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About Mogli

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  1. Mogli

    What do you prefer and why?

    I'm speaking as a gamer whose main interest are tactics & strategy games. I find it a bit sad that some of the most popular games out there (I'm particularly looking at you, HOI/CK/EU) seem to use 3D just for the sake of using 3D. These games don't exploit the benefits of the third dimension yet they come with all the potential detriments: to my eyes the engine Paradox uses has no clarity or beauty to it. All I can see are small and clunky-looking 3D models thrown chaotically over the map. I'd much prefer a hand-crafted 2d map over this. For example, I found the maps of the earlier AGEOD titles so rich of character, beautiful and clear. Just compare these maps (EU, AGEODS WiA, Command Ops 2): So, my point is that strategy games can really benefit from the clarity and character that 2d can provide more easily than 3d. Unless a game makes proper use of the third dimension - that is, if it features some kind "action" and the player is allowed to choose the camera-position while watching the action - I see no reason to use 3D. Then again some RTS out there fulfill these requirements but are so fast-paced that the player has no time to "watch" the action anyway because he's busy clicking all the time. Choosing a "cool" camera angle takes time and thus is a detriment to competitive gameplay. In these cases I guess 3D's main purpose is to deliver impressive marketing-pictures?
  2. I don't know why I would be in a position to give you tips, but in my eyes, the cold green color (the hill on the right hand side) disturbs the overall impression. For a farm-scene, I'd stick more to warm tones. But that's just personal preference. Other than that, it would be interesting to know what look/style you're trying to achieve. It's hard to give tips without that info. Do you want to stick to the "flat" paper-cut collage impression, or do you actually want to have light and shadow to hint at the textures of your shapes and increase their plasticity and haptic feel? I can see a very shy shadow below the gable on your first pic! Also, do you want to stick to strict orthographic projection or do you want to achieve the impression of a perspective?
  3. Hello! As my hobby, I’m working on an ice-hockey game, using Python (pygame). It will be based on wego-turns, with each turn representing 3 seconds of “realtime playback”. In other words: both users plan their skaters’ movements and actions for the upcoming 3 seconds while the game is paused, and then, when they both have confirmed their turn, the game takes their plans, calculates what happens and finally presents the outcome of the turn to the users as a 3 seconds-replay. All frames of the action are stored so that users can re-watch the action, using rewind, forward, play functions etc. As I'm almost totally new to programming, I’m worried about the planning phase. Although my code does achieve what I want, I’m worried that it is overly complicated and will give me lots of headaches later on. Therefore, I would be very thankful if someone more experienced in programming could take a look and/or lend me a hand and give me tips how to simplify and shorten it. I will post my code at the end of the post in the spoiler, but I fear that it might be so messed up that noone but me understands it. Here is what the code should do: IDEA Context: When a certain input is given while a skater is selected during the planning phase, planning mode is enabled.In planning mode, the user can set waypoints for the selected skater. The higher the speed of a skater, the narrower the allowed angle to set the next waypoint needs to be. E.g. if your skater goes at full speed, you cannot perform a 90° turn within just two waypoints. The number of waypoints that can be set for a skater in the planning phase depends on the skater’s speed. The greater the speed, the more waypoints can be set. The effect of speed needs to be tracked during the planning-phase itself, so that - for example - if a user sets acceleration-waypoints he will be able to set more waypoints in this very planning-phase. All information for movement (between waypoints) must be stored, as it needs to be retrievable in the replay-phase. If you have any ideas or hints how to come up with a code that achieves these things, please tell me, never mind how basic or in-depth! What follows below is my complicated attempt at it. MY ATTEMPT VIDEO
  4. Hi, community! I’m new. I joined the club because I’m spending my freetime on working on my private little hobby project – a WEGO-turn-based 2D ice hockey game. Yes, that’s right. I figured it is a pretty unique combination. There are not a lot of turn based sports games out there. Blood Bowl and Football-Tactics&Glory come to my mind. But these are igougo. What is more, wego games are quite rare in general. The AGEOD games and the excellent Combat Mission series are the top dogs in this genre of game design, but these are not well known to the mainstream. Frozen Synapse, perhaps? I think there is hardly any sport out there that lends itself well to a wego-approach. But ice hockey does! It is very fast – so even though turn intervals need to be short, turns are not meaningless. A lot of stuff can happen in a turn of 3 seconds real time! At the same time, 3 seconds are short enough so that you don't take away the responsiveness of the game (and the ice-hockey-skaters don't need to take decisions for themselves during the turn = I don't need to equip them with a sophisticated AI). The number of players on the ice is small (5+ goalie per team) - so not a lot of micro-managing is required per turn. Planning your turns is fast, the pace of the game is fast. Consistency of time and speed are paramount for an ice hockey game. And wego – in contrast to igougo - allows for that. Ice-skating tends to produce large speed-differences between players and the game should be able to track these differences and make them matter in a nuanced way. Another interesting point is that real-time sports game usually require a very tight responsiveness, as they're all about player skill/reaction while the user is in control of only a single skater. It might sound odd, but I think this does not go well together with ice-hockey, which, by it's nature, is less responsive in some respects (ice-skating) while more responsive in others (stick-handling). A wego-approach can help to mitigate the overly tight responsiveness of movement - without taking away tactical depth, that is! I’m by no means a professional. The opposite is true. The “game” is my private hobby and before I started it, I knew literally nothing about programming. But I’ve grown into it a bit and I have already achieved more than I ever imagined. However, as you are all professionals (certainly compared to me), I wanted to ask you to give me some basic feedback or just your thoughts and opinions on the idea of a wego-turn-based ice hockey game. And especially if you foresee any major pitfalls. This video shows the current state of my hobby project – for now, it’s all about the movement system. I’d also be very happy if you have any feedback/advice/suggestions for me on this particular topic. https://www.youtube.com/watch?v=UgWSU0sptEk&feature=youtu.be Explanation of the video (and some additional info on the game mechanics I have in mind)
  5. Mogli


    Album for POWER PUCK
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