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Member Since 11 Mar 2013
Offline Last Active Mar 17 2016 02:50 PM

#5129514 The functions on game scoring system

Posted by mippy on 07 February 2014 - 01:55 AM


How does the score abstraction of "loot" fit into your taxonomy? Many games are built around using items as score. 

What do you meant by "loot"? Is that the meaning of the score which is used to represent an item?
Sorry for my bad English.


My understanding of your definition of a game-score is: a abstract or concrete metric within a game. 


I was missing items, such as gear and property (houses, decorations etc) in your list. Many players like to play game to get more items, or to get the best items. 


Perhaps a player's item is not abstract enough and could be described with the terms in your taxonomy. 

#5129499 The functions on game scoring system

Posted by mippy on 07 February 2014 - 12:27 AM

How does the score abstraction of "loot" fit into your taxonomy? Many games are built around using items as score. 

#5128261 Population growth in space colony game

Posted by mippy on 02 February 2014 - 04:39 PM

What is the length of a game-cycle: is one minute weeks, days or does it represent years? If decades then children could be feasible. Otherwise I think colonists would be a cool population growth factor. Then you can have colony advertisement, shipment, and other factors for the player to tinker with to optimize the influx of colonists. 

#5122356 Help me decide on a theme

Posted by mippy on 09 January 2014 - 06:34 AM

Since it's a small project, I voted industrial revolution (without steampunk). Fantasy means more work for you!

#5122346 Tower creation system for Tower Defense Game

Posted by mippy on 09 January 2014 - 05:04 AM


In every Tower Defense game you build towers that developers created. In some games, you can choose tower foundation and gun seperatly but it's still not a real tower creation.

Do you think Tower Defense games should give players the posibility to create own towers and then use them on the battlefield? (Like creating own ships in "Leviathan: Warships")
How should it look like? Of which parts should the tower consist?


As few parts as you can. The number of possible combinations skyrockets the more possibilities you add...and that's a lot of content to develop and test.


Let's say a tower can have:

  • 5 types of foundation
  • 5 types of ammunition
  • 5 types of armor
  • 5 types of gun barrel

That means there are 54 different possible towers the player can make. That's 625 possible combinations. If you add another slot with 5 options, that becomes 55 or 3,125 combinations. As you can see, this scales up pretty fast.



Yeah this is my concern as well. A workaround is a tree model for upgrades rather then the block structure: 

- Light foundation
    - Rapid fire
      - fire ammunition
      - ice ammunition
    - Sniper shot
      - fire ammunition
      - ice ammunition
- Heavy foundation
    - area damage
      - bombardment
    - area effect
      - slow
      - weaken

#5122098 Tower creation system for Tower Defense Game

Posted by mippy on 08 January 2014 - 02:02 AM

If players can build their own towers then you will face some serious balancing problems. Also it's quite stressful to design mid-combat. If I would make designable towers, I would let the players design them out-of-level (between levels). Then they could have a set of tower blueprints which would be implemented in-level.  

#5118767 Industrial revolution strategy (post mortem and ideas)

Posted by mippy on 22 December 2013 - 04:16 PM

Economics and production is very much about allocation, which means network graphics (lines) as the core game-board. When you have the maps built with polygons this generates lots of problems. As an example, canals and rivers were hugely important for transportation (one of the reasons china could not get industralized hundred years ago - their rivers from coal-rich inland to the coast were too wild). 


If you would reboot your game then a network as the core interface (both graphically and game-logic wise) would make your job much easier. You could then "wrap the nodes" in polygons to create the areas. 


The second thing I'm thinking about is the usage of phases and stacks. I could not find anything written about it this is how I would have done it: 

  • Production phase (items appear, depending on production/transformation capacity)
  • Allocation phase (move stuff from one stack/node to another, for a cost of some form) . Some nodes have good connections (canals/rivers) and cost nothing, wile others are very expensive (push it through!)
  • Adjustment phase/Construction phase (do some politics, like assign more labour or invest in a node/city).
  • Repeat! 

#5115116 Rush 2 - Looking for Feedback

Posted by mippy on 07 December 2013 - 09:30 AM

  • Very nice particle effects!
  • I somehow ran out of ammo but had no instructions on how to reload. Perhaps a UI-layer with instructions and ammo/weapon info would be useful.
  • Runs smoothly, does use computer resources efficiently. 
  • No objective information (should be added in the UI-layer.
  • Nice sound effects
  • What are the interesting shapes doing inside the walls? http://snag.gy/2fwM4.jpg
  • The weapon does not fire from the tip of the player-triangle. Its somehow cutting from the sides in a strange manner. 
  • Sometimes I can fire and sometimes I can't. I guess I have to have a blue box within the circle, but there is no info confirming this. 
  • Some tutorial info in-game would be good (in the first room). 
  • Adding an extra ui-layer as a div can interfere with the libraries you are using to collect click events for the game. (My experience). Building the UI elements directly into the engine could be better. 
  • The second gate (with the dual buttons) won't work for me. 
  • A flare/shift of color that indicates source of fire would be a good visual que. You can for an example change the blocks that fire from light blue to dark blue or something.

#5111141 Money and your Character, how would you make earning money fun?

Posted by mippy on 21 November 2013 - 05:35 PM

I had this game idea some time ago. 

  • You go on a shopping spree (press a button). You buy everything on credit.
  • Then you return to your castle, where you pile up your loot. 
  • The debt-collectors come and attacks your mansion. The amount and difficulty of the debt-collectors depends on your dept. To defend yourself you shoot your loot at them. More expensive loot (cars, trucks) are better then smaller loot (shoes, phablets etc.). When you shoot the debt-collectors they die. 
  • Then it's time for a new turn, start over!

