DifferentName

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  1. Sounds like you have some good ideas already, with hunger and hit points going together in some way.   I love the hunger mechanic in The Long Dark, where conditions like hunger and hypothermia reduce your ability to carry things, which causes you to slow down if you're carrying too much, which means you're out in the cold for even longer. I think what works so well with this is how hunger plays into the games other systems, like collecting items and getting out of the cold.   So it's good when you can figure out what else in your game would work well with a maintenance component like that. It makes sense that more food means you can keep either more minions or keep the minions you have tougher.
  2. How difficult is this instance of this puzzle?

      Are you suggesting that I find such a book as a resource for what hints to give to players, or how to teach them the puzzle?     Hmm... I'm now considering implementing a difficulty setting for these "minigame puzzles" (as opposed to puzzles integrated into the levels); in this case the "easy" or "normal" level might include hints as in the interactive test-program mentioned just above. I already have such a setting for combat, so it would make some sense, I think.   Basically like Orymus said, knowing about different types of Ciphers makes these things a lot easier. When you don't know how Ciphers work, it seems almost impossible. This kind of puzzle was in Fez, with a rosetta stone that said "The quick brown fox jumps over the lazy dog", which is a sentence that has it's own wikipedia page because it's used for these kinds of puzzles. Even then, I don't think the rosetta stone was meant to be understood by most players. It was meant to be solved by a few players, who would then post the answer on the internet as the community attempted to solve incredibly difficult problems.   If you want the puzzles to be solved by average players, you could probably design them in a way to teach us the techniques like you mentioned. The easy and normal options sound good too!
  3. +1 to the brain changes!     Also, I think how much money and free time you have contributes to the change. I remember in high school and college, I had plenty of time and not enough money, so I'd replay games like Starcraft and Warcraft 3, finishing their campaigns multiple times (in addition to all the time playing multiplayer). I'd play stuff like knights of the old republic twice, so I could experience the game from beginning to end as a good character and as an evil one.   Now, I've got a steam library full of games I've been meaning to play and no time to play them. I love to try out new indie games, seeking out new and interesting systems, and just don't have time for a game that expects me to sink hours into a game before it finally gets interesting.
  4. How difficult is this instance of this puzzle?

    I think if you want a puzzle like this to get solved by an average player, you're going to have to teach us how to do it, maybe with a few much simpler decryption puzzles. I hear there are books on decryption problems like this that explain tips for how to do it, but it seems incredibly difficult when you've never done one.   You could help us out with clues about the sentence, or maybe a word that's already known (allowing you to fill in some of the letters throughout the problem, giving you a starting point to solve the rest). It might not take many of these before we can do a completely blank one.
  5. What to do with extra ideas?

    I like the suggestions of how to organize ideas, whether on folders or online. I write them down, but they're scattered through the pages of my sketch books, not organized in a way that I can find them when I need them.
  6. A random card game ?

      I dont know about the triple triad thing, but Hand of Fate is something like a rogue-like card game. The action fighting part isn't anything special, but I love the mood of the card game. Cards are laid out face down, and you move through them like it's a map, each space revealing an encounter of some kind. 
  7. How to create EMPATHY in Games

      The Last of Us always comes to mind when I think about empathy in games. It's not just what happens to the characters that makes you feel a connection to them. Any medium can do that. What's amazing in The Last of Us is how they use gameplay to strengthen the empathy we feel for these characters. At the very beginning of the game, you control the daughter as she calls out for her dad. By controlling this character, you feel more connected to her, which makes you feel as helpless as she does. Once you find her dad you understand that you need to stay close to him so he can protect you.   Then control shifts to her dad carrying her. You understand how helpless she felt, and how she needed her dad to protect her, and now with her in your arms you understand that it's your job to protect her, just as it's his job to protect her. And through the gameplay of carrying a girl, that's all you can do (no fighting just yet). Everything that happens with this character from then on stems from this feeling they reinforced at the beginning, that it's your job to protect the girl. The character you control shifts only a few times in the game, and when it does, it's amazing how much they get you to empathize with that character through the gameplay and story.
  8. Dunbars number for game characters

