It is currently Fri Dec 15, 2017 5:55 pm

All times are UTC + 9:30 hours




Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: Special privledges.
PostPosted: Thu Oct 08, 2009 4:48 pm 
Offline

Joined: Sat Aug 02, 2008 12:14 pm
Posts: 110
Location: Montreal, Quebec, Canada
As many of you know I have been compiling my random scribblings into a full fledge design document. I was wondering if I ever get it done and published to CW, would i be able to create a sub section for the game and then have special priveledges over the subsection? Such as being the only person to make threads, the ability to delete/modify what people said?

It isn't for the abuse of power but it would be for the proper and serious discussion of the game?

Just wondering thanks in advance ^^


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Fri Oct 09, 2009 1:59 am 
Offline

Joined: Thu Aug 30, 2007 2:32 pm
Posts: 1575
lol maybe you should make it and then we'll talk

if every mod had its own subsection they'd be miniscule and take another click to get to

now if engines (CW2, MiniWars, PythonWars, etc) had their own subsecs
but then those engines would have to hang out here so there's no reason for that either


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Fri Oct 09, 2009 5:02 am 
Offline

Joined: Sat Aug 02, 2008 12:14 pm
Posts: 110
Location: Montreal, Quebec, Canada
Well I started it last night before posting this thread, and now i am already six pages in, I didn't realise I had so many notes, sketches, doodles, and ideas everywhere... it will take a few days to compile it into a sensible meaningfull document ^^


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Sat Oct 10, 2009 3:41 pm 
Offline
User avatar

Joined: Tue May 08, 2007 6:19 am
Posts: 1363
Just a small word of advice. Making a too large and detailed document before you have a working (playable) prototype may not be as good an idea as it sounds. It's good to remember that in game design the majority of untested ideas will turn out to be bad after they are put to test. So if you have a design document for a game that no one has ever played it's very likely 90% of it will have to be scrapped once you've coded the game and seen how it all works (or doesn't). The lighter your design the less painful this revelation will be (and creating the initial prototype will be less work too as they game should be simple at this point).

Game design generally goes in cycles of testing and iteration. You start with a simple version of your game, then test it, go back to make changes, remove a lot of crap and add a little more then test it again. Then you do this a hundred more times. You cannot get too attached to any single idea. Everything is to be considered transitory and expendable. Good rule of thumb is that only 5% of content created for a project is to be found in the final game. Otherwise you're doing something wrong. OK realistically this might be closer to 10-20% for a freeware game but quality is always good to shoot for.

I'd say your first priority at this point is to either A) find a programmer or B) learn to code yourself. B is preferable as it's incredibly hard to convince anyone that your project is worth working for. Generally programmers only work for a game project if they believe in it (i.e. they invented it, or it's just a carbon copy of an existing game they love), or if someone's paying them.


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Mon Oct 12, 2009 4:41 pm 
Offline

