Having read through your comments there seemed to be two that you thought pretty much perfect (from a documentation point of view I mean) - Cool - I was one of them
Having read through your comments there seemed to be two that you thought pretty much perfect (from a documentation point of view I mean) - Cool - I was one of them
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
As I said somewhere I have not a lot of time, so quick: thanks to the judges for share theirs thoughts with us.
I agree there are great games here. Good luck for everybody.
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I like that "lots of thought went into this" bit. The truth is that I decided to enter at 12:00 midnight the day of submission and wrote my design doc in about an hour. :lol: So I don't know exactly how the port/building system will work out. But to clarify, it will NOT be strictly linear. Examples of scenarios I might include:Originally Posted by AthenaOfDelphi
-A friend asks you to lend him money to open a business. If you have earned the money at that point in the game, the option to give him money appears. Doing so opens a new location later, while refusing or being unable means that he tries to earn the money himself, leading to a mission where you have to rescue him.
-You are doing an escort mission for the government. You fail the mission. This does not end the game, but instead means that you cannot access government facilities or equipment later on.
One thing I would like to try is to never completely punish the player for their "big decisions." Failing the government mission might open up black market/criminal missions and bring about another path.
That style of gameplay is more like "adventure" or even "interactive movie" since it's mostly about dialogue trees, but I may also do something with numbers in it, which I'm sure is what most people think of as "city-building." But I don't really have ideas there...yet. The idea of opening new locations is what led me to think of "building" as the genre, but I'd like to focus on people more than numbers, so maybe I was thinking of the wrong genre
Thanks for providing that information rtf, I'll take that into consideration at the appropriate point in the competition.
:: AthenaOfDelphi :: My Blog :: My Software ::
If I may Comment on the review of my (and my team's, of course) project, MechaChess:
I actually didn't know about BattleChess or "Archon", resp. that the concept of mixing chess and action had ever been implemented. I will research on this, maybe there are a few good ideas to steal ;-)
I always wanted to make a game like Mechwarrior or Earthsiege 2, now I just had to search for another genre, and "Chess" came to my mind suddenly while reading the genre list up and down.
So making the mech simulation as sophisticated as possible is one of our declared goals(a teammate already asked me, "are we programmers now or are we engineers?!").
(Of course we need to keep it low a little bit... there should still be some action in it after all)
We know we're a little bit in-between on genres, but we just put it all into the design doc. I didn't see any penalties for not implementing an additionally announced genre. ;-)
Well, I'm the lead programmer of MechaChess. I do know the simulation part and the action part might overlap. At the moment, I'm still coding the basic engine and the chess part, so I don't know what the simulation part will be like.
If we have enough time, I will do something like individual equipment and something like tuning. We'll try to do the mechs' behaviour as realistic as we can. I don't know if this justifies the genre "Simulation", but the contest description didn't say anything specific about it and so we just added the simulation part, cause the worst thing to happen was that the simulation part wouldn't be accepted as an own genre and we wouldn't get the 5 extra points.
So, if it will be accepted, it's fine. Otherwise it's not a big thing, too.
Good luck to all of you others.
Unfortunately (or fortunately depending on how you look at it), I'm of that age that remembers games like Archon (it was released in 1983) and Battlechess.
You are quite right, you won't lose points directly if you don't achieve the simulation genre, providing of course you achieve the minimum requirement of two genre colours.
:: AthenaOfDelphi :: My Blog :: My Software ::
Don't worry, we will.
At least if that OpenGL stuff won't kill me before we finish it. D'oh!
EDIT: By the way, these games are older than I and my fellow programmer DGL-Luke are. 1983, that's 8 years older than I am. :lol:
Dom, you ARE old
I was "only" 11 in 1983
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