Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

182 Neutral

About The_Saddest_Walrus

  • Rank

Personal Information

  1. The_Saddest_Walrus

    Mobile game theme.

    This sounds cool, were you thinking 2d looking down, like most god-type games?
  2. The_Saddest_Walrus

    Achievements and Challenges for Mobile Rhythm Game

    Just some thoughts: Generally I think that having achievement tiers rather than level challenges is rewarding in this sort of game. As a player, I'm more focused on hitting the right notes than the achievements, but it's kind of fun to earn achievements overall. Maybe like 3 achievement tiers, simple, moderate and hard?  I'm not sure how you would track the 360 degree spin, but that's a fun idea. I think that the muted audio is a nice idea too. In terms of your worry about challenge overlap, you could certainly incentive perfect scores, since there are few games where a perfect is required for anything other than bragging rights. Your "5 notes perfectly in a row" could also be expanded, since it's probably possible to pass levels while not necessarily having super long streaks. If you have multiple speed difficulties, you could reward the completion of each If you had enough time for art, you could have different color schemes and also reward people for collecting them all.  
  3. The_Saddest_Walrus

    Managing a relationship network

    Another idea that connects emotional well being and has a go at tackling the issue of troop not performing well in combat: In general, you could have those emotional statuses that other people have mentioned, but I think it would be better if negatives and positives came into play primarily outside of combat. So if every unit has a collection of numbers which influence different stats, have them be affected outside of battle. If you put Alex the new recruit with Brom who hates recruits, then he'll have a debuff if they've been together for long enough outside of combat. Or maybe two characters are preoccupied, which lowers their attack for x amount of time. But all of this factors into the battle going in, and just becomes something to manage at the start of a battle. You're dealt a certain number of cards, and you manage your hand out of battle, trying to prepare the best setup possible, but it becomes something static to strategize around once you get onto the battleground itself. 
  4. The_Saddest_Walrus

    Space barbarians

    I'm probably more of a fan of the less-technologically advanced barbarians, since mongol-like ones are a little flatter in the story department. Barbarians in the Roman sense involved a negative outlook from the Romans. It was the Romans' opinion that being not Roman made these people uncivilized. Thus, maybe you could do a spin where the player plays as a some-time aggressor, though the "space invaders" certainly counter attack in return. Perhaps they're a tribal people that have very different cultural aims, but have been attacked by the player's group in the past, and feel threatened by you. Or maybe they launch raids to sustain themselves, since they will not join you, since that would prevent them from living according to their culture.
  5. The_Saddest_Walrus

    Zombie side missions

    Side mission ideas: You could help a crippled npc retrieve food You could have to save someone from a zombie You could have to reconnect the power somewhere You could have to deliver a package You could have to kill someone specific You could have to help someone turn back from a zombie You could listen to someone's life story and then help them fulfill their dying wish You could acquire a pet by earning its trust You could interact with a different community of survivors and gain their trust You could help in a feud between rival human surviving factions Places: slums old corporate towers beach/waterfront amusement park old residential suburbs  a school farmland forests brambles a farm maze I hope these help!
  6. The_Saddest_Walrus

    Learning Game Design... how?

    I just want to chime in a bit more with what Ashaman said. This is a very real thing, and actually has a lot of historical context. In earlier eras (like Shakespeare's time) "standing on the shoulders of giants" was a term that defined how people wrote. It suggested that building on what came before showed more education, and only served to improve what came before. Think of it like quoting or fan references, except it was pretty much on the scale of encouraged plagiarism. It's only more recently with the popularity of seeking to change the world on an individual level that mindsets have changed. But despite it having changed, a lot of games are small tweaks from other games, and both are awesome. So, DO try maybe changing it from something else, but find something you love to play that's maybe on the easier side to make (arcade games?) and try some variations out. Do something small that you don't think has been done before on top of a familiar game. Like make a simple 2d racer where you can upgrade abilities in unique ways. Make a small version and see if people think it's interesting.
  7. The_Saddest_Walrus

    survival-strategy game win conditions

    Sunandshadow offers some great suggestions in my opinion. A few other ideas could be:   perhaps they find another hidden community where life is peaceful, but then they don't create another future for humanity perhaps they find a safe place and go there with another character they meet to start a new life perhaps they clear out a certain number of enemies perhaps they become a respected figure among the other species and choose to save no one perhaps they gather enough of a natural resource, perhaps old machines?
  8. The_Saddest_Walrus