Joined: Sat Aug 02, 2008 12:14 pm
Posts: 110
Location: Montreal, Quebec, Canada
Quote:
10/2009 3:44:41 PM Jagged gorgeous winter ^^ (E-mail address not verified) pfff
08/10/2009 3:44:49 PM Jagged gorgeous winter ^^ (E-mail address not verified) I figured it out
08/10/2009 3:44:54 PM Jagged gorgeous winter ^^ (E-mail address not verified) you are a fucking genius
08/10/2009 3:44:59 PM Jagged gorgeous winter ^^ (E-mail address not verified) all that has been missing in aw is upkeep
08/10/2009 3:45:37 PM Jagged gorgeous winter ^^ (E-mail address not verified) per x units you pay y price each turn in funds in operational costs + the repairs cost at the begining of each turn
08/10/2009 3:46:01 PM Jagged gorgeous winter ^^ (E-mail address not verified) 3 infantry would cost (imaginary number) 2k in funds a turn of your total fund income (or you stash of money you are holding)
08/10/2009 3:46:07 PM Jagged gorgeous winter ^^ (E-mail address not verified) which would be more than say 1 tank
08/10/2009 3:46:17 PM Jagged gorgeous winter ^^ (E-mail address not verified) and if you start losing your teritory you cant upkeep your army
08/10/2009 3:46:21 PM Jagged gorgeous winter ^^ (E-mail address not verified) which means once one side has one
08/10/2009 3:46:22 PM Jagged gorgeous winter ^^ (E-mail address not verified) ....
08/10/2009 3:46:30 PM Jagged gorgeous winter ^^ (E-mail address not verified) you wouldnt be able to deploy as much as fas
08/10/2009 3:46:33 PM (E-mail address not verified) Jagged gorgeous winter ^^ Oh, so infantry cost a certain amount per turn?
08/10/2009 3:46:34 PM Jagged gorgeous winter ^^ (E-mail address not verified) making end games better
08/10/2009 3:46:39 PM Jagged gorgeous winter ^^ (E-mail address not verified) you are a smart person
08/10/2009 3:47:09 PM (E-mail address not verified) Jagged gorgeous winter ^^ Well, that was the basic idea... but you expanded it :)
08/10/2009 3:47:55 PM (E-mail address not verified) Jagged gorgeous winter ^^ Yeah, by putting a taxation on the units, it'll be too expensive to spam in the long run, that was my thought.
08/10/2009 3:48:05 PM Jagged gorgeous winter ^^ (E-mail address not verified) well upkeep would be better imo
08/10/2009 3:48:14 PM Jagged gorgeous winter ^^ (E-mail address not verified) but each unit class would have a different upkeep
08/10/2009 3:48:32 PM (E-mail address not verified) Jagged gorgeous winter ^^ Well true, but how would the numbers work?
08/10/2009 3:49:12 PM (E-mail address not verified) Jagged gorgeous winter ^^ Like, having a certain upkeep a day could end up being complicated if we didn't keep it simple.
08/10/2009 3:50:13 PM (E-mail address not verified) Jagged gorgeous winter ^^ Like, we could say each inf needs 10% upkeep cost, each Tank needs a 30% upkeep cost...
08/10/2009 3:50:35 PM Jagged gorgeous winter ^^ (E-mail address not verified) pfff it would be simple, when you are buying the units it tells the upkeep (it would be like this unit upkeep is x, your funds per turn is x, your total upkeep a turn is x, net gain/loss x)
08/10/2009 3:50:58 PM Jagged gorgeous winter ^^ (E-mail address not verified) so smart expansion and unit deployment is needed
08/10/2009 3:51:02 PM (E-mail address not verified) Jagged gorgeous winter ^^ oh ok... yeah, then that will work.
08/10/2009 3:51:19 PM Jagged gorgeous winter ^^ (E-mail address not verified) pff my only worry is scaling
08/10/2009 3:51:28 PM Jagged gorgeous winter ^^ (E-mail address not verified) on a perfect sized map you may have no problems
08/10/2009 3:51:37 PM Jagged gorgeous winter ^^ (E-mail address not verified) but on a big map where large ammounts of units are needed
08/10/2009 3:51:47 PM Jagged gorgeous winter ^^ (E-mail address not verified) that could be a problem if you can only have 2 units fighting way up north etc
08/10/2009 3:51:57 PM Jagged gorgeous winter ^^ (E-mail address not verified) pfff it would have to be proportional to the map pffff
08/10/2009 3:52:21 PM (E-mail address not verified) Jagged gorgeous winter ^^ Well, it depends on the amount of cities as well.
08/10/2009 3:52:29 PM Jagged gorgeous winter ^^ (E-mail address not verified) ya
08/10/2009 3:52:46 PM (E-mail address not verified) Jagged gorgeous winter ^^ I mean, a high funded map can divert some of these problems.
08/10/2009 3:52:58 PM (E-mail address not verified) Jagged gorgeous winter ^^ But, if you have 3 cities and a base.
08/10/2009 3:53:09 PM Jagged gorgeous winter ^^ (E-mail address not verified) i see since you can set the funds for cities also
08/10/2009 3:53:23 PM Jagged gorgeous winter ^^ (E-mail address not verified) one thing I have always wanted to do with custom wars and I think it could fail bad if people design maps stupidly
08/10/2009 3:53:35 PM Jagged gorgeous winter ^^ (E-mail address not verified) but i always thought some buildings should be more valuable than others
08/10/2009 3:53:49 PM Jagged gorgeous winter ^^ (E-mail address not verified) like a city on an island out of the way that gives +2000 funds while others are 1000 etc
08/10/2009 3:53:53 PM Jagged gorgeous winter ^^ (E-mail address not verified) so maybe toy with that in the game too :-O
08/10/2009 3:54:09 PM Jagged gorgeous winter ^^ (E-mail address not verified) it can be called Custom Wars : logistical combat tactics
08/10/2009 3:54:11 PM (E-mail address not verified) Jagged gorgeous winter ^^ hmmm... that is pretty good.
08/10/2009 3:54:29 PM (E-mail address not verified) Jagged gorgeous winter ^^ Actually, you can implement that by having different names for props.
08/10/2009 3:54:36 PM Jagged gorgeous winter ^^ (E-mail address not verified) i know
08/10/2009 3:54:37 PM Jagged gorgeous winter ^^ (E-mail address not verified) ^^
08/10/2009 3:54:45 PM (E-mail address not verified) Jagged gorgeous winter ^^ Like you can make a town... city... metropolis..