The goal of the game is to balance debt, loot quality and the difficulty of the debt collectors. Thus - the more money you have the more ammo you have, but it also makes the game waves more difficult. 

#5110721 Looking for criticism for my game, harsh is okay to

Posted by mippy on 20 November 2013 - 03:31 AM

Overall impression

A classic block shooter, well executed in HTML5. It runs smoothly (on Chrome, Win 7) and I get into the game quickly. Very good for a HTML5 game built for quick fun. The game pauses when I leave the tab out of focus, so you seem to be using the built in animation features. The difficulty was ok. I could play for about 5-20 seconds without training before dying, which is a pretty good time span in browser games. The particle effects was really nice!


Opportunities of improvement

There was some typographic blunders in there which would be somewhat easy to fix, since it's sprites: 

  • The P in the Options had some white borders
  • The loadingscreen was a bit messy. Cleaning it up will give you an opportunity to show your brand or display a link to more of your games. Now it was a mishmash of different messages and I learned nothing. If you are up to sell or license your game you could post a link to it here. 
  • The number-sprites are a bit blurry. I guess they are made in a smaller resolution and scaled up. Perhaps adding another sprite sheet or whatever you are using to display a more high-resolution version. 
  • The title on the main menu is very hard to read. Perhaps a red text with black borders/shadows would be better here. 

There was some gameplay blunders as well: 

  • Score seems to be flipping around between negative values such as: -72, -65, -83 etc. This seems to be more of a bug. 
  • I was looking forward to seeing more of that chewing monster on the main screen, but all I saw was red blocks. 


  • To spice up your particle effects: use red triangles for the exploding blocks (shards) and green miniballs for the the dying green ball. 
  • The background of the main menu was a bit too much. I like the idea of the buzz, but tone it down a little (in hue and contrast) and it would be much better. I think it's irritating because you have picked a hard-to-read font for your text, so when both the background and the font requires my brains to work it becomes a little too much. 
  • Achievments seems not to work, but perhaps that is a stub. 
  • To pause the game as a keyboard player, I would have to grab my mouse and press pause. Consider adding B or some other key as a pause button so that I don't risk dying when pausing. I guess you are using the requestAnimationFrame to pause the game on tab change, so that's working fine. 

EDIT: apparently the p button pauses, so thats just lazy testing from my side. Still, would help if the pause on p would be more easy to spot.

#5110405 What can you do with a map (strategy)

Posted by mippy on 19 November 2013 - 03:14 AM

I like map games that are not too complicated. Settlers of Catan is a good example, and if you want a space related idea then a hexagonal tile with a system on it could be fun to use. As Khrom said it results in procedurally built maps. 


  • Maps can have points which if you control them, you will get a buff of some form. Like a beacon or control tower. It does not have to be resources. 
  • You can have a system where multiple political power markers can be used in the same tile, to indicate the political power. 
  • The tiles does not have to be owned by the players, they can be "influenced" to result in power. 
  • If a tile is a planet, then perhaps they can have a resource/event "card" stack from which you draw resources each time. If you have promised to help them then you would have to send aid. If you don't then the ai of that planet would throw you out. If you help them then you would get more resources. If the drawn card is not a event but a resource then you can keep it.
  • The political power markers could mark the resource distribution between the players. 
  • You can make clusters of tiles and more remote ones. Perhaps you could have a inner circle which it is cheap to travel to, while the outskirts are more expensive. A bit like how power grid does it with the transaction costs. 
  • In addition to the planets you could have homeworlds and motherships/core fleets that could be moved around. 

#5109292 Thoughts on Elevating "A Link to the Past" gameplay to F2P Model?

Posted by mippy on 14 November 2013 - 04:22 PM

  • Companions: some RPGs have companions (Zelda has that flying thing) which could be possible to purchase. If you let them have some ability which is balanced it could be a possibility. 


You are right about the pay2win thing, it's never good and always feels like cheating. Also it will only lure people with poor cognitive skills or people with depression into paying... Unlocking chunks of gameplay is much better. 

#5109283 Being Relevant in a MMO

Posted by mippy on 14 November 2013 - 03:38 PM

MMO:s are pretty expensive to make. Adding any form of restrictions on how and when the player may play limit player influx and probably make them bounce away before they get stuck. 


I think player content is one way forward. Let players set up challenges/minigames for other players and have some form of mutual award system. People like to be creative and a small tournament in the shape of a minigame can bring people together. 

#5109278 Thoughts on Elevating "A Link to the Past" gameplay to F2P Model?

Posted by mippy on 14 November 2013 - 03:22 PM

  • Golden Keys - unlocks special dungeons and more adventure with potential to earn larger amounts of experience. This will result in easier levelling. 
  • Home - a house which you can decorate with things you find during adventures
  • Levelable weapons, self & gear - you earn some form of magical/experience "ether" which you can add spend as you wish, on yourself or on your gear. Impatient players can unlock cooler upgrade levels... or grind!

#5109274 How Early is "Too Early" to Think About Your Next Project?

Posted by mippy on 14 November 2013 - 03:09 PM

My ideas tend to end up everywhere (toilet-paper and recipes...) so I have these idea papers that makes them more durable and "sortable". Notebooks are good but if you have 3-5 game ideas (+other life things) going on they are not very good. 


Using a idea form as these below will also force you to think through your idea a little. If you write them down in a formal state then they will be a lot easier later on, and others can read them too!

  • Project: you own secret code name for the project. 
  • Date: month + year is usually enough, can help in sorting. 
  • Description: if it's a sketch then you might want to describe a little how it's supposed to be used in your project.