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Messages - Nikita_Sadkov

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121
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 06, 2019, 02:38:59 am »
In a fantasy game instead of laser guns charges you have arrows, greek fire and spell charges. There are several ways to implement sharing them between multiple parties: one way would be a single warehouse available to all players squads, other is a per-squad warehouse. The former is easier to implement and for player to use, but I decided on a per-party storage, because it makes it too gamey, and in future it would allow for supply chains and implementing specific scenarios, where some side has limited ammunition. I.e. if you implement a LOTR inspired map, where fellowship has to split, and it would look silly if two separate entities, many miles apart, share food rations. Still it would be a nice game-design exercise to reduce original XCOM down to a table top version.

The gif is from some crazy Japanese indie game, where player controls squads, instead of separate units.


122
Open Feedback / Re: Forum is Under Attack by Russian Dating Scam Bots
« on: December 02, 2019, 05:17:25 pm »
Thanks for letting us know. In the future, report spam directly to an admin or moderator so we can deal with it faster.
Ok. But it continues, this time with some tank spam, instead of adult sites. Maybe you can require users to have some forum posts, before allowing them to send PMs? It is doubtful any real person would start mass sending PMs immediately after registering.


123
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 02, 2019, 02:56:49 am »
Ok. I thought Russians defrauded me: they claimed transfer cannot be made, due to some nonsensical PayPal error (imagine a high profile American service used by millions having an error!). I expected nothing less from Russians. But surprisingly once in a life-time Russians told truth:
https://www.paypal.com/en/cgi-bin/webscr?cmd=_display-country-functionality-outside

PayPal indeed doesn't work with Ukraine, although it works even with Albania, Bahrain, Morocco and Uruguay! Only Ukraine and some worst African countries, like Niger and Nigeria, are not allowed to receive money through PayPal, which appears to have no plans to ever support them. Guess it will be ages until racism finally gets defeated and everyone will get access to clean water and PayPal for that matter.

These Russians exchanger refunded half of the money I tried to transfer, but there were other problems discovered with my Ukrainian issued USD Mastercard, which makes it totally useless for the purposes of video game development, so I cant buy these assets :( Such issues, like me being a persecuted illegal immigrant and having no access to proper banking, are actually the hardest for this project. But, well, that is how gamedev works in Ukraine for you. Otherwise I would be working on some higher profile project with actual 3d graphics :D

Anyway, I keep working on the world map, implementing various Master of Magic style parts, since the game has to be a seamless hybrid between the two classic Microprose games. For now each city has associated castle with garrison and the actual city or village part, where tax subjects live. When player A attacks player B's city, player B has a choice to either allow player A pillaging it or using the garrison for the city defense. To actually conquer the city, player A has to attack the city's castle, which can have some fortifications, requiring powerful spells or siege equipment to break through (or maybe digging though with the imp). Think the first Age of Wonders, where siege equipment was mandatory for the city siege and destroyed battering ram meant that attacker had to retreat.


124
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 30, 2019, 09:33:24 pm »
Ok. Since I'm continuing the development of my game, I need money to buy some itch.io assets, so I want to convert a few BTC into PayPal USD. CoinBase requires a stolen European or American ID card to connect with PayPal, and they could block transaction if they notice a forged identity. So I decided to try Russian solution, which promises to send anything anywhere. Most of Russian sites exchange only larger sums at once, but one, Magnatus, appears to exchange any sums. For now I've sent them 10USD worth of BTC, and waiting for the result. Hope they don't steal such small sums. Guess it is the one of the profits of knowing Russian language - you can find and use shady barely legal services without google translate :D

So what BTC exchanges you people use here?

Anyway, I need PayPal USD to buy these assets: https://galefirerpg.itch.io/isometric-dungeon-designer

Which I plan to used as base and retouch into pixelart, since license allows it and it is easier to work with existing art than doing research to designing your own, especially since I'm doing everything myself. But then again, working alone means you have no responsibilities before other team members :D

125
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 29, 2019, 10:35:15 pm »
Thinking of it, there were a few original RTS games, like Creeper World and Netstorm. But Creeper World isn't really a proper RTS, because there is no other players, just player vs environment. It is closer to a puzzle game. I doubt games like Majesty or Kohan are original because they are basically just dumbed down usual RTS games. I.e. in Majesty player is limited to base building, which picks determines economy and army composition, but units fight for themselves. In Kohan there is a dumbed down base building - instead of a base, player has cities, like in Civilization, but still a neat proof that all turn-based concepts can be use in RTS games too. Say Warcraft 3 is basically a Heroes of Might & Magic game in real time, because it introduces large number of map structures and mobs guarding them. Mobs can also prevent players from attack each other in early game, if placed at bottlenecks, serving as a kind of grace period timer.



