generate static levels that lack interactivity. In the end it wont be a game.   You could act like a "Script kiddie", throw random prefabs to form a level and call yourself an expert map designer. Write 0 lines of code  and hope the game is representative enough to play the "Money Grab" role.
  3. Wow, you provided me 6 different enemy archetypes that fill the role : 1) Requires Multiple boss fights to defeat, like trillion the god of destruction. 2) Requires Side Quest or World Condition to be defeatable. 3) Specific npc provide hints about the monster weakness therefore not unbeatable. 4) Divinition: to allow to read the enemy's next move before he acts. Thus allow you to counter him. 5) Requires orbs to be destroyed to be attackable. 6) Weakspot on the monster that just isn't telegraphed.  Like, it's got a weakspot on it's right heel.
  4. In a real time game, i would like to create an enemy that the first time you fight him, you will be unprepared (huge difficulty spike) and will die because you didn't expect to fight him. I want to focus on feeling of getting "ganked". No previous enemy presented in this game is similar. However i want players that came fully prepared to the encounter to win, by either "reading a strategy guide" or "reloading save game" so that they are fully prepared.   Goal: I want to create a division of the player base in the following groups: a) Casuals or Experts that fight it for the first time: Guaranteed Wipe, Gameover, bye b) Experts that fully expect what to face: Narrow win   Requirements: 1) The enemy is melee. 2) No consumables exist in the game. 3) Jump action to evade him makes no sense. 4) Game has no block actions. I don't want to focus on "micromanagement" of perfecting x button click to win. 5) No Equipment Optimization Min-Max (For rpg games): I don't want to rely on "out of combat" elements to counter him, like equipment or pre-buffing before battle starts.   Things i tried and why they failed: 6) The enemy has infinite movement speed scaling: +50% speed permanent per second (Permanent stacking buff).   Good news: Enemy autowins players who attempt to run away.   Bug: Afk autoattackers win him. I don't want to allow this combat path. How can i disable it ?   Bug: doesn't solve autoattack issue. 7) False Psychological Training: All enemies beforehand are hard hitting and demand kiting beforehand. But this enemy is kite immune. Therefore the enemy relies on "false psychological feedback" on the player to make him run away.   It works for creating the "first timers" get gimped element.   Bug: doesn't solve autoattack issue. 8) Invisible Ambush Skill: This is not a gameplay, just adding extra burst damage to the enemy wont make the player change actions, i want to focus on the player, what "actions" can he do to avoid getting steamrolled.   Actually it works in creating the "feeling" of run and forcing noobs to try to run (mistake).   Bug: what if player decides to attack even when he is low on hp.   Bug: doesn't solve autoattack issue. 9) No Heals: The enemy transmits a disease that instant kills you if you attempt to use any healing ability.   Bug: doesn't solve autoattack issue. 10) Crowd control immunity: enemy attack patterns cannot be disrupted.   Bug: doesn't solve autoattack issue.   Goals (Continued): c) Not a dps race fight: Autoattacks, choreographing the perfect dps rotation will get you killed (guaranteed). d) Therefore, what i ask is to propose a set of "actions" for the player, or a set of "specific enemy weakness" that will allow the player to win.
  5. Yes, Pvp guilds too can belong to this genre.   Take your Typical Mmorpg.   1) Guilds will stay the same even after 10.000 hours of playing. Static and never changing. Never adapting.   2) Guilds do grant "power benefit" in "guild wars". Okay, but what about dungeons? there is a cap on people who can enter the instance.
  6. So to summarise what you are saying is that :   Rule 3: the lower layer players will eventually quit if they have no way to reach the upper layers.   Rule 3a: One quick solution to Rule 3 is: Short game cycles. Periodically reset the game every 45 minutes like in league of legends.   Rule 3b: Yes rule 3 is what we try to avoid. But how do i create dynamic hierarchies that change ? is hard binary resets the only solution?     If people expect periodic reset every 45 min wouldn't that create an "Expectation" that players rely on and become lazy if they lose? Eg Surrender button in League of legends.     This is wrong, a game must always have a comeback, ALWAYS, if the rich people take too long to "abuse" their stuff, they should lose the economy advantage.     Research? Upgrade Tiers? How would they bridge the gap between layers?     Nature is fluid, a binary reset makes no sense, why would a rich person end up broke the next day?     Deception? Can lower layer players "unite" to trick the higher layer players? How?     Rule 4: Rule 3 becomes certain if hierarchical levels are associated with direct power.   Rule 5: One quick solution to Rule 4 is: Players of higher layers have no power advantage over the lower layers. "Minimize direct competition between tiers".   The way for people to "grab power" is to "smarten up" instead being mindless sheep, letting their "produced things" get grabbed for ~"free".   So we now need to insert elements to allow interaction between layers. Lets consider the following scenario:   Rich: Capitalists, Leaders = Decision Makers. Macro-economy Managers?. Upper class: City workers, Factory workers, Salesman, Crafters = Resource Transmuters. Working class: Farmers, manual labor, ore extracting = Resource gatherers.   How and when will someone ascend / descend to another tier?   We can insert Natural catastrophes to create setbacks for rich people. Bug: People didnt "smarten up", people still give their items for free.   Lets follow the shop heroes formula, lets say it allows to "store" power. Now everyone in working class will eventually switch to the Upper class, Then there would not be any resource gatherers, as there wont be a influx of new players. Crafters wont be able to produce at the same pace. Then decision makers wont have the neccessary supplies to perform actions, then the entire economy will collapse. The whole world becames "destabilised" where everyone works only for himself and becames the "working class", The rich fish that had 1000000$ finds no materials in the auction house to buy and cannot keep his production. He is actually leveled down to LV 0 since he now has to work as a peasant to produce even a simple item. A peasant that worked as a resource gatherer for more time is more efficient at it than others. Therefore a native peasant will rise faster to the Upper class. However then he will slow-down his rate of growth, as native Upper class people would have an advantage if they eventually manage to reach the same tier. However, that advantage could be well lost due to technology.   Technology gives flat advantages to all players thus invalidates all xp advantage granted by previously reached tiers. Thus it acts as a soft reset by giving ~x% of max player power to everyone. Where x depends on the amount of laziness he had when playing. how often he logged, etc.   Rule 6: The goal is to introduce randomness:    You may be a beggar one day, but next day you may be a prince.    For this to happen, you need to play your cards right. When an opportunity is presented.    How will i achieve this element.
