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TechnoGoth

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  1. I always found it frustrating to be limited to researching one topic at a time even if I have the research points to study a dozen low level techs.  Especially as I might be concentrating on one or two things but still need all the other techs to have a decent empire.   What about dividing things into to two areas discoveries and tech levels.     Discovers would specific things like ion cannons, or fusion drives.  A Tech level in a simple version would be a set of discoveries.   The research points you generate are spent on discoveries, and when your total research points generated reaches a certain milestone you get all discoveries at that tech level.   So tech level 1 might consist of Colonization Module Fusion Engine Lasers Vertical Farms Research Labs Industrial 3D Printers Digital Currency Solar Collectors   Each costs 10 RP. The cost of unlocking Tech Level 1 might be 150% of the remaining techs. So If I researched just Fusion Engines and colonization module from tech level 1 then when my total research reaches 90 RP I'd get all the remaining ones.   You can have other more complex interactions as well.  Such as TL cost is decreased by 10% for every level behind the galactic average you are.  Or you get a 2.5% discount for every race you have a trade agreement with. Covert action might be able to disrupt your progress towards a tech level.  You might find the ruins of an ancient planet civilization that instantly catapults you to tech level 3.   That way you focus on a couple of primary techs an know that you'll still advance as empire as whole, even if all do you is spend your time researching bigger guns.
  2. The first thing that comes to mind is some kind of VR/Real life game where things you do in VR effect the real world and vice versus.   For instance maybe you go to an old library that is nothing more then a ruin in RL, switching to VR Mode lets you traverse a recreated version of the Library allowing you to access areas in accessible in RL. A broken staircase might exist in VR letting you reach the second floor of the library switching back to RL lets you pick up a gardening book on the second floor.   Moving a set of pillars in RL could be part of solving a jumping puzzle in VR.   The player might planting crops in RL and then access the weather control system in VR to ensure they receive water and sunlight.
  3. I always liked the way Alien Legacy Handled research.   You'd discover items or encounter events that would unlock research topics each topic had a cost in the six different science fields. Once you paid that cost it would take a period of time before you received the results of the research.   For example your settlers might have found unusual mushrooms growing near their new settlement.  It cost 50 biology points, and 25 chemistry points to research the mushrooms and they result is you can now build advanced hydroponics chambers giving you more food per turn.   A rare crystal you find while exploring a moon might let you finally unlock phaser technology for your ships. Discovering and researching Naqudria might allow you to produce hyper space engines small enough to fit on fighters.   It was good because your exploring and events shaped your research paths and technologies you unlocked.    One game I played I think it was War Of The worlds required the enemy to use technology against you before you can research things.  For instance before you could research air filters your enemy had to start using bio weapons against you.
  4. Neutral planets could create buffer zones between empires that would have to be annexed prior to an invasion and also act as way defending yourself from an enemy. Neutral planets might have key exports and imports making them significantly more valuable as trading partners then they would be to conquer. Neutral planets might encompassing many unique bonsues things for instance a research colony might provide a free technology once you've supplied them with a set amount of trade goods. Neutral planets could be used to fight proxy wars.  Why attack your enemy when you can get a neutral race to do it.     Rare planets could be sold to private individuals and corporations for massive one off bonuses becoming neutral worlds.
  5. This game jam was a lot of fun.  Congratulations to the winners, and kudos to everyone else for participating. Thanks to the judges for taking time to go throw the massive list of games and submitting not only scores but also leaving comments.   Some people seemed to really like my game the Last Toy in The Toy Box and other did not but that's all par for the course.  I didn't do quite as well as I had hoped but I learned a lot and had fun which is the most important thing.   My rapid prototype approach allowed me to get things out quickly to play test but left me with the problem of having to refactor large chunks of code when it came to adding or extending functionality.    I'm also glad I went with my gut instinct of trying making sure the timings were all correct everything was achievable and then making everything easier.  Originally for instance you only had 5 minutes to escape the toy box, which left you only about 60 seconds at best to hide the toy box.   Going forward I'm not sure what to do about the real time aspect.  One of my design goals was to have the player always moving forward, the ticking clock limited the amount of time they can waste and forces them to decide between different options and paths. It also makes them have to choose between training and moving forward and exploring. But at the same time I didn't want the player to be rushed to make decisions and have to skip the text which is why I had the clock only run when Teddie was actually performing an action.   It was also my plan to have the different characters do actions in parallel and have to do things in tandem to overcome challenges. All of which would work best if the game ran in real time, it might still be doable in fast time it would just mean potentially having to tell characters to wait.... which would be lots of extra clicks. So I'm not sure.  I'll just have to play test it out. On the other hand even I've not played the game on real time since I add the fast time option.