126
Fan-Stuff / Re: Some random screenshots
« on: November 28, 2019, 02:26:29 am »
See titles for explanations...

The refinery terrain is the most hilarious and fun terrain ever. I love the required additional care not to burn your troops/civilians...  :)
Why the hay is green?

127
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 27, 2019, 10:11:44 pm »
I remember they ported the original Baldur's Gate for the original PlayStation, but found there is no market, and it was never released, outside of leaked version. Now they finally properly ported it for consoles. While the game is not new, the port is still interesting how they solved the human input device issues, because consoles don't have mouse and keyboard. I doubt they will ever do a proper remake, because it took them so many years to consider remaking Final Fantasy VII, which is an immensely more popular game and with more relevant story, while Baldur's Gate setting is just too dated and boring - no huge robots and flying ships.

It is strange that 1998 was the year when they discovered the pausable real-time: both Might & Magic 6 and Baldur's Gate allowed pausing timeflow, but Might & Magic 6 had much smarter design, allowing for completely turn-based combat inside real time engine. Vert similar to XCOM Apocalypse, which was released in 1997. I'm sure they  all were inspired by Gollop, because it looks too big for a coincidence. Japanese game design for example evolved completely differently from strictly turn-based gameplay: they introduced these filling with time cooldown bars, which give player some time conceive some tactics, but don't block the enemy from moving, compared to pausable realtime or purely turn-based approach. So I'm surprised Japanese haven't made multiplayer RPGs with it. And then just dropped it in favor of Baldur's Gate pausable realtime in Final Fantasy 12, which looks like a Baldur's Gate clone with bigger everything, including even the programmable AI of party members.

Also, there were many purely turn-based Japanese games, most never released outside of Japan (like Guarding Recall). They mostly use interchanging turns scheme, were each player moves all his units during given turn, but a few, like Final Fantasy Tactics, used that speed based scheduling, where each unit gains turns independently, according to its speed. I'm still unsure which is better, but I guess speed based scheduling could be better for multiplayer, so players don't have to white for too long. Other approach is Chess, where player can move only single game piece per turn (i.e. instead of units having speed, player has it).

One unusual game is Age of Wonders, a Civilization/Master of Magic clone, which had simultaneous turns - whoever clicks faster moves his units first. It was really confusing and orders of magnitude worse than say Japanese ATB system. I do consider implementing limited realtime for my game, but based on this extended Japanese approach, using cooldown bars botch for each unit and for the player (yup, copying Chess, with its limit on moves per turn). But yeah, there are countless ways one can implement time in a game, but the main rule one has to design his engine initially realtime, and then build a turn-based structure on top of it, otherwise nasty conflict can be possible, similar to multithreaded programming problems (i.e. if two units are ordered to move into the same cell, what would happen?).



128
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 26, 2019, 10:29:30 pm »
In Supreme Commander you have weapons that can do exactly as you like, shoot for very long distances (and only if you have LoF, because bullets can hit ground).
Unfortunately I've never played Total Annihilation/Supreme Commander, but I heard these are really good RTS games, compared to most of the Dune 2 clones. I was always puzzled why people were so prone to clone Dune 2, when countless original RTS concepts are possible. Just look at numerous Japanese RTS games!


129
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 26, 2019, 03:57:25 am »
Finally found some time to design proper distance combat. Before that ranged units had all the same mechanics as melee, which is a bit unrealistic. Ranged units also had fairly low range of only a few cells, like in Starcraft. Guess I'm one of a few persons who really hates Starcraft/Age of Empires ranged units mechanics, which don't really take into account distance, visibility or height, and Starcraft players don't really feel threatened by ranged attackers. I also believe Warcraft/Starcraft is one of the worst RTS games, learning nothing from competitors, like Warhammer, which it originally cloned.

