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Community / Creative / Re: Do you have to be good at strategy games to make them?
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on: August 08, 2013, 08:09:13 PM
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I've asked myself this question many times. I love strategy games (in particular turn-based) and understand them. So even though I'm not that good at them I like to believe the answer is no and keep moving forward.
Of course keeping an open mind just like any other genre never hurts.
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Developer / Design / Re: Does anyone else hate that games are becoming F2P+micro-transaction based?
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on: July 19, 2012, 06:15:17 PM
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Free 2 Play: Pretty sure we can agree on the simple concept of *playing a game for free* (everything else aside) is awesome! As been stated multiple times it all depends on the implementation. Pay 2 Win: Evil  As long as developers don't go back to the arcade mentality, where some games were designed to keep you feeding it quarters and nothing else, F2P should be ok.
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Developer / Technical / Re: Next-Gen-Consoles, what do you expect?
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on: February 19, 2012, 08:04:41 PM
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For future "consoles", I see more service-driven systems. It's what we are seeing now x10. That's very generic and a safe route to take as far as guessing.
Hardware I'm not to sure but what do I know. Definitely see increase in spec-numbers across the board.
Now mobile, that's a whole other ball game! Limitless as far as I can see.
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Developer / Design / Re: Need Help with a Magic System
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on: February 17, 2012, 08:47:27 PM
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Wow. Sorry to change the topic at hand but I just wanted to jump in and recognize the amount of feedback in this thread. Simply amazing. I'll be playing your game Jason and hopefully provide constructive feedback as well. 
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Player / General / Re: Does Pokemon Suck Now?
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on: February 07, 2012, 11:04:43 PM
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I was thinking about this same thing the other day. Something about red/blue and gold/silver that anything after doesn't come close. And I've given them all a try and the only one that I played past the 3rd badge more or less was Black. I still had to put it down. I really believe it's the pokemon design. The "coolness" of training my monsters is gone. Nothing can top the original six starters! 
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Community / Jams & Events / Re: Miami FL Get Togethers
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on: July 31, 2011, 12:14:34 PM
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Agree 100%. I have to think of something to get the word out. I was kind of hoping for a little bit of traction from the SFL+TIGS community but it looks nonexistent.
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Community / Jams & Events / Re: Miami FL Get Togethers
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on: July 26, 2011, 02:44:48 PM
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Tell me about it. I'm surprised to even get a response here. I've tried meetup.com to find something but most of them are either dead or not game design/development related.
I'm ready to help get something running if I could get a little help.
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Community / Jams & Events / Miami FL Get Togethers
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on: July 25, 2011, 05:27:57 PM
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I've always wanted to be part of a Miami gamedev scene. Sadly it's really small at best. Most activity happens in Ft. Lauderdale so I regretfully have to miss these. I was wondering if anyone is interested in starting something in the Miami area. Kendall, Coral Gables etc. sounds good. Let me know what you think. P.S. If you know anyone from the area please pass this along! 
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Developer / Design / Re: Status Effects?
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on: May 08, 2011, 06:17:04 PM
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It's another tool in a designer's box. Definitely believe it's a good design choice that adds depth where it belongs, but like everything else it all depends on the implementation. Adding spells, items, armor, etc to combat status effects can really complicate things. And as eclectocrat mentioned the UI plays a major role which can make or break it especially once you're in "battle mode". (Which reminds me of White Knight Chronicles  ... but thats for another topic.)
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Developer / Business / Re: High Score Board as Marketing Tool
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on: April 30, 2011, 04:33:44 PM
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I can only imagine it does that. Great feature to build a community around. My suggestion is to use it for competitive games, but I'm sure there are many scenarios that can be ranked in non-competitive games as well. No data to back it though... 
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Community / Creative / Re: Card-Strategy Hybrid game
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on: April 18, 2011, 07:50:04 PM
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I second reading Sirlin's blog. Always an interesting read. That and study how simple Flash Duel is. That's not to say your game can't be deep, it just to get perspective.
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Community / Writing / Re: Relationship between Protagonist and Antagonist
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on: March 07, 2011, 09:05:12 PM
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Nice topic. I've been thinking about this myself my game. One thing I'm trying to avoid is by making them related (good brother vs bad brother) or once friends. But I'll admit, it's overdone for a reason: easy and effective! But now to think of other ways... 
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Developer / Design / Re: Determining Turn Order in RPG Battle System
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on: March 07, 2011, 08:32:28 PM
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Nice battle system plan. I loved it in Grandia II. Definitely give it a go if you can/haven't.
As for your "character have its turn 20 times before a monster even has the chance to attack" problem, its bound to happen. Say for example at the end of the game, your player is level 40 and travels to town 1 again, hes going to be really fast and able to get consecutive hits, if not KO, before the enemy. Thats unless you make the enemies strength relative to the player. Throwing random numbers to mix it up a bit. I can see it working out that way so it at least limits the number consecutive turns.
Mostly trial and error my friend. Play around with the stats and experience points gained to get a balance that works.
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