AOW
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tried the Age of Wonders demo at the weekend - fabulous, with one single flaw that makes it a no-buy. There is no "Zone of control" that hinders or block movement of enemy units. This is something that has me made shouting at the game designers (really, shouting) of many similar games. ex: you have a mountain pass, on both sides of the cliff you have positioned your trusty archers. Well, now, but if it's the computer's turn, the enemy units move right through into the next weakly defended town, and my bloody elves sit on their ass and polish their nails. This one thing makes this type of game so much mass production, and takes away all strategy. AOW already has some improvements: in a combat, all neighbouring units join, and you have ZOC / AOO in the combat itself. Still, a strong marauding army can not be contained, only destroyed. What I'd do: generate a threat rating for each party (e.g. add up the experience someone would get for killing them). compare this to the threat rating of a bypassing army - and you know how much to slow them down. requires a bit of additional balancing - but could make the whole genre much more fun. Thank you for listening. :cool:
Auch den Schatten will ich lieben weil ich manchmal lieber frier' Rosenstolz [sighist]
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tried the Age of Wonders demo at the weekend - fabulous, with one single flaw that makes it a no-buy. There is no "Zone of control" that hinders or block movement of enemy units. This is something that has me made shouting at the game designers (really, shouting) of many similar games. ex: you have a mountain pass, on both sides of the cliff you have positioned your trusty archers. Well, now, but if it's the computer's turn, the enemy units move right through into the next weakly defended town, and my bloody elves sit on their ass and polish their nails. This one thing makes this type of game so much mass production, and takes away all strategy. AOW already has some improvements: in a combat, all neighbouring units join, and you have ZOC / AOO in the combat itself. Still, a strong marauding army can not be contained, only destroyed. What I'd do: generate a threat rating for each party (e.g. add up the experience someone would get for killing them). compare this to the threat rating of a bypassing army - and you know how much to slow them down. requires a bit of additional balancing - but could make the whole genre much more fun. Thank you for listening. :cool:
Auch den Schatten will ich lieben weil ich manchmal lieber frier' Rosenstolz [sighist]
peterchen wrote: This one thing makes this type of game so much mass production, and takes away all strategy. This is one of the reasons why I wish I had the time to make my own strategy game. I find that most of the games out there tend to limit the strategies and tactics that you can use. I've got hundreds of design notes for what I want to see, one day I'll turn it into a game. (honest) Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
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peterchen wrote: This one thing makes this type of game so much mass production, and takes away all strategy. This is one of the reasons why I wish I had the time to make my own strategy game. I find that most of the games out there tend to limit the strategies and tactics that you can use. I've got hundreds of design notes for what I want to see, one day I'll turn it into a game. (honest) Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
I started work on my own RTS on the Amiga back before I went to university. Sadly I lost all the code when my harddrive blew up on me, but there are a few screenshots of it on an old website of mine: Clickety[^] -- Help me! I'm turning into a grapefruit!
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I started work on my own RTS on the Amiga back before I went to university. Sadly I lost all the code when my harddrive blew up on me, but there are a few screenshots of it on an old website of mine: Clickety[^] -- Help me! I'm turning into a grapefruit!
Looks pretty sweet, the kind of thing I was/am interested in doing. Wish I could find the time as I think it would be a cool thing to code. Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
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I started work on my own RTS on the Amiga back before I went to university. Sadly I lost all the code when my harddrive blew up on me, but there are a few screenshots of it on an old website of mine: Clickety[^] -- Help me! I'm turning into a grapefruit!
Just wanted to say good job. Too bad about the code though. Back in '97 I think it was I lost a lot of my old code too because of the CIH (Spacefiller) virus. Yeah, since then I've learned to back-up my code. :) Jeremy Falcon Imputek "Oh no there was a knife in that kitchen drawer and I cut myself - please remove the kitchen." - David Wulff
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peterchen wrote: This one thing makes this type of game so much mass production, and takes away all strategy. This is one of the reasons why I wish I had the time to make my own strategy game. I find that most of the games out there tend to limit the strategies and tactics that you can use. I've got hundreds of design notes for what I want to see, one day I'll turn it into a game. (honest) Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
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If I only could produce decent graphics ;)
Auch den Schatten will ich lieben weil ich manchmal lieber frier' Rosenstolz [sighist]
LOL. If I'm honest - that is my biggest problem. I start off writing a game and do very well but I come to know up graphics and get fed up very quickly. I just wish text adventure games would come back. Of course I could just take the Nethack route. http://nethack.sourceforge.net/common/index.html[^] :-D Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
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LOL. If I'm honest - that is my biggest problem. I start off writing a game and do very well but I come to know up graphics and get fed up very quickly. I just wish text adventure games would come back. Of course I could just take the Nethack route. http://nethack.sourceforge.net/common/index.html[^] :-D Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
I know I know - (but I don't want to know how many hours I spent on Angband :blush: ) However, fancy graphics make such a game much more fun, and can give you a much easier start esp. with complex games. However, in the recent years the effect of graphics has a bit declined - it's no longer "wow - they managed to do *that*" but "everything" is possible now, and it's just a question of budget. This will happen again, I think, with quasihuman actors.
Auch den Schatten will ich lieben weil ich manchmal lieber frier' Rosenstolz [sighist]
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LOL. If I'm honest - that is my biggest problem. I start off writing a game and do very well but I come to know up graphics and get fed up very quickly. I just wish text adventure games would come back. Of course I could just take the Nethack route. http://nethack.sourceforge.net/common/index.html[^] :-D Michael "Time and tide melts the snowman." -- The Doctor (Doctor Who: Time and the Rani
Michael P Butler wrote: I just wish text adventure games would come back. I never remember seeing a game with colored text, so there might still be an opportunity. :-) Regardz Colin J Davies
Sonork ID 100.9197:Colin
You are the intrepid one, always willing to leap into the fray! A serious character flaw, I might add, but entertaining. Said by Roger Wright about me.