  6. hmmm... Is there a trick to getting the unity based games to run on a windows 8.1 machine?   I've tried a couple now Delivery and The Harvest and neither one seems to do anything.  I can see the process running in task manager but it just sits there using no resources and seemingly not starting or crashes...
  7. Hey All,   I'll be the first to admit I don't know much about javascript programming but I did use it to create my entry of the week of awesome 2  competition. Now that competition is close I'd like to continue developing my game but before I continue to build on to what I've already got I'm looking for advice on how to better structure my code base. As how things currently stand I have one js file consisting of a 1000+ line controller.   Its made up of several sections: Game Data - Holding all the variable related to the current game state. Actions Lits - These are list of all the available actions in each room, along with descriptions of the actions, whether they are enabled, how many times its been called and a maximum number of times it can be called, not relevant to every action. Story Data - This is just arrays containing text displayed at different times to the user, and any accompanying image data to go with the text. Action Methods - There is a set methods that deal with performing an action, enabling, and disabling actions, and resolving the action and whatever the success and failure results. Popup methods - These methods deal with displaying and handling input from popup boxes displayed to the user. Combat methods - The methods that deal with combat. Stat Change methods - This is set of methods that wrap the common functionality around changing any of the main character stats.   If I was doing this c# or java I'd be able to break all of those into different classes or spread the functionality across multiple partial files without a problem.  But when using them inside an angularJS controller I haven't go a scooby as to how to go about it.   Any good tips on how to proceed?  I don't want to end up with one file that's over 5000 lines long.  
  8. I'll throw the final competition build of my game in the ring too.   Last Toy in the Toy Box   Not much has changed since yesterday's sneak peek, just some back ground music and some typos fixed
  9. Well that's it for day 6.  Mainly and art day. But I stead need source some background music and do one last pass for typos.   I did panels for the story adventure today.   But I can't help but think the Castle Teddie is going to storm looks some how familiar.     I'm sure at least a couple of you might guess what he'll find at the end of this adventure.   http://www.gamedev.net/blog/1945-the-last-toy-in-the-toy-box/
  10. I didn't do much in the way of dev today. A couple of minor bug fixes and a small tweak. But the contest is nearly over and after my site went down and I managed to get it back up and running again. I just focused on art work. I did picture panels for the short storm the castle adventure. After that I end up drawing the above to scene's which won't make it to the contest but will be in a later edition of the game.
  11.   I'd like to think I'd find the time to continue working on this project as I do like it and its fun.  I'll need to find away to split my angularJS controller into multiple files though. Its over 1000 lines long as it is.
  12. Your goal reminds me a bit of Dragon Quest IV. An old game where you play through 5 chapers of a larger story.  In each chapter you have a completely different character with their own story that tells part of an on going story happing in the world. One character is a tom boy princess, another merchant, It's not to that last chapter that the character all come together to help save the world.   Could you not do something similar?  Tell one story but split it into 4 chapter each chapter telling that character's side of the story.
  13. We'll I'm done for the day, and feeling exhausted don't know about the rest of you I'll probably do as little as possible on the weekend just give it some polish and fix any last bugs.    http://www.gamedev.net/blog/1945/entry-2260232-a-long-two-days/     Some good looking stuff coming out can't wait to see all the completed entries
  14. Its been a long two days working on this game, and I'm now pretty burnt out on the project. Since my last update I've: Draw the artwork for the nursery and rat kings lair. refactored the code and fixed a bunch of typos Added a simple combat system. Added the first continuous adventure. Added the ability to include choices in a popup. Scripted up and tested one large room and one small one. Added fast mode to skip to action resolution. The nursery proved to be a lot of work to build. With adding new functionality and scripting up events and actions its taken hours of work to implement. The Rat Kings Lair was less then that but it still took ages with bug fixes and testing. So where does that leave things? Heading into the weekend I'm officially burnt out and won't have time to add much more in the way of content. So I figure that I'm going to leave the dev where it is for now and just work on adding some additional art work and giving it a final polish. As it stands the game ends after you fix Princess Ballerina. I was going to include an aMAZEing mini game but I won't have time. And to develop the game further requires another big overall to add in the functionality to switch between the different character so they can work together. That and I'd have to think up new content. If I'd gotten around to the Bad Girls Room would have included section inspired by this:
  15. Two new pieces of badly drawn art for my game.   The Nursery:         The Battle with the Rat King