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682
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Player / Games / Re: Gameplay innovation and breakthrough
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on: July 06, 2011, 04:12:47 PM
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Don't forget to introduce yourself, I think it is obligatory here  Maybe you can find a programmer who can port it  I wonder if there is a AGS like application for tablet devices already...
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683
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Player / Games / Re: Gameplay innovation and breakthrough
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on: July 06, 2011, 04:08:19 PM
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When I saw this "Enter the Story" trailer somewhere a while ago I was totally catched (sadly for you I am not that into adventure games  ). This might sell well on tablet devices. Reaching out to forums like this is a good step to find other devs and enthusiasts who can point you to related games.
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686
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Feedback / DevLogs / Re: Pike & Shot
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on: July 05, 2011, 05:15:29 AM
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"Show new replies to your posts." -> wow an update on "Pike & Shot"!!! Let's see... no update
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687
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Developer / Design / Re: "DUNGEONBUILDERS" / Open Design Doc / Not Really a DevLog (yet)
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on: July 04, 2011, 03:34:36 PM
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I sort of like the idea that you're always only against the dungeon and not other players. Yeah I think you are right. As a conclusion, if I would create such a game I would probably do it like this: Only one hero per dungeon; there is a small world map with "symbolic" dungeon locations; each location has special requirements for keepers to get their dungeon into the location's dungeon list (e.g. place at least 5 ice props in your dungeon to get listed at the level 1-5 ice cave location); each keeper can build as much dungeons as he wants, but he needs resources for space/props/monsters etc.; storage quests are bound to locations; a hero accepts a quest and then has to enter a location for accomplishing it -> quests bring heros and dungeons together; when a hero enters a location he enters randomly a matching dungeon with the right location/quest combination; heros can choose to enter the last dungeon they vistied before dying (until they finish the quest) unless it is currently challenged by someone else; dungeon building is made in a way that making impossible dungeons is impossible; i would drop the dungeon heart idea; exploring dungeons is rogue like/round based (with a max. round time+count); while a hero explores the dungeon editing is impossible; traps need to be rearmed via click; skeletons remain in the dungeon unless clicked; after dying a hero has to rest for a certain amount of time; the keeper buys monsters in a "monster shop" (sometimes the monsters need special props or items); heros can only accept quests that are in their level range (e.g. there is a lvl 20-30 quest "rescue the princess" or a lvl 1-5 quest "find the mayor's lost boot"); keepers and heros can accept multiple quests; heros can only take a limited amount of items per dungeon run; heros may take gold or special props instead of quest items; heros can't take quest items of quests they didn't accept; fallback npc dungeon's/heros to level up w/o real players (quests with npcs give far less rewards); when a storage quest expires unattempted an appropriate npc horde challenges the keeper; quests can not be canceled (only due to level advancement); possibly hero team quests as keepers' endgame;
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689
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Developer / Art / Re: Art
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on: July 03, 2011, 04:59:17 AM
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 Thank you for the great illustrated feedback  I will definitely try these tips!
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690
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Developer / Art / Re: Art
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on: July 02, 2011, 06:34:48 AM
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 trying to improve my painting skills. weird proportions and incorrect lighting -.-...
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691
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Developer / Design / Re: Chance in RPG Combat
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on: July 02, 2011, 06:17:21 AM
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A nice article about luck in games on Gamasutra: A Matter of LuckWarhammer has plenty of luck in it. I like luck in multiplayer games or games w/o saving. In singleplayer with saving it often leads to reload until the right result gameplay.
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694
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Developer / Art / Re: 3D thread
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on: July 01, 2011, 03:05:22 PM
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superb, i guess the texture is baked from a high poly version?
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695
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Developer / Design / Re: "DUNGEONBUILDERS" / Open Design Doc / Not Really a DevLog (yet)
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on: July 01, 2011, 02:52:17 PM
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npc caves = why? Imagine that you have an initial constant playerbase that enjoys the game for a while. Now the game goes viral and there are no dungeons for new low level players who only want to raid dungeons for whatever reasons. Or there are too few dungeons/heros at the beginning of the game etc. Alternatively if dungeon building is more like "build and forget" a lack of dungeons probably will never happen. For gameplay scalability purposes there should be NPC heroes attackers (e.g. upset villagers) too...
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696
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Developer / Design / Re: "DUNGEONBUILDERS" / Open Design Doc / Not Really a DevLog (yet)
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on: July 01, 2011, 02:26:09 PM
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ic some thoughts for gameplay scaling:
heros and dungeons are randomly distributed over a world map -> traveling to a specific dungeon needs (real) time.
there is a maximum visiting rate for dungeons (the village next to the dungeon can host only a certain amount of heros).
to offer enough action for the heros there are npc caves/dragon lairs (w/o dungeon hearts).
when dungeon keepers aren't in a storage quest and only store the dungeon heart in the dungeon, they can close the dungeon for some time.
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699
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Developer / Design / Re: "DUNGEONBUILDERS" / Open Design Doc / Not Really a DevLog (yet)
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on: July 01, 2011, 12:17:37 PM
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well you don't have to clean your dungeon, but then heros may get some hints from the skeletons. I think such grindy mechanics make fun too. harvesting, cleaning and collecting via simple mouse clicks can be very relaxing and satisfying.
when collecting the skeleton a ghost replay could start or a link to such a replay could be logged into an attack log.
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700
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Developer / Design / Re: "DUNGEONBUILDERS" / Open Design Doc / Not Really a DevLog (yet)
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on: July 01, 2011, 07:44:44 AM
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Skeletons could be a good incentive for visiting the game on a daily basis. The dungeon keeper just has to click on them to remove them... When he does this, he gets a very small reward too. Friends of the dungeon keeper may be able to do this too (help friends mechanic)- only works well when the dungeon map is always revealed.
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