    That's a great idea Tom. They might also have numbers for how many recurring side characters people remember.   I feel like that fits for XCOM 2 also. If your main characters that you really care about get injured, you'll have to go on some missions without them, using characters that you're not quite as familiar with. You get more customization options as the characters survive for longer, so by the end of the game I had a few that I liked a lot and took on missions whenever I could, and others that were like recurring characters that weren't always around. The lower ranking soldiers didn't mean much at all until they survived a few missions and started to get the abilities and customization options to make them feel more unique.
  9. But in this case, isn't it more of an opinion? It's truth that some people will feel $20 is too much for the game. But the developer probably chose that price because they feel it's fair, and that there's enough content in the game to justify the price.      That argument always makes me feel like starbucks coffee is super expensive, instead of feeling like the other thing is affordable. haha
  10. Examples of Turn Based Tactical Games

    The answers are going to be a lot more limited when the question asks specifically for suggestions that are similar to one turn based tactical game than another. Like, someone suggested banner saga, which is a great game, but does it fall in the wasteland to xcom spectrum in a way that would make sense to suggest it?   I've never played wasteland. What qualities does wasteland have over xcom that you're looking for in a game?
  11. Question Regarding UI Turn Sequence in TBS Games

    It takes some getting used to in XCOM 2, trying to figure out which non-move abilities won't end your turn. I guess there's some subtle symbol to show you (that I never noticed but just looked up to see if it exists), and tends to be based on whether the ability is offensive or not, but it's felt more like trial and error as I expect an ability to end my turn and find myself surprised to have another action. I feel like getting whatever 2 actions I choose could work, but limiting that definitely adds tension to the combat decisions in a way that works.   These games already have to indicate that you've taken an action without yet ending your turn. I don't think it would be any different if you could attack, then move.   I'm making a turn based strategy game where I plan to allow attacking then moving. I wonder if I'll find the same kiting problem in my game, and have to add extra restrictions to Attack+Move.
  12. Yeah. The Witness just came out, and graph paper really helped me out solving some of the puzzles in that one. Of course that kind of puzzle game is going to be incredibly engaging to a lot of people. I don't really see something with that kind of depth becoming a mainstream clone kind of a game.     Yeah. The way you rotate the world to get a different perspective, then move through it based on the new perspective. I'd say that's incredible design. I got the game for that, without knowing how deep the puzzles would go. They also kind of give players an out, giving you an ending for getting half of the cubes, so if you like the basic environmental/platforming puzzles you can feel like you beat the game without getting into the incredibly deep secrets. I think the deeper puzzles are a big part of why Fez stands out as a great game, but it seemed destined for success before I had any idea about those deeper puzzles, and I imagine it would have done very well without them.   While writing the paragraph above, I realized my description of rotating the world also fits very well to Monument Valley, a very successful mobile game. But when I look at Monument Valley, I think of it being inspired by M.C. Escher, so it feels like something very unique, not like a Fez clone.
  13. I skimmed the video. At about the 3 minute mark I thought "This guy really isn't very good at this, just throwing everything onto the map and calling it a level."  Then I saw you were just laying out the things you wanted in the level and would put them in your place later. haha. Looks pretty cool in the end!
  14. 2D RPG Combat Mechanics

    I have fond memories of turn based RPG's where you use a wide variety of abilities (are these abilities what you meant by fighting with "skills"?). I just feel like there haven't been many I actually liked in a very long time. There are great tactical rpgs, of course, which include these turn based RPG game mechanics along with a map, adding more importance to good positioning than to picking the right skill. But I feel like I need one of the old turn-based RPGs, where the skill you choose actually matters and isn't an obvious choice every time. Maybe I should jump back into Darkest Dungeon now that it's out of early access.
  15. Resolving Creative Differences

    You could have demon necromancers. They could be another race, on par with (or superior to) the human necromancers. I think this would fit with your sentience idea, since they would just be the opposing necromancer, not the creature that's under your control. It might be a decent compromise for the artist, if his main interest is getting to draw some awesome demons.   And thematically, I think it adds some extra flavor to the world, having demons doing battle with the bodies of dead humans, like it's just a game for them. Maybe it was demons that taught human necromancers how to join in their game.