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About ahbonk

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  1. Hey hardcore and mainstream gamers alike! You know that within the domain of those who can access entertainment, almost everyone watches movies but less than half the planet plays digital games. Why is that? Less focus on mainstream gaming mechanics, that's why! I have just opened a blog to discuss these issues, though I only have 2 posts up. Here's the link: minna.no.game Would appreciate comments from you guys, since you guys range from the incredibly hardcore (you know the exact splash damage caused by a shotgun) to the incredibly mainstream ("urm, at least i play bejewelled!"). Thanx!
  2. Maintaining control in RTS games

    Yes I completely agree with botman2 and estok. Most RTS players have the brains to know what to do during a battle, but do not know how to do it in writing. Forcing them to write the AI (it's forcing coz you can't win if you don't write) throws the game balance off-balance! Quote:Original post by Sandman I had a similar idea a while back , where instead of actually programming your AI, you simply trained it. You'd still be tactically in control, and free to do the fine tuning, but if the AI is drilled well enough, you could perform complex manouvers with a few keypresses. I completely agree with Sandman's idea. This is like writing the AI but in the form of actions. By this, I don't mean that I agree to very abstract AI training like the one used in Virtua Fighter 4. Maybe you could have certain preset situations in Training mode, then you control the units. Once you're finished with the action, save them under a name. In the real battle, when you have a similar group of units, assign the saved action to this group. There are many risks involved, however. You must make sure that such saved actions are not available for download (to avoid having a situation where the player who downloads a better AI wins). And what if the person goes to a cybercafe instead of playing it at home, in which all the preset actions are in his/her home computer? The player can either create an online profile, or have an option where all preset actions are not allowed. The latter option might lead to a very BIG problem where this option will be used MOST of the time, rendering the training part useless. If the game balance and other factors are appropiately adjusted, you could make a good game out of this idea. All the best!
  3. Another idea is to make the game connect to an sms server. The player has to send an SMS to the SMS server, then get a short code that has to be entered in the Flash in order to play it. Think of it like a credit to play an arcade game. This is normally done in competitions in Malaysia, but it could also be a model to play a Flash RPG maybe? A monthly SMS has to be sent and credits will be reloaded to the player's account. There are two problems with this solution: one, you have to get a partnership with a telecommunication company and two, the telco will absorb most of the revenue (around 70:30 ratio). But it's a good model to use in Indonesia, as this model is used frequently in Malaysia. wan hazmer | game designer (if )interactive http://www.ifinteractive.com