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Geek Culture / Can I ask a stupid question...

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IBOL
Retired Moderator
22
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Joined: 30th Mar 2004
Location: @IBOL17
Posted: 12th Dec 2013 06:03
easter bunny
13
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Joined: 20th Nov 2012
Playing: Dota 2
Posted: 12th Dec 2013 11:52
Quote: "Can I ask a stupid question..."

You just did

MrValentine
AGK Backer
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Playing: FFVII
Posted: 12th Dec 2013 12:35
Quote: "Or What?!"


I count 2 already, be thee wanting three?

[Why do I smell BAIT in here?

JLMoondog
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Location: Paradox
Posted: 12th Dec 2013 13:43
Congrats IBOL!

Shadow of the Ramen is Coming!!
IBOL
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Posted: 12th Dec 2013 15:57
thanks Josh,
Yeah, I got a little silly last night...

mr Handy
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Location: out of TGC
Posted: 12th Dec 2013 18:01
wut

JLMoondog
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Posted: 12th Dec 2013 18:03 Edited at: 12th Dec 2013 18:04
If you didn't have at least three pints then it wasn't a celebration lol!

One of the best agk success stories I've seen.

Shadow of the Ramen is Coming!!
Libervurto
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Location: On Toast
Posted: 12th Dec 2013 21:02 Edited at: 12th Dec 2013 22:48
Is this the game we were talking about making a year or two ago? (I was OBese87 then)
Downloaded the demo

[edit] It seems a bit temperamental in the character selection screen, crashes after a couple of changes. I went through without changing anything and it worked fine. I'm running through Wine.

If one UI is displayed and I click on one of the icons in the icon bar on the right (quest and etc) both UIs are displayed at the same time in a mess.

First Impressions
* I don't like the tutorial at all: the amount of pop-ups is irritating and the whole scenario is too linear and different to the actual game.
* I like the tactics involved in movement, for example, sidestepping a monster instead of running head on might give you a clear shot next turn without taking any damage.
* It took me a while to figure out why people in my landing party were dying, I was looking at the health bar and not the survival chance.
* Have you thought about treating each member of the landing party as a separate character? I feel like that would work much better and naturally evolve the tactical side of exploration. Also I would like to get to know my crew and feel sad if they died. Have you played Battle for Wesnoth or more appropriately X-COMM? That's the same kind of feeling I think this game could have. You are off exploring the galaxy together so it makes sense to have some camaraderie and at least know their names. Here I am just losing numbers and I don't care.
* Why is the movement cost for diagonal the same as horizontal/vertical?

There are certain "narrative" things that confuse me. Why does the player start without any data on the surrounding area? If this is totally uncharted territory then why send a trade ship or mining vessel to do the job of an explorer? I think it would make more sense to start in a home system that you know and can start trading and mining with a smaller ship while you learn the game and build up enough funds to purchase a bigger ship that can go out into the unknown. Maybe that is more open world than what you are doing with this?

What is the data? It seems to be free money without any other use.


Formerly OBese87.
Blobby 101
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Location: England, UK
Posted: 12th Dec 2013 21:24
I am so thoroughly confused right now.

Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 12th Dec 2013 22:20
Quote: "Yeah, I got a little silly last night..."

Quote: "wut "

Means he got a case of the drunk

WLGfx
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Location: NW United Kingdom
Posted: 13th Dec 2013 02:00
Download his demo from http://www.stupid.com/ quite amazing.

Oh the answer to the OP is why not?

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
IBOL
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Posted: 14th Dec 2013 06:25
I seriously was not trying to talk about my game in this thread.
but here is the subject it has drifted to:
Approaching Infinity, a space adventure roguelike

I just finished my kickstarter (successfully!) and was feeling a bit ridiculous, so I made the post.

Tonight was the true celebration dinner, where I had my second beer of the year (and just in time!) Corona, no lime. Also enjoyed lobster and crablegs but don't tell my backers

IBOL
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Posted: 14th Dec 2013 06:36
HI, OB/LV,
I will reply to those.
but no, definitely not the same game we discussed.


tutorial is meant to be linear, and is for total noobs to understand everything (we're all noobs once)
I agree about the popups, but they do explain a lot.

landing party: health bar dictates survival chance. this system may change. I currently like crew as a 'resource' more than an actual group of people but that may change.

Quote: " * Why is the movement cost for diagonal the same as horizontal/vertical?"

because I don't want to be a jerk about it.

the next block of questions, I'm just going to preface:
this is a game, and I have tried to cut down on realism quite a bit. each sector of space doesn't represent every single thing that's there, just the things siginificant to the player.

the player is new to the area. you collect data automatically. all data is useful, and maybe you find something that someone else never has.

ship choice is like a class choice in other games. some are harder to play than others, and have different focuses or playstyles.

data is indeed free money. you will need it. it will later be used for other things, but for now it helps you buy supplies and stay alive.

and i'll say this about realism:
I have tried to do games with total realism, and it just gets boring/tedious. that's a big reason I've tried to take it out and just go for the pure interactions.

Back in development!
Bob

Libervurto
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Location: On Toast
Posted: 14th Dec 2013 18:32 Edited at: 14th Dec 2013 18:35
@IBOL - Thanks, that clears up a lot. I agree that realism is dull and pointless, but there still has to be some sort of rationale to things. Like perhaps the game begins with your cat jumping on the controls and sending your ship to an unknown sector! That would explain why a trading or mining vessel might find itself in unexplored territory.

Quote: "landing party: health bar dictates survival chance. this system may change."

I think this could definitely be clearer and possibly a single bar, unless you have something specific planned.

Quote: "I currently like crew as a 'resource' more than an actual group of people but that may change."

I think it would add a lot to the game to have individual crew members, even if they are still represented as a single person on the planet. Maybe they could have buffs for certain things that would help you, like a navigator would buff the ship's sensors, engineer would help the ship's fuel last a little longer, a soldier would do more damage to aliens, etc. Then you have to choose what is most important to you and who is expendable who selecting your landing party.

Procedural Generation
Exactly how much of the game is (going to be) procedurally generated?
If you are thinking about making PG plants and animals then maybe I could help with that. I am planning my own space exploration game that would require these things. I don't have an algorithm in front of me now though so I can't promise anything at the moment. I have learned that it is important to make the game you can make, not one you think you might be able to make in the future.

I don't know what direction you are taking with this game but I want to make a game that is all about knowledge. For example, you might land on an alien planet and find a huge beast that growls and gnashes its teeth at you menacingly, you decide to shoot it as it might be dangerous, then what do you do with its body? If you eat it you might find it's toxic or maybe it's delicious and you can make a living by hunting these beasts and selling the meat. What if you then discover this beast is actually civilised and its growling was actually a peaceful greeting? What if you have just started an interplanetary war through your ignorance!? I don't know how to do all that quite yet but some of it is a lot more straightforward than it sounds.

When I landed on a planet and found narcotics I immediately thought, "Crap, there must be smugglers here, better be on my guard.", but there was no one there. I would make it so that there was a plant that you had to harvest to get the narcotics, then you might walk right by it without realising what it was.


Formerly OBese87.

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