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Topics - dorf

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General Discussion / Tasty local foods
« on: August 31, 2015, 02:11:45 pm »
The point of this thread is to exchange tasty local foods from our regions.

Explanation:
  • You may post dishes, intermediate goods, products... basically anything edible that is not a single raw plant, animal product etc.
  • Food should not be known world-wide. That means no Peanut butter, no Nutella, no Filet mignon, no Ramen and the like.
  • If it's a product or intermediate good, include instruction on best use. E.g. Nutella is best used on sweet bread, paired with warm milk.
  • Include your country and region, if relevant.
  • Try to include a google-searchable name. Local and English, if available. Links to Wikipedia, a recipe website or similar sources that will be online for the foreseeable future are even better.
You may be subjective. Food origins are unimportant. Lengthy recipes should go in spoiler tags. Discussions are welcomed.

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Other Games / [alpha] Untitled 1v1 turn-based tactical webgame.
« on: February 07, 2015, 11:26:11 am »
Hello B12!

Here was an alpha release of a simple multiplayer 1v1 turn-based tactical webgame I've made.

But now it's gone due to inactivity.
See you at my next game! :-)

Description:
Each player starts with a Soulman unit on a grid map. The goal is to defeat the opponent's Soulman.
The map consists of walls and open tiles as well as special soul tiles. Soul can be captured by your Soulman. Each soul maps to a specific type of unit which the Soulman can spawn. Units can be broadly categorized as supportive, defensive and offensive. In the current version there are 11 units, each has its own one-time use perk you may utilize to defeat your opponent!
Beware that you can heal opponent's units or even damage your own! This is because I want to allow for advanced unit interactions (which will come in future versions).

Notes:
  • Play the game in its own browser window or make sure the tab is always focused. Browsers forcefully pause unfocused tabs which can make the game behave weirdly!
  • If you want to fiddle with the game on your own, simply open the game in two browser windows and you will most likely play against yourself.

Development:
The core functionality is getting done at a medium pace. But before I go any further with this game I'd like to show it to people to see whether anyone would be interested in playing it.

Here is some of the major stuff I have planned for later releases:
  • a name!
  • new & better graphics
  • larger map support
  • three races & themed maps
  • more units
  • custom user maps
  • map editor
  • new game modes
  • game accessibility
  • game lobby
  • customizable matches
  • fog of war option
  • sound effects & music
  • multi-language support

Post here if you'd like me to (dis)continue developing this game! Give me your feedback!

In the meantime, I will start developing one of the following game ideas, but not sure which yet.
  • Singleplayer, realtime, dwarven tower-defense game with RTS elements, where you assume the command of a mountain filled with mining tunnels. The problem is that critters are ascending from hell and you must send your units down the tunnels to defeat them! You can make armor and weapons which you can give to your units. The twist is that critters can use items from your fallen units against you!
  • Multiplayer, top-down, RTS/RTT arcade version of team-based online shooter games. The player takes over the control of 12 units (analogous to human players in games like King Arthur's Gold and Counter-Strike) which s/he pits against the opponent's units.
  • Or whichever game idea pops up!

3
General Discussion / Counter-attack mechanic in TBS games
« on: September 13, 2014, 03:31:23 pm »
What is the reasoning behind the counter-attack mechanic commonly found in TBS games like Battle for Wesnoth and Age of Wonders?

For completeness: a counter-attack occurs after (but within the same turn)  a unit attacks an enemy unit, when the attacked unit attacks the attacker back!

I'm asking partly because I'm developing a TBS myself, but also to understand WHY others implemented the mechanic. How would the world look like without it?

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