Edited: got rid of his email so that people wont spam or nothing bad happens, we talked a bit more on this idea (many more complex mechanics) but I am going to listen to narts on this one)

double edit: this came about talking about stuff like infantry spam, and then infantry spam+ arty spam with a few tanks. The idea is that you don't just spam all of one units type (so you have combined forces)

The other idea that came up was making it so that you cant fire arty (rockets, sp arty) within one unit of your units. I will provide a diagram later but essentially its to stop choke points by making people constantly shifting their artillery set ups ^^.

I think im going to abandon moustache kreig for something like the above mentioned mechanics ^^


Last edited by Destin on Mon Oct 12, 2009 4:52 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Mon Oct 12, 2009 4:44 pm 
Offline

Joined: Sat Aug 02, 2008 12:14 pm
Posts: 110
Location: Montreal, Quebec, Canada
Damn double posted,
^ that is jsr and i somehow managed to bring up while talking about the game I wanted to make (which i think i would abandon in favor of something as mentioned up above)

this could work with any of the current iterations with the aw series thus making a cool branch... once again i have a lot more stuff I can throw in (talking to jsr is fun, he inspires new ideas :O), but pfff i doubt i will get any support ^^.


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Tue Oct 13, 2009 1:03 am 
Offline
User avatar

Joined: Tue May 08, 2007 6:19 am
Posts: 1363
I have actually been musing about the idea of implementing upkeep in AHC for quite a while already lol.

I don't think it's really necessary for nerfing infantry or anything though. Mainly it would just be cool and interesting thing to try out, as a sort of what-if scenario. I never saw infantry spam as a huge problem and in games like DoR and Ad Hoc it's even less so. DoR is actually surprisingly non-spammy in its current form of metagame. Apparently Gip decided artillery and mech weren't broken after all and so they suddenly weren't. Now it's all about combined arms and strategy. Go figure.


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Tue Oct 13, 2009 5:35 am 
Offline
User avatar

Joined: Fri May 04, 2007 3:18 am
Posts: 520
Well, don't worry... I am documenting all these ideas as they come. I think that all the people here who are working on mods and contributing to this site have a good intuition for how AW games should work in the future. Keep up the good work! I trust your judgments to the letter, which is why I am keeping your ideas on the top of my priority list. As of now, I am focusing fully on getting a program out there so we can freely test whatever comes to our minds.

-------------------------------------------------------------------------------------------
[off-topic] Oh, there is another small update for all who don't know...

CWDist100809.zip

-Java 1.6 required
-Little improvements to Load Map screen
-I was experimenting with 10000 movement (you can find that in Test Game, one of the options in the Map Editor).[/off-topic]
------------------------------------------------------------------------------------------

Anyway, I am soo happy you saved a piece of this conversation Destin, I wrote down the main points but just... closed the conversation :(. I hope that we can speak again, soon, to gather some new ideas. The more ideas you feed me, the more support you'll get out of this engine. That is my promise. I want to work as close as I can with you guys so this engine doesn't end up being a waste of fluff.

JSR...


Top
 Profile  
 
 Post subject: Re: Special privledges.
PostPosted: Wed Oct 14, 2009 4:30 am 
Offline

Joined: Thu Aug 30, 2007 2:32 pm
Posts: 1575
infantry spam was easy to reduce

get bigger infantry


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC + 9:30 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Blue Moon by Trent © 2007
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group