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Andy@TripleCometStudios

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About Andy@TripleCometStudios

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  1. Andy@TripleCometStudios

    Looking for advice on design of a game I'm working on

    Also, I forgot to mention, and I apologize if this is more of a technical question than a design one, but I have reservations on making the crushers close in 535 milliseconds. I have programmed my game engine so that it is frame independent, but I am still unfamiliar with any strategies behind programming a frame independent game. To be frank, I am not sure that even with frame independence that having something happen every 535 milliseconds is possible. If anybody can explain why this is possible or not now, I would greatly appreciate it. It would cause a lot of frustration to develop this prototype only to figure out this is not possible. Also, I forgot to mention, and I apologize if this is more of a technical question than a design one, but I have reservations on making the crushers close in 535 milliseconds. I have programmed my game engine so that it is frame independent, but I am still unfamiliar with any strategies behind programming a frame independent game. To be frank, I am not sure that even with frame independence that having something happen every 535 milliseconds is possible. If anybody can explain why this is possible or not now, I would greatly appreciate it. It would cause a lot of frustration to develop this prototype only to figure out this is not possible.
  2. Andy@TripleCometStudios

    Looking for advice on design of a game I'm working on

    Thanks for the feedback. I think I may have communicated my intentions badly in my initial documents. While I am making separate documents for each prototype, they are also going to be included in a monolithic "Design Document". The design document's purpose is to provide reference to why we made every major decision in the project. I do intend to make this more readable, however. Someone on another site gave the suggestion to include a table of contents that links to parts of the larger document.    On the topic of prototypes, I realize now what I said is misleading. The book I study under is "Art of Game Design" by Jesse Schell, and he recommends an iterative approach to game design. Find what could prevent your game from becoming a success, and then devise a way to answer that question, using the results to improve your game. Prototype DOES imply a separate build of the game, but in most cases, this is not my intention. A prototype in many cases will be a simple experiment with playtesters. "Is this challenge too hard?" This would be solved by designing an experiment, or as I would label it, a prototype, that answers this question. Unless the question calls for it, this will be done with the current build of the game.   I'm essentially including all my prototypes in one big document initially for the purpose of keeping track of what I need to do. While there will never be enough time to complete every prototype (extensive playtesting is expensive, so many less important questions will come down to intuition) I would like to know where the holes in my design lie. The document I included will include information from all the documents you mentioned, but I fully intend to separate the information into individual documents. Obviously the art team should not have to sift through my ramblings on programming or level design. That said, I do think you have a great way of breaking up your information. Initially, I was going to split information up into documents pertaining tasks for the individual teams, but I think your method is important as well. A simple table of contents alone won't be extremely effective when I'm trying to extract all my information on market research, the business plan, etc. I'll sleep on it and thing about some kind of middle ground, or maybe just maintain both.    Again, thank you for the feedback. Other than the structure of the document itself, did you find any issues with my design logic or any of the individual design decisions I made? Despite my extensive studies on the subject, I am still fairly new to game design. Any kind of feedback will be helpful.
  3. Hey everybody. I'm currently starting a project with a small team, and, as head designer, I've been making some documents describing the overview of the game and prototypes to be made. As I am an early game designer, I figured it would be a good idea to ask for constructive criticism on how I am going about things. I want to refine the initial prototype as much as possible before I move forward. Anyway, I have two PDFs, one on the overview of the project, and another serving as the rough draft for the first prototype. I would appreciate it if you guys would give them a look and provide some feedback. Thanks! https://triplecometstudios.wordpress.com/2016/10/10/full-metal-spitzer-design-documents/
  4. Andy@TripleCometStudios

    Combat and units in modern empire builder

    Keep me updated on this. I'm a sucker for paradox style strategy games. Feel free to email me at mightydodongo@gmail.com. Or, if you set up a devblog, I'll be sure to follow it
  5. Andy@TripleCometStudios

    Combat and units in modern empire builder

    I think having scaling your costs up by a favor of 10 would be a good idea, but it really comes down to what units you're using for currency. Having 110 and 170 gives an impression of these units being expensive without the numbers getting too high. For example, dont make your units be worth 11000 and 17000. When it comes to how such a military would look, you have some creative liberty due to the futuristic nature of your game. I say make the units be based on their abilities in game, or have them attached to the theme you want your game built around. For example, a mech would probably be quicker than a tank. Seeing as mechs are future technology, its really up to you. Tanks might be more realistic if infrastructure is broken down after the apocalypse, but then again you have the freedom of scifi. If you want mechs, just explain that a ton of mechs were left over after the apocalypse or something
  6. Personally, I'm really enjoying it. I'm playing Conquest, and I haven't had this much fun with a Fire Emblem title since Radiant Dawn. All the maps feel really unique, and usually require a lot of varied strategies to succeed. My personal favorite so far has been Chapter 10. I don't think the supports are as good in this game as they were in Awakening, but that may have to do with the localization issues I've heard rumblings about. It doesn't really matter to me though, as I don't really play Fire Emblem for the story. 
  7. Andy@TripleCometStudios

    New Studio Name, Thoughts?

    Out of those, I think King's Bishop rolls off the tongue the best. Bischoppa Studyas is clearly the best choice, though
  8. Andy@TripleCometStudios

    Combat and units in modern empire builder

    I think your mechanics seem reasonable. What you should focus on now is making sure everything is balanced. You need to make sure that every unit not only has its use, but also that their cost is appropriate. I would start by assigning a cost to each unit type. Try and balance everything out. This is only theoretical, which leads into my main advice. PLAYTEST. Get a lot of people to play your game, and take as much data as possible. If you find that one unit type is too weak, maybe bump up its power levels, give it some other advantage, or lower its cost. Not every unit needs to be used as much as the others. Just make sure every unit has its use at least some of the time. Also, when you're playtesting, make sure that people find your system fun. If it isn't, then find out what can be done to make it so. If you can do both of those things, then I think you'll make a great game. 
  9. Andy@TripleCometStudios

    Fantasy Weapon Type Differentiate

        I agree with BG109. Rather than starting with all your weapon types beforehand, make some prototypes and find out interesting and fun challenges that could be added to your combat system. For example, you might find that its fun to have a nonspecific weapon whose playstyle is based around timing, be it parrying or dodging. Then, make a suitable weapon for this playstyle. For this hypothetical example, a rapier or sword would probably be best as they are probably the weapon associated the most with parrying.      Anyway, just play around with prototypes to start off with no specific weapon in mind. Also, unless the theme of your game is realistic fantasy, don't be afraid to create some kind of crazy weapon if a fun playstyle doesn't fit with a real world weapon. 
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