In tabletop Warhammer ranged units were able to shot over whole battlefield if not impeded by walls, and same was the case with its computer implementations, like Shadow of the Horned Rats, predating Starcraft, but feeling much more massive, especially with proper 3d engine and huge armies. But Blizzard were a bit conservative and kept cloning to death the same Dune 2 concept.

Anyway, I had to devise a way to calculate range penalties without using random numbers. I used the already existing attack stat (which basically says how many move points that unit can put into attack per turn or how accurate it is), and used its max value as a cutoff, after which more attack points spent wont would result in less defense points penetrated. Same way, if enemy gets too close, ranged unit will lose some of its attack points.


130
Offtopic / Re: X-com Apocalypse
« on: November 25, 2019, 02:29:23 pm »
Hmm, never thought I would see such a statement anywhere.
I personally find xcom1 clearly superior to apoc in basically every aspect.

Can you give 2 or 3 examples of what is better in apoc compared to xcom1 in your opinion? I just can't think of anything (not joking).
The best example of XCOM Apocalypse doing things better would be the ordering of new equipment process: first, you need to be on good terms with the corporation making the product. It can get infiltrated by aliens, or just get mad at you for blowing up its building while trying to take down that alien craft, or damaging it while on the mission (if its factory got destroyed and employees killed it would be unable to produce the stuff). Then cargo vehicles will deliver the ordered product, directly from the storage building of that corporation. They will be displayed on the map, and vulnerable to damage from UFOs and crime gangs active in the cities. You can reduce the crime rate by raiding gang headquarters, and also getting some drugs for sale as the loot.

That is several orders of magnitude more complex than the original XCOM economy, or all the XCOM clones after it.

Of course many people will dislike that, because it is less about simple tabletop wargame, and more about the simulation of complex integrated systems. IIRC, Sid Meier said that there is a complexity line when game stops being a game and being fun. Maybe that is why XCOM Apocalypse got cold reception.

131
Offtopic / Re: X-com Apocalypse
« on: November 24, 2019, 09:16:47 pm »
I believe Apocalypse is the best Gollop's game so far and the best game in the genre. I doubt even his current Phoenix Point is going to surpass XCOM Apocalypse. My only nitpick is graphics, was was a bit rushed, and a few systems not balanced enough, but everything else is clearly a huge improvement over the first two XCOM games.

Recently they reverse engineered it:

132
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 21, 2019, 05:22:53 pm »
Stumbled upon a Japanese clone of Gollop's Magic & Mayhem, but then again, one can call Gollop's game a clone of Spellcraft :D


133
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 13, 2019, 03:50:33 am »
Sea battles would have no interception like Aircraft vs ufo, it is straight into battlescape battle.
Why not use some interception mechanics? It fits nice with pirate theme. Traditionally pirates damaged sail of the vessel they attacked, and then boarded it. There was special ammunition to destroy sails: https://en.wikipedia.org/wiki/Chain_shot

So I imagine you could have two kinds of cannons: one sinking ships, and other taking them down. That maps 1-to-1 into the original XCOM mechanics.

But yeah, you will need swords and muskets instead of laser rifles.

134
Open Feedback / Forum is Under Attack by Russian Dating Scam Bots
« on: November 12, 2019, 08:03:46 pm »
Don't click the link! These scam site frequently have embedded viruses!


135
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 11, 2019, 02:48:10 am »
I have done some experimentation of a fantasy/ Historical type sea battle.

This is a ship from Nord's Chronicle mod. Unused. I have modify it. Now it is a sea sailing ship. In a fantasy mod or historical mod, imagine having two ship side by side and you fight a deck to deck sea battle using swords and shields.
Wont be really that exciting, because the map is a bit too small. Also, with terraforming spell, ship made out of would could get destroyed. But yeah, one can probably have enchanted ships. For me there would also be problem of implementing retreating, because usual rules of moving away from enemy, possibly sacrificing some units, wont work. But for pirate style campaigns ships battles are indeed a must. And you can make whole XCOM style game around pirates. For a fantasy game one can think of flying ships, flying island, flying castles or say flying turtle, like in Discworld. But flying island map would require bottomless pits below, so units flown away by say tornado or dragon wings would fall down properly. I.e. all these are advanced features requiring a lot of coding and playtesting, turning already large project into a non-ending one.


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