| View previous topic :: View next topic |
| Author |
Message |
Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
|
Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
|
|
Surfing another TBS space game forum directed me here. Not much info to go on just yet, but your concept looks promising.
My suggestions. Take them with a grain of salt, because I'm sure you have already thought of them.
Backstory is secondary to game play. Most gamers could really care less why race 'A' hates race 'B' if the game mechanics are broken.
Concentrate on simplicity of design while keeping complexity/depth to game play. Complexity for complexity's sake is a bad idea! You have already mentioned 'easy to learn, hard to master'. Please don't EVER forget this!
I hope you're able to pull off the 'comabt anytime/anywhere concept'. Real 'space' between stars will add much needed and actual strategy to a strategy game. (I will think positive thoughts .)
Last, but certainly not least. Grow thick skin. If you have any experience whatsoever with forums, you'll know that us forum regulars are a hard to please whiny-assed lot of gimme gimme spoiled brats. We want your game to fit our expectations. And that is nearly impossible, because we expect ALOT!
GOOD LUCK! _________________ i am sofa king we todd it |
|
| Back to top » |
|
 |
Sabin Explorer

Joined: 07 Aug 2004 Posts: 13
|
Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
|
|
well said. _________________ Where are we going?
and what's with this handbasket? |
|
| Back to top » |
|
 |
JosEPh Vanguard

Joined: 07 Aug 2004 Posts: 40 Location: Western IL Cornfields.....
|
Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
|
|
What sobriquet said!
If you feel you have a good design choice stick with it! Don't let us sway you from your "vision" of the game. We TBS'ers "are" a finicky pushy lot, it's becuase we love this genre so much.
Make a FUN game and you'll have us "eatin'" from your hand.<img border="0" src= "smileys/smiley14.gif"> <img border="0" src= "smileys/smiley10.gif">
JosEPh<img border="0" src= "smileys/smiley1.gif"> |
|
| Back to top » |
|
 |
Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
|
Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
|
|
Thank you guys and welcome! I agree 100% with what is said here and it's very very good advice.
We've specially made an effort on the planet development and ship design screens to make them very straight-forward and fun for the player vs a chore.
I've never liked too much micro-management but at the same time if you need to put a 'governor' it takes away from decision-making and being in control. We've found a way to eliminate the need for any AI and yet do away with queue lists. Nothing ground-breaking in terms of game design but yet never been done in this genre of games before asfaik.
"I hope you're able to pull off the 'comabt anytime/anywhere concept'. Real 'space' between stars will add much needed and actual strategy to a strategy game. (I will think positive thoughts .)"
This design choice was one of the foundations for the game. And one of the first things we developed. It has gone through many changes and still does as we find ways to improve it further.
Being a fan of paper Ad&d, I've always been very impressed by the initiative system in that game and the system is based on the same concept.
While some games (such as MOO2) have made the combat initiative driven, we've expanded this to be the system that runs the game clock so to speak thus enabling a system of 'open space' in a TBS. _________________ Horizon - Lead Designer |
|
| Back to top » |
|
 |
|