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Messages - Puzzlemaker

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391
Other Games / Re: X-Com 2: HYPE WITHIN
« on: May 30, 2015, 01:22:30 pm »
Well, it seems like our mystery hackers have been doing more then just hacking, and are launching rescue missions.  See bottom right corner in the missing persons list.
Wait, look beneath that at the very bottom.
TWO DAY HYPE COUNTDOWN!

HYPE DRIVE INITIALIZED

BWEOOOOOO

392
Other Games / Re: X-Com 2: HYPE WITHIN
« on: May 29, 2015, 04:41:03 pm »
What is happening in this thread

Also PTW

It's a hype thread. After the one or two posts worth of actual content are exhausted, people just shitpost to have their hand in it. Welcome to the internet.

I was hoping for in depth analysis of every single possible detail so far, with huge amounts of unsupported guesswork and theories.

Well, there has been some of that.

393
Other Games / Re: X-Com 2: HYPE WITHIN
« on: May 29, 2015, 04:37:20 pm »
What is happening in this thread

Also PTW

394
Other Games / Re: Distant Worlds (4x RTS)
« on: May 29, 2015, 08:08:06 am »
One problem I have with distant worlds is the ship building.  It's there, but it seems... lacking.  Not enough info, lack of flexibility in some areas, etc.  If they expanded it, I would be so happy.

395
Other Games / Re: How did you last die?
« on: May 29, 2015, 06:55:18 am »
Horay for 1000 pages of death!

EDIT:Huh, must've made a miscount on the amount of posts somewhere.

Or maybe the page system depends on the length of posts instead of the amount.

*Shrugs* I dun messed up.

EXTRA EDIT:Oh I see, a new page is generated for every 16 posts, not 15.

By my calculations! The next post will be page 1000!

Hooray for 1000 pages of death!

396
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 28, 2015, 01:58:35 pm »
Guys.

You're junking up the thread for a legitimately playable game with discussion for one that is not.

Edit:  Lets wait till I have an EXE to continue this discussion, I don't want to clutter this thread.

Yes please.  I shouldn't have posted anything, in hindsight.

397
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 28, 2015, 08:32:48 am »
Just show the game to more neckbeards and then give em the patreon link after a few days of obsessive gaming.  :P

In my opinion, Duke is gonna do what Duke wants.  Ain't nobody else stepping up.  (But I guess he may have some obligations now, cause patreon.)

Puzzlemaker is gonna do what Puzzlemaker wants in the end.  Don't have any obligations to anyone at all.  (Duke has an email for stuff related to Chapter Master I think. At the least, he takes game related bug reports.  Probably more likely to get a response there.)

Yeah, I didn't mean to create any drama... I just wanted to play with Unity and felt inspired.

398
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 27, 2015, 03:29:58 pm »
So this is an interesting idea... lets talk about it.
Voronoi Diagrams sound very interesting, in any case more interesting than a simple square or hexagonal grid, giving your procedurally generated planets a more unique and possibly more believable look. And it might even allow some elegant solutions for AI and pathfinding problems. Or create those problems in the first place!

And while fine grids would definitely add strategic options and character to the planets, the sheer scale of the game means streamlining must be king. The whole point of playing IG is throwing around millions of soldiers! You'll probably fight on multiple planets at once at any time, given your lower killing power and vastly more inefficient logistics compared to those tiny Astartes chapters. Your numbers make sacrificing a regiment or five to slow down some xenos on a far away planet a viable tactic. You don't have enough ships to gather your troops in one place at any time. And if you do, you probably face a famine. And pestilence! And spontaneous orbital bombardment.

Now I am excited to code this again.  I'll post an EXE when I have something actually usable.
Looking forwards to it!

My current idea is to have multi-tile armies.  That would be the best of both worlds, as far as I can tell.

Puzzlemaker - If you are interested in programming, I'd really encourage you to team up with Duke and see if you could incorporate your ideas into chapter master!! Whilst it's nice to have your own product and whatever, a fully fleshed out Chapter Master would be a lot better than a number of smaller individual games. Especially as I imagine a working Chapter Master could easily get turned into a wider W40K simulator.

As far as battles, My main concern is balancing the number of battles to the complexity of battles. You probably wouldn't want to go through the whole point capturing thing if you've got 100 battles per game, but you would if you're only averaging 10-20. Something like Dominons battles (you just select the formations) as well as a bit of in-battle tactics (such as issuing commands at various phases) could add all the interest the player would really need.

Yeah, I am hoping to do that.  I sent him a message about a week ago or something, but he hasn't gotten back to me.  I should probably have sent him an e-mail.  One big problem is that the engine for Chapter Master is Game Maker, while I am using Unity.  Unity is a better engine, but Game Maker is much easier to work with.  I don't particularly want to mess with Game Maker, and moving Chapter Master over to Unity would require a re-write.  I am willing to work with Duke, but ultimately it's up to him.

As for battles, I was thinking something similar.  Very similar, in fact.

Edit:  Lets wait till I have an EXE to continue this discussion, I don't want to clutter this thread.

