liquidmetal's Forum Posts

  • alvarop I downloaded and started ACE but I wasn't able to leave the "how-to-play" screen. Since you don't get to many comments on gamejolt, I'm maybe not the only person facing this problem!

  • Aphrodite My problem with railshooters is that I can't figure out why we would need them at all! I don't get why an essential means to create a believable world - to walk where you want to walk - is eradicated! Dont't get me wrong: I accept them as a mini game or as a short sequence within a larger concept. But in itself it falls flat. It makes out of videogames a shooting gallery - the original idea behind videogames was to evolve from shooting galleries to something better. So the whole concept of railshooters is a giant step back to the point where it all startet.

    As far as I'm informed the parachute idea was originally a minigame in pilotwings 64. It had its purpose as one of many disciplines. As standalone it is just a game of skill. I wouldn't call it a genre at all.

    Yes, maybe you are out of sync: The zelda series has done a lot for the time travel genre. There is also chronotrigger, so back in the 90s I wouldn't call it a rare genre at all. It should be on the unjustly forgotten list. Back in the 90s you had a lot of ideas that are now rare! Every studio tried to implement something new. It's like they had an aversion to resemble each other. I mean you had a discussion that Sonic is just a faster Mario because of the rings! Nowadays this seems unbelievable.

    Link to the past is older than the gamboy zeldas. Or do you mean the 3DS remake "A link between worlds"?

  • terrancd One theory on roguelikes could be that people identify with the player character only on the condition that they can launch into adventure with an unprepared, badly equipped novice. While adventuring he will be formed by the dungeon he fights his way through. A concept that makes the outcome of said adventure and the development of the player character dependent on luck - this is the reason why roguelikes have to use procedurally generated dungeons.

    This feeling of rushing into adventure is hampered if you are in space and reliant upon a vessel. You have to prepare yourself well, you have to upgrade your ship, choose a crew, etc. This could be a reason why space roguelikes never gain the attention of fantasy themed ones.

    What was the name of the TSR game? I'd like to look into it.

  • Coincidentally I found your game yesterday on gamejolt. It was very good! You managed to create a small, coherent metroidvania that was fun to play by very basic means. Kudos! It gives the feeling of a real classic - something most retro style games lack. Keep it up!

  • iceangel Ah, yes. So the GUI should not show a two-digit number for the coins. Thus I was confused.

  • Why do all collected coins disappear when I pick up the fifth coin?

  • Link not working - neither on firefox nor on opera.

  • I've beaten the high score. 100 points! Not sure if intended but when replaying you don't get new ammo. You start out with the ammo you had left. Also when shooting down a target and a duck is behind it it kills the duck too and subtracts 2 bullets.

  • Helpful. Thank you very much.

  • With "beginners" I didn't mean total noobs. Of course it is impossible to make advanced code accessible to everyone. I'd focus more on the advanced users if I had to choose. Consider the fact that there are tons of beginner tutorials out there but it is hard to find something suitable for the beginner wanting to become a pro. There are to less advanced courses with easy to read code. I'd call it a gap in the market and I'd not dumb it down to fit everyones needs. Everybody asks for basic beginner solutions but there are more than enough answers to these questions. What people really want are the tricks and knacks of the pros to make there code more efficient.

  • A good idea! It will help newcomers and advanced users as well. Metroidvanias are becoming more and more popular. I think you will hit the nail on the head with this. I'm also interested in the pricing range.

  • Congratulations!

  • Text objects? Really? I wasn't aware of this! This information will help me a lot. Thanks for pointing that out!

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  • Yeah, treated individually those buildings only store a comprehensible number of variables that influence the game. But they also influence each other which makes the whole thing quite complex. You will have to work out functional statistics on economy and population growth: How much people need how much food, water, dishes, marble, weapons, etc.... How fast will what commodity be consumed. How much tax payers' money do you need to keep the whole city going and how much have your people to earn to pay it. It is hard to make a game that is fun to play out of all of these variables!

    So, I would start like the game itself started: A empty map with the possibility to create roads and basic houses. Then I'd toss in some people based on the population growth variable which depends on the free houses - from now on population growth increases very slowly. Also when there are no more houses available - which forces the player to build more. One important aspect of those games was the fact that it forced you to plan ahead and keep going with the city since there was never a point of stasis.

    The people should have basic needs: Water, Food, Jobs. I'd skip the risk of fire for a later state of development. I'd use counters for the needs. It always counts backwards until you build something to stop it. For example it counts backwards on the water variable until you build a well. I'd use instance variables for every house. You will need it to restrict the movement of the inhabitants to a certain area.

    Hence the player must be able to build the basic structures: Wells and farms. The people will work on the farms, earn money and pay taxes. Now you have a working cycle: The player receives new money which he can spend for possibilities to get more money and so on. But it has to work! I'd experiment with these basic settings until it is balanced enough. You will also have to restrict the movement of the inhabitants of one house to the area around that house. This should be easy since you tell the Computer to use only the variables provided by the tiles near the house for that house.

    Now I'd give the inhabitants the option of public unrest and to leave the city if it doesn't fit their needs. I'd experiment again until it works fine. Then I'd work on the more complex themes.

    Say, what culture do you want to depict?

  • The first article discusses classic, unjustly forgotten game genres, the second one rare new concepts.

    http://gamedevelopment.tutsplus.com/art ... -cms-23172

    http://gamedevelopment.tutsplus.com/art ... -cms-23171

    I found them quite inspiring. I learned also about some games I wasn't aware of.

    What do you think of these concepts? What genres should be explored more? What abandoned?

    I think there are always possibilities to get out more of the tactical genres like the real time tactics and the new heist genre. There should be more of these - especially with non-violent, clever ways to solve the missions. I also miss good flight simulations like my all time favorite Pilotwings 64.

    And I will avoid railshooters like the plague! They are as bad as quick time events.

    So, what is your opinion?