Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gornova

Pages: [1] 2 3 ... 7
1
Other Games / Re: The "Recommend me a game" thread
« on: July 17, 2019, 04:27:48 pm »
I'm searching for some strategy game  with little rpg elements, something like xcom / heroes of might and magic but without battles (no micro management), only decide where to battle or improve economy.. any clues ? (no paradox game)

King of Dragon Pass?

already tried, there are some games like this one ?

2
Other Games / Re: The "Recommend me a game" thread
« on: July 17, 2019, 03:28:39 pm »
I'm searching for some strategy game  with little rpg elements, something like xcom / heroes of might and magic but without battles (no micro management), only decide where to battle or improve economy.. any clues ? (no paradox game)

3
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: March 19, 2019, 03:17:52 pm »
thanks! no revolutions here, only little evolutions

4
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: March 18, 2019, 03:59:56 pm »
Welcome back with Infiltration!

Download link here

This release is marked 1.0.0 because is my launch as "final prototype" of my game vision. You can find it incomplete, you can find it horrible, but I have made this prototype on my free time with a single goal: learn.

I have learned a lot and I will share some toughts on my path on some next dev logp, for now, let's focus on this release!

Changes:

- fixed some bugs on hidden pois
- added fight in hidden poi between player's agent and an horror to unconver secret knowledge
- disabled log for all pois, now player must select to see something changing


As always I'm open for comments, ideas. Even if this is a prototype any thoughts is appreciated, see you soon!

5
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: February 21, 2019, 11:42:37 am »
Thanks!
With this prototype i have learned a lot on what i wanted in this kind of game

6
Creative Projects / Re: Evil Overlord Simulator Game
« on: February 21, 2019, 11:40:55 am »
Sure!

7
Creative Projects / Re: Evil Overlord Simulator Game
« on: February 21, 2019, 02:43:30 am »
yep fine!
It's from player perspective I think the issue.
For example:
- npc A hate B, but B does not care too much about A
- player share intel to npc A

how player is able to "predict" what will be the outcome for this action? If this is possible, I mean with a quick simulation, player can see for example that share that intel to npc A has as outcome that A try to kill B (with a %, not in absolute), or on the opposite side, B will start to follow A (%), something like that.

Without this kind of "prediction" is really hard for players to make moves and understand where and when do this kind of manipulations, right ?

8
Creative Projects / Re: Evil Overlord Simulator Game
« on: February 18, 2019, 01:51:28 pm »
I really like the idea to share intel, but require some form of "prediction" from player on how an npc can react to an intel, did you consider this too ?

9
Creative Projects / Re: Simple Games Ideas & Scoping a Project
« on: February 14, 2019, 04:08:54 pm »
as hobbyist and on free time, my 2 cents: don't stress yourself, but finish and ship something. If you do it, even for a simple game, is a huge boost on motivations and confidence on your skill. I'm not a rockstar-game-developer-AAA BUT I have acquired skills to do my games, and this is something, at least for me. And when someone will say "hey, your game is crap" you can always say "hey, I've done something, what about you?", but in the end haters gonna hate, right ?
I program games for myself, then others

Anyway, some suggestions. I've started with pretty basic games:
- pacman
- tower defense
- top down shooter
- pong, yes that pong!
- a 2d platformer
- roguelikes 1,2,3
- puzzle game

and so on.. 26 games. Are they perfect? No! What I've done is take a concept and try to build on it.
After 10 years I can say: don't stay still, try and try again. Don't waste time on thinking too much. Do, you will learn a LOT!!


10
Creative Projects / Re: Evil Overlord Simulator Game
« on: February 14, 2019, 03:58:09 pm »
Fantastic! I'm working on a prototype on similar concept here: http://www.bay12forums.com/smf/index.php?topic=169949.0 so let's be in contact!
A lot of potential in this kind of games!

Yeah, I am actually surprised that this concept hasn't been done well yet. And there's a huge space for it! Even though we share a very similar premise, our gameplay seems very different as well. You can message me on twitter anytime! https://twitter.com/maccimagames

Me too, a think that there is a huge space for do a great job, but as individual and team there is a big choice between do a full simulation (with no controllable behaviours for agents and a big problem on balance) and a more scripted game. Added on twitter :) thanks!
If you need a tester, I'm in :D

11
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: February 14, 2019, 03:56:06 pm »
@mapacible thanks for trying it ! My prototype is done in spare time, so there are a lot of rough edges to fix, so really appreciate any thoughts, in particular on someone that are same path as mine (but more professionaly as far I can see). For more info about my project, you can read previous posts in this topic, in particular long posts that are reasoning on this topic. You can take a look on my blog too, in particular here: https://randomtower.blogspot.com/2018/09/infiltration-open-design-points.html personally I've found really useful to drawn a tree/like structure for game mechanics as suggested in the book " Designing Games: A Guide to Engineering Experiences, by Tynan Sylvester."