399
Alllllrighty, I'll get to it sometime... probably not tonight.

400
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 27, 2015, 09:47:13 am »
Seems like it's time to take it to its own thread.

You are probably correct good sir!  I will start a thread once I have something to show.

401
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 27, 2015, 08:09:56 am »
I couldn't decide how many zones there should be, though.  From what I read, on a hive planet there could be as many as 20 hive cities, leaving only 5 for other features.  One option is to have zones be able to contain multiple features, but that could get messy and annoying.  Maybe a 5x5 grid, so 25 squares total?  Or 6x6, so 36 squares, so you could have water and other stuff on a planet.  Of course, I would have to implement an A* pathing algorithm for invading forces, but that would be super easy yet annoying.
I'm just spitballing here, basically, and I'm certainly not trying to talk you into tackle a task that herculean, but I'd have a suggestion or two for planetary combat. The sort that would probably not work for Chapter Master, but probably for Lord General Militant.
Spoiler (click to show/hide)

...why did I put that much thought into this again?

So this is an interesting idea... lets talk about it.

The easiest way to implement it would be a Veronoi Diagram (http://en.wikipedia.org/wiki/Voronoi_diagram).  This would let me easily split up the features on the map, draw lines between them, etc.  Then it's just a matter of coding the AI and moving about the diagram.

However, While it would make combat feel pretty cool and unique (always a plus), a grid-based system could do the same thing if you have the grid pieces small enough (To avoid aliasing of interesting features).  Grid-based would also make it easier to generate the map.

That being said, I do like the idea.  One downside of the grid system would be the micromanagement, while your idea lets you have large-scale battles without having to move a huge amount of guys around.  I could use large grids, but that would lose the ability to have battlefronts.

A hybrid system of some sort would be best... I'll have to think about it.

Now I am excited to code this again.  I'll post an EXE when I have something actually usable.

402
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 26, 2015, 08:40:54 pm »
I was actually thinking about making an imperial guard type thingy, but honestly in the end it would be very similar to chapter master.  As for combat, I was planning to make each planet a grid of zones that can be fought over.

I couldn't decide how many zones there should be, though.  From what I read, on a hive planet there could be as many as 20 hive cities, leaving only 5 for other features.  One option is to have zones be able to contain multiple features, but that could get messy and annoying.  Maybe a 5x5 grid, so 25 squares total?  Or 6x6, so 36 squares, so you could have water and other stuff on a planet.  Of course, I would have to implement an A* pathing algorithm for invading forces, but that would be super easy yet annoying.

All that is pretty pie in the sky though, it really is very skeletal at this point.  One of my main goals with this was to mess with complicated systems in unity, so making a living world would be my first goal, combat later.  Trade is SURPRISINGLY hard to code, I spent an entire weekend thinking about how I should implement it.  Eventually I decided on Trade Routes ALA CIV5, as opposed to my original idea which was individual ships that would move goods based on needs, since as it turns out that is really, really hard to implement well (I tried).  If someone has a nice algorithm for that, let me know.

But yeah, settling on simple trade routes where planet X gives Y to planet Z every month is good.  It would mean smaller planets wouldn't be part of the trade network, but I can still have individual ships going around doing things (Like collecting tithes and the like), which should be easier to manage and still give the illusion of a living world.  Plus it seems closer to fluff, I think a lot of the smaller civilized worlds don't get ships visiting all that often

I do feel badly though, I don't want to mess with the thing Duke has going on, or leech from it's popularity, but I guess that's what I am doing... May spin it off into a different world, but until then I'll keep messing with it.  Not tonight though, I am tired.

403
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: May 26, 2015, 05:49:44 pm »
So!

I decided in my amazing wisdom that I wanted to practice with the Unity game engine.  As it's hard to get motivated, I decided to latch onto my recent Chapter Master binge funtime and make a starmap generator.  I almost have trade working, so hive worlds will trade with agri worlds to survive and mining worlds will provide raw materials for industry.  Right now they just starve to death, hehe.  I also have ships working, but all they do is fly around randomly.

The UI is nonexistant, and everything was made in paint, but I am pretty proud of it for some reason. 

I don't want to step on any toes, I just did this for fun (Duke, if you want me to send you the project or halt production just ask).

I was thinking about plinking away at this some more for funsies.  Any suggestions?

404
Other Games / Re: Zombie Zoeds
« on: May 26, 2015, 04:13:17 pm »
You can't even play the game is the issue. The download on Steam is only the DirectX redistribute.
You could try playing with your imagination.

I really like it! It's like most ASCII games where you use your imagination to recreate what is happening in game, except you imagine the whole thing!

The next level of hipster gaming!!!!
I can guarantee there will somehow be DLC though.

Shipments of LSD?

405
Other Games / Re: Videogame general discussion
« on: May 26, 2015, 01:57:11 pm »
Besides it isn't like StarCraft's Zerg naming system is particularly accurate.

Or shall we forget the Hydralisks

I think that's because they use water pressure to propel their projectiles.

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