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About Wiggin

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  1. what is the best video game ever

    1 vote for Heroes of Newerth.
  2. Embarking on the big one.

    [quote name='mekk_pilot' timestamp='1342345662' post='4959223'] With my card game and my programmer friend, I'm just like "Look, there might not even be a market for phone apps in the 2 years it's going to take me to learn to program and sprite this fucking thing. Just take this completed, tested design and make it and give me 25%" Does that sound so unreasonable? [/quote] Yes, it does sound unreasonable. Your use of the word "just" when talking about what you want him to do is unreasonable. You'll lose a friend with this attitude.
  3. I've played a lot of HON, which has a solution of sorts - if you're good enough at the game, your automatic rating will increase, and the game will give you team mates who also have high ratings, none of which can be griefers, or their rating would be lower. If you're new to the game however, you will start off with a low rating and be grouped up with griefers, so... it's a double edged sword.
  4. Check out Spectromancer, it is a very well balanced card game. I'm pretty sure it was balanced by letting AI fight AI.
  5. Stacked spaceships and shields

    Why don't you just introduce an artillery weapon to the game, which instead of a fixed amount of damage gives a small amount of damage per unit in the stack? This weapon would be weak against small stacks, strong against large stacks, and the only thing that can take out very large stacks of shielded ships.
  6. If you could make any game you wanted...

    I would make an MMO where players control steampunk-ish ships in a world much like the Skyland universe, floating islands and such... there would be no grind. The gameplay would be about fleet tactics. Ships and missiles would move slowly, it would not be twitchy who-aims-best-with-a-mouse stuff. Lag issues in large battles would be managed by increasing the fog-of-war when many ships are fighting. There would be large permanent stargate-like portals to fly through and ruins of ancient civilizations.
  7. [quote name='TechnoGoth' timestamp='1314190591' post='4853184'] Could animal tamers be used in the same way in a MMO? What if you animal tamers bypassed the tanks a in party and directly assaulted the healers or low health damage dealers? [/quote] The funny thing about this concept is that it's pretty much the opposite of what would be most logical. Animals are the ones who should be susceptible to taunts and attacking tanks, whereas party members should be able to make more strategic decisions... but perhaps you are thinking more in terms of mobility...
  8. Design Conundrum

    [quote name='ShawnCowles' timestamp='1304081588' post='4804409'] Right now I'm pondering on dropping the 3rd dimension which would greatly simplify things (I'm no 3D modeler) and allow for an easier interface to control multiple ships. [/quote] [font="Times New Roman"][size="3"]If you want to drop the 3[sup]rd[/sup] dimension to simplify controls, have you considered doing something which takes place in the sky, like in the cartoon Skyland, and like a lot of steampunk stuff? The controls in that case would be like for an oceangoing battleship, but just with “up” and “down” added.[/size][/font]
  9. Design Conundrum

    [font="Times New Roman"][size="3"]…oh, and also, I urge you to make a game design which entails ships fighting at close proximity. I mean, take the game Infinity: Quest for Earth – all those beautiful graphics, but you never actually see that in game because the ships you are shooting at are just dots in the distance. I think that’s a strange design decision, sacrificing both graphics and gameplay for pointless realism.[/size][/font]
  10. Design Conundrum

    I disagree with some of the posts here, I think you should stay away from increasing player activities with "mini-game" type stuff like energy management, shield configuration and so on. That just makes your game like every other game out there - full of busy work. I think you should be bold in your design. Make a strategy game. Make a game where you as the captain steer the ship into a dive... but the actual dive takes place about 20 seconds after your input, because the ship is massive, engines take time to fire up and so on. I'm not saying the game should be unresponsive - obviously there should be graphical and audio feedback that something is happening. And make the missiles move slowly also, so barrages can be dodged - make up any old sci fi physics to explain it. It wouldn't cater to everybody, but at least it would be different, instead of just a rehash of things we've seen before. I also disagree about making it single player, simply because a game where things happen slowly doesn't have the problems with lag that faster games have, so making multiplayer work is relatively easier.
  11. Turn-Based Tile Movement

    This description doesn't sound right to me: Quote: Each array is initalized using a recursive function which checks the adjacent tiles to see if they are either already highlighted in the current tree, occupied, or unoccupiable. If all of these requirements are false, then the tile is highlighted and it calls itself for each adjacent tile. Here's a version which sounds right: Quote: Each array is initalized using a recursive function which checks if the present tile is either already highlighted in the current tree, occupied, or unoccupiable. If all of these requirements are false, then the tile is highlighted and it calls itself for each adjacent tile.
  12. Hi Tourresh, I presume this is the game with the Diplomacy style map and simultaneous movement? If so, I imagine each player will be doing administration for about, say, 50 provinces after expansion. If handling each region involves a separate screen, that's a lot of work you're asking the player to do. Playing multiplayer Freeciv certainly is a lot of work when you grow beyond 10 cities, and city screens there look a lot like yours. As I mentioned in the other thread, I am working on a similar game. In my opinion, everything works much better if you select the unit or building you want to produce on the technology tree, where each unit and building is already featured, and then you switch the screen from the technology tree to the map (perhaps by pressing F1 and F2), and choose the province where you want it built. It's much less of a click-fest that way. [Edited by - Wiggin on June 23, 2010 4:40:26 AM]
  13. Tourresh, since you are familiar with Diplomacy, you probably already know this, but I'll just mention it anyway. While the standard Diplomacy map is set in Europe, Diplomacy players have made a large number of alternative maps to play the game on. Some of these maps are better than others. It has become clear in the Diplomacy community that the factor which decides whether a map works or not is primarily the number of supply centers (provinces which provide resources for the upkeep of armies). If you have too many supply centers, the map will become clogged with units, defense will be too easy, and the game will become static and therefore boring. If you have too few supply centers, defensive lines become thin, breakthroughs are easy, and you get the "goose hunts" which you are worried about. The key of course is to get the right balance between offensive and defensive strength. [Edited by - Wiggin on June 14, 2010 4:00:53 AM]
  14. I am actually working on a game with the same scheme for simultaneous execution of orders, inspired primarily by the game Diplomacy. I agree with the other posters that what you describe as a problem isn't really a problem... at least not until playtesting shows that it is a problem. I think one of the main reasons this sort of system is fun is that there are only a small number of possible orders each unit can be given, and that means that it becomes possible to guess what orders your opponent is giving to his units. And if you are able to guess correctly, you will be able to select orders for your units which effectively counter the enemy. Outsmarting your opponent is fun. In Diplomacy, the possible orders are hold, move, support and convoy. In my game, I refer to the possible orders as incursions (attacks to take and hold territory) and skirmishes (attacks to cause attrition), and draw the given orders on the map as red arrows, with incursions being stippled and longer than skirmishes.
  15. odd compression idea

    Anybody thinking about compression should first make sure to understand the pigenhole principle.