  7. This is a genre generation thread: I cannot provide specific rules to make it into a game   Imagine an rpg game where:   Rule 1: Total Player Level = Sum of all Subordinates levels. This rule is dynamic. Players will level down if they lose subordinates.   Example of games that use this system:   Eve online: corporations   p2w Kingdom/War management browser games: Small kingdoms have no say and cannot affect the world.   Shop heroes: [Auction house, low level people sell goods for 10g, which big fishes burn and gain 100000g]   Vanilla Wow / Aion: in pvp, grind lvl 1 cannon fodder until you become Grand Marshal. Bug: Cannot level down = not this genre.   Player Made Hierarchy Schemes (Guilds):   1) Pyramid Scheme / Hierchical Guild: Leader has subleaders which have subleaders. Thus a pyramid is created.          Example: 1 lvl 100 player with -> 4 lvl 25 people with -> 5 lvl 5 people with -> 5 lvl 1 people each.          Rule 2: A player can only command his direct subordinates.   2) Tyranic Opression Capitalism:          Example: A lv 100 player with 100 people under him which are lv 1.          Obviously pyramid scheme is better for organising, as a single ruler cannot take all decisions himself. The micromanagement is insane.   How to prevent the pyramids from becoming rigid, thus creating big fishes that stagnate the game ? Stagnation = guild structure never changes. Same leaders.   Imagine custom server events that happened periodically, only the same people would decide the outcome of the event = same outcome = boring. Worst case server scenario: Tyranic Scheme: One op player abusing entire server. Rest are cannon fodder that get slaughtered. Best scenario: Democracy: People competing against each other to influence the final outcome. Even in the pyramid scenario presented only 4 people take decisions. Bug: How do i make people that are 2 tiers bellow have a "say".   All twists and mutations of the genre are welcome, please brainstorm.   Edit: to explain what this genre is at its core: Shop Heroes: Ponzi Scheme: lvl 1 player sell items for 1000g instad 10g the game gives them, lv10 player sell items for 10000g instead 100g the game gives them. lv 100 players burn all items the auction houses gives them to satisfy customers, each customer satisfied gives more customer arrival rates, which means you can now sell all your stock instead just letting it grab cobwebs, the "amount" burned = depends on your production speed of highest lvl items. if you have infinite crafting, you want infinite lower level item burning. Thus a hierarchy forms, newbies work for nothing in an escaling hyperinflated economy, which becomes more and more inflated. The big fish at the top, just watches the numbers grow, doesnt know what to do with them, the lowbies are just "sweeted" since the game gives them ~nothing else, therefore inflation, economy collapse, all goods now cost x1000 prices. Now if the big fish decides to quit, newbies will have no "high tier" goods to buy = encouraged to quit too. This is how countries and capitalism works, abuse cheap labor to achieve a higher goal.   I am not saying shop heroes captured the formula right, what i say is: Lets brainstorm to define a genre where this formula of hierarchical cooperation is fun. Hierarchy could be used to create a server with dynamic town composition instead of static npc hardcoded by the developer at compile time.
  8. so that means the way to make a game more difficult is not through dps increases on the enemies like most games do = binary, but : 1) increase number monsters = more difficult to dodge. 2) less cooldown on skills = forces more dodges. 3) more positioning requirements, scouting ahead of the battle / avoiding enemies.
  9. Problem:  The whole Game / Challenge / Battle outcome is summarised as a numeric stat test check. You got that stat, you pass. Else: Gameover.  Numbers do the talking, not you.  Game is 0/1 binary. Summary: Stat > x ? Win / Lose.   Examples:  a) Darkest dungeons/Hellsing/Sacred/Fate/Torchlight/Din's Curse: you just decorate your autoattack button you just witness the past results of your "cookie cutter build" you chose. The only barrier is "grind".   b) League of legends: You meet rengar.   At which case the excuse is : you must buy wards. >Rengar can 1shot you while he is invisible and you are behind your tower, he takes 80 tower dmg, you take 2200-4400 dmg and die in 0.0 sec.   At which case the excuse is : you aren't allowed to walk alone. you must penta-walk with your team. >At which point: Rengar performs the same attack but suicides, killing 2 people in  the process.   At which case the excuse is : you aren't allowed to penta-walk with your team without zonya/autorez armor. >At which case he backdoors, and you lose the game. You team has to die once for you to lose the game. If rengar dies his team is unaffected. So stat = X = Encounter End = Game end. [op riot logic]    c) Dnd: Event Outcome = Skill test / Saving Throw / Dice roll. Its the same with above cases.
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