mercuryus's Forum Posts

  • RISKiRT - world conquer now on google play (free, no ad):

    https://play.google.com/store/apps/deta ... KiRT&hl=de

    check it out...

  • Finally RISKiRT is finished (so far ) - Version 1.1 (refresh the browser cache to play the most current version)

    I added a setup panel where you can configurate the primary values of the game.

    Feel free to post bugs/suggestions/hints/spelling errors (sry for that)/...

    In a few days i put it on google play.

    Have fun conquer the world with RISKiRT...

    more to come?

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    maybe

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    maybe a sequel:

    (btw. I love C2)

  • "The first cent is the hardest" thumbs up!

  • IMHO noting to change - the voice (yours?) rocks!

  • Hi Iolva,

    tutorial is a good idea - here it is (i implemented it in my game).

    Just press the 'tutorial'-button.

    It's short and shows the 3 steps to conquer the world

    (links updated, please refresh the cache - there must now be a 'tutorial'-button within the menu)

  • cool voice

  • new updates :

    major update:

    • statstics - you now can call statistics (continent-, country-, unit-distribution and the won/lost stats of each active player)

    minor updates:

    • the game now is onhold if you call the stats and/or call the unit-shop
    • the country-info (units/move) is now larger and position optimized
    • if one of your country is captured, the minimap flashes the continent, recently captured bases burn (some seconds)
    • more informations in the help screen

    (links updated, please refrest the cache)

    now: beta tests for publish (free) at the goolge store

  • ...the AI now stable and challenging.

    The game is now completely translated to english and all options are available.

    The four difficulty levels create completely different setups (average dauration - but depends also on you ):

    - training: 2 player / slow AI but not stupid (5-15min)

    - easy: 3 player / normal AI speed and setup (5-15min)

    - moderate: 4 player / moderate but tricky AI (10-30min)

    - hard: all player / mercyless AI with a focus! (10-...min)

    latest links to game/vid/apk at the top of this thread...

  • Hi, here's the second beta video of RISKiRT (and the first with AI opponents).

  • ...the first version of the AI is implemented!

    Would you give it a try and drop a feedback about the AI (and other things you would change)?

    Opponents are fix set to 2 (red, green) in this first version.

    (Always be active (if possible) - each captured country/continent is cash for new units - and the AI will do this!)

    Please give it a try and feedback...

    -> http://www.gameus.de/RISKiRT/index.html

    (btw.: playtime is about 10 minutes with this setup)

  • Thanks for the advice - RISKiRT will be for free - so no problem with trademarks (on the other hand it's 'RISKiRT' - is there some RISK in there ).

    RISKiRT will come with three difficult levels and the current game can be saved/loaded.

    Actually can't say more about the playtime but i will adjust it to my best and wait for the feedback...

    The AI in combination with the AI-cycle (delayed) can adjust the single game play dauration very well - i think.

    The current version of the AI is not beatable (of cause this will be changed) in fact of the AI is MUCH faster than a human player can be

    Probably i add some realtime 'human player analytics' to adjust the AI (delay timer) to make it more fun for the player.

    ...but there is a bunch of work to do with the AI and the game balance (cash, units, speed, rewards, ...) - so everything can change

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  • Angiel - thank you!

    The AI is still in work but here the theory so far (for each AI player):

    1. grab the board statistics

    * owner and # units per country, # units per player total

    * % spread per player and continent (to detect growing nations)

    * last actions per player (to get hotspots)

    * # attacks player<->player (this is for the 'aggressive' factor)

    * ammount of cash (to calculate the best time to buy new units)

    2. find the "best" destination to attack (weighted per country)

    * critical continents (opponent has or will have soon complete continent)

    • per continent ownership
    • per high % country ownership

    * agressive attacks (if a player prefered attacks an other player)

    * spread units between own countries/continents (to save them)

    (each AI player may have a random priority within these topics and sets a different weight -i hope this results in a more 'fuzzy' overall bahavior)

    3. calculate the winning chances per resulting attack destination (unit distribution).

    • join several units/countries of the attacking player to improve the winning chance per attack
    • buy new units if possible/necessary

    This is the theory of the AI to implement.

    (Step 1. is finished, 2. is in work)

    btw. I implemented a cash-system (if the bar is periodic 100%, all players get cash depending on their countries/continents)

    And each country gets new units.

  • ...or watch the latest youtube beta video here

  • RISKiRT

    is a RISK game played in realtime (not round based).

    You can play the final beta version as HTML (http://www.gameus.de/RISKiRT/)

    or (as designed for [google play]) on your android device https://play.google.com/store/apps/details?id=de.gameus.RISKiRT&hl=de

    released - available on google play for your tablet!

  • Welcome Bermooda - nice start!

    Maybe you can announce the change to the sad face with a wink short before changing?