    Life Simulation Idea

    One thing that I would love to have in a life sim is choices that affect the world around me. The ability to have my choices affect my ending or my building or other characters I meet would be pretty cool.  I also think that in general, having interesting supporting characters is important. In real life, a lot of the time we make choices because of other people: heroes, significant others, etc. and since the player won't have dreams of their own that automatically get projected onto their character, having a lot of outside stimulus would likely improve the experience.  Make the world appealing and interesting. Let them find out about it, hide secrets but don't make them an obvious thing they have to find. Make exploration rewarding but not required.  Just some suggestions! I'd love to try it out if you do give it a go.
  9. The_Saddest_Walrus

    Open and Hidden Information in Turn Based Games

    One of the types of information you can hide:   enemy hp numbers: have a bar but not numbers, That way players have to estimate damage a bit more. As other have said, fog of war can be useful, or you could have waves of enemies, which would make it so players would have to prepare for the unknown I think that in general, having set types of enemies can be useful for prediction consistency, but keep most of your non-sharing to do with enemies. On the flipside, make sure to provide the player with all of their own character information. It's frustrating to not know your own capabilities, but interesting to have to figure out the opponents, though that can range from learning their 2 attacks and health to fifuring out how to get close enough without being destroyed. Good luck!
  10. One idea, similar to making friendly fire toggleable is to have 2 different game modes, one where it is off and one where it is on. But if that is too much work, then I would just pick depending on which audience you want to cater to. When doing writing workshops, this will happen as well, where half of the group will aggressively attack a plot event, and the other half will vehemently defend it. But at the end of the day, it's your choice to make, and if it's not a true majority, view them as audience representations and pick an audience.
  11. The_Saddest_Walrus

    Why SRPG's are considered Niche?

    As Norman mentions, tactical rpg's have tended to be for a more hardcore audience. Picking up a tactical rpg is like picking up chess and then playing against someone who really knows what they're doing. It takes a while not to feel like you don't wuite know what you're doing, and that's a turn off for some people I think. Similarly, it's also a genre where every move counts, and planning ahead is very important, so until you have a good handle on what to do, you can get stuck pretty badly. However, due to some popular hits, I don't think that the genre has the status of an unknown niche, but I do think it is an underplayed genre compared to many other types of rpg's. 
  12. The_Saddest_Walrus

    Ground combat (strategy, SF)

    You may have already considered this, but on top of what Cyberpunk and Ashaman already said; you might want to think about whether or not the player deploying the storm troopers can see the risk on the ground. Is he selecting a group of units without an ability to see the murky depths below? Could there be a lot of enemies? Where is the tactical decision? If he knows exactly how many enemies are below, is he running a risk of not being able to transport storm troopers elsewhere? Why wouldn't he want to just auto deploy all of them, unless he is for sure going to lose the fight no matter how many he sends down?  
  13. The_Saddest_Walrus

    Name my game!

    In general naming practice, I would focus on what makes the game the most unique, or what you think of specifically when you think of the game. Is it the character? Is it a place? Is it the cloning mechanic?  That would probably be the best first step. But short of that, here are some ideas off the top of my head!   Gene Warrior AUGC (genetic code letters) Gene Agent Access Assured Starhoned Assemble Goneboy
  14. The_Saddest_Walrus

    Fantasy counterpart culture names

    This has helped quite a bit thanks how can I find these books?   http://www.amazon.com/Kushiels-Dart-Jacqueline-Carey/dp/0765342987 Here is a link to book 1. Jut to give you a heads up, there's sexual content and it can be racy, but if this sort of naming scheme is what you're looking for, it does a very good job. If I recall, the third book "Kushiel's avatar" involves a lot of places, since they are traveling, so it might also be a good bet.  All of the books will have maps in the first few pages as well, that you can peruse. Hope this helps!
  15. The_Saddest_Walrus

    Imperial court factions (SF)

    I am a little unclear as to whether you want creative names for typical factions, or just a list of potential supporting factions, but since you can call them literally whatever you want while showing them to be their obvious role, I'm going to list some ideas for the latter. Some supporting faction ideas: military religious clergy staff/clerks (seems insignificant, but can make a huge difference) scientists aristocracy heroes of the people/ the common people themselves You could have minority groups supporting one side (maybe a group who broke away from the genome purists) criminals: something shadowy like assassins, or something more public like a mob academia/the press: control what is written foreign factions who want a stake in this country's power artisans craftsmen middle class merchants  
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!