My goal as said in first post is to create  "a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory", not sure if your concept is similar or not.

About world that is more interesting, currently there are some "major" systems that are outside of normal agent lifecycle in place:
- clue system: more player actions do, more high is chance that an agent try to investigate about it
- faction system: like you said, factions/guilds has relations in place and can do wars
- food system: wars between guilds and some random values in place move foods (think about seasons for example) and this could contribute for rebellions to start if there is no enough food in a city
- rebellion: a city accumulate over time from player and agent actions or another system rebellion points and after a threshold a rebellion start. My idea here is that a rebellion could "infect" another cities and cause government change, but for now is out of the scope for this prototype
- recruitment: from time to time, new actors will popup to keep world interesting

Quote
- I'd suggest that you exert extra time thinking about more ways for the player can interact with the world. This was also a previous issue with our game. Since the game is simulating NPCs, you may get caught up and be focused too much on the world as a simulation but may neglect that the player must have interesting ways to interact with it and not end up mostly just watching the events taking place. From what I can see right now, there are three available actions: Corrupt, Calling and Move. I'd love to hear what your other future plans for player interaction.

Yes, you nailed Infiltration main problem right now! I have a clear roadmap for this prototype, but for sure on next iteration (or next game) this will be main focus.
You miss maybe a thirt action "Manipulate", when you click on a relation between a corrupted actor and another actor, you start an action between these two based on how much madness target has.

Quote
- It may be difficult for the player to keep track of everything that occurs in a tick. Maybe you can also do it like we did where each character and location has their own log list. Like this:

I appreciate your suggestion and there is a similar concept already as "quest log" in actor screen:



there is also a general log that you can filter for each city on bottom part of the screen, nothing fancy, but do the job.

Thanks for your time!

12
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: February 13, 2019, 02:59:58 pm »
thanks Rockeater for your reply!
Right now only limit for corrutped agent is time: every agent require 10 turns, so it is "only" a game of patience and for this prototype is fine.
Brutal combat (I mean with brutal one roll: win or die!) could be smart but only the most quick mechanics to build.
In the prototype there is no leveling for agents, so it's only a matter of balance for combat (and a bit of luck of course!)

13
Creative Projects / Re: Evil Overlord Simulator Game
« on: February 13, 2019, 08:06:25 am »
Fantastic! I'm working on a prototype on similar concept here: http://www.bay12forums.com/smf/index.php?topic=169949.0 so let's be in contact!
A lot of potential in this kind of games!

14
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: February 13, 2019, 08:04:55 am »
Let's come back for another update!

Just to say: I'm still here!
I'm working on it on my spare time and now a basic "fight" between a corrupted agent and a monster is in place. Nothing "complicated" but a basic approach: just roll two dices add some stats (attack, arcane, followers? I'm not still sure, because every class should have a different "main stat" to use in combat, right ? ) and make damages.
I want combat to be difficult and brutal: so it's possible that one of corrupted agent, controlled by player, could die in a snap of fingers.

What do you prefer? A brutal and fast combat (and difficult) between your pawns or a more slow combat ( I mean on more game turns ) with possibility for agents to run ?


15
Creative Projects / Re: Infiltration - ancient evil god game simulator
« on: January 08, 2019, 05:51:18 pm »
I've decided to put in this update just hidden poi mechanics and put monsters fight in next update, to release ASAP (a lot of time.. but ASAP) so... Infiltration 0.0.9 "Go down that road" is out !

Download it from here

"Go down that road" open up new possibilities for player to command corrupted humans, so for example now you can command them to go a city or some other points on the map. If you take a look to the prototype, will notice that I've implemented unlockable pois, because not all hidden knowledge you need to find will be in cities, but scattered around the world, in particular in a cave, where in next updates I will put some monsters to fight!

As always any feedback is appreciated!

Pages: [1] 2 3 ... 7