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Danimal

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Danimal last won the day on June 20 2012

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  1. Well, you sure are restricting yourself; TBS battle systems, nazies, allies, mechs... are all pretty commonplace. You can see mash-ups of them pretty often, you could probably make a game that looks almost the same as H&S as long as you dont copy the panzerkeins(its writen like this?) model designs and dont use their IP name or other pretty clear game references. Of course ripping their 3d models is also a no-go, but i dont think anyone can claim ownership over the looks of WW2 soldier uniforms, nothing is stoping you from making your models of them.
  2. NKF thanks for taking some time reading this: The religious troops eventually branches into witch-hunter and inquisitor, i guess those count? they would be just above-average warriors with nice bonus agaisnt monsters and magicians. I though about making it dark&gritty and realistic at first, but i realized that if im going to add lots of different creatures i cant make them super detailed 10K+ poly models nor devote myself to gothic drawing like Disciples 2 does. Its going to be low poly models with brigth colours. Im debating myself between pixel texturing or simplictic textures. For now i think the penalty for dying will just be monetary and the time they take to recover. I also love disgaea About character customisation i didnt plan further than their class skills/attributes and some random "birth" perks (that would affect their stats growth like strong, stupid, sneaky...) so when a squire becomes a knigth he just jumps into a horse and becames almost the same as the knigth rigth besides him. With battles that i think could have over 25 units max per side at some point, individual customizations would became cumbersome. It would be good for a game focused on very small squads but i guess im taking a chess like stance toward units, if you know how a bishop or tower can move you know them all. A simple fix would be to allow to choose a unique perk every X levels (fleet footed, extra armored, nimble...) that boost some stats and would allow to make an extra-hard knight, a mobility focused one or some mix.
  3. Hi guys, i have had an idea for a game for quite some LONG time, but i think one aspect of it can get boring fast, so i would like to know your opinion. Would you play this? Style: - 3D with low poly pixel style models - Unity3D as engine. The story: (fantasy setting) The intro relates how the undeads come and conquer most of the country, they are defeated into a big battle but the king dies on it and its heir is betrayed by all of his "loyal" followers. He is saved from certain death on a way, depending of what faction you want to control. The nobles cant agree on a new ruler due to their greed and so they break down into many provinces ruled by a human faction (knights, church, mages...), but the undead are far from defeated and with the human union shattered the war is at a stalemate. Gameplay mechanics: (simplified) The game would put you in charge of one minor faction out of three (humans, undead and goblins), the goal is to conquer the country. To do so, you are put in control of a capital, where you can recruit basic units, build different buildings and research (resembling Xcom a bit). All your units start as a basic class, and then when they get enougth XP are promoted to higher ones, if you have the related contruccion built at the capital and can affort the upgrade cost (militia->squire->knight \ militia->apprentice->mage). Kind of like "Disciples 2". The world map would play like "mount and blade", you assemble an army (size depending on your ruler level/skills and units quality) and get to roam freely on real time, killing whatever crosses your ways and running away from stronger foes. The different factions would be at each others throats meanwhile and from time to time agree to throw a holy/dark crusade agaisnt the undeads/humans. Enemy units also move in squads that can engage with whatever they consider a menace (enemy factions or dungerous critters/neutrals), run away while patrolling or be performing a mission like attacking a city or hunting down enemy armies. When you are strong enought you can start taking provinces from any side, until you have conquered everything and ultimately win the game. This would be tied to certain events/researches that allow you to get stronger and stronger. Cities would have a pseudo-economy where they get resources from nearby buildings likes mines/villages/farms... that allows them to replenish troops and field armies faster with number and quality depending on city level. With enought time and resources cities can upgrade their levels, so crushing their economy by attacking resources spots is an option to weaken a future capture. With time you will graduate from being a lone warband and will be able to deploy and order your own fields generals to defend/patrol/attack provinces to lessen the burden on the player to be everywhere at the same time. Your leader doesnt participate in combat, but can master one of a few magic schools and cast spells in battle/provide bonus to troops, fields generals would also get bonuses depending on which class they are (Warrior, Guerrilla, Magi) The combat (PROBLEM HERE), would be played in turns on a hex map, "Battle for wesnoth" being a clear inspiration of what i want it be. Units have differents skills resistances and attributes. Each cell has a terrain type that affects battle, Melee cant attack fliers, fliers ignore terrains, ranged and magic are weak agaisnt flanking troops like calvary, forest terrain protects against arrows but are to travel except for tracker units, undead have bonus at nigthtime, faster units attack and move first... Regarding units you would have to recruit them one per one, at their basic form at first, with random characteristic on creation to each one, that would affect their stats growth (like strong, stupid, sneaky) so they are not generic troops of the same kind, making them somewhat unique. I plan to make it fast paced and adding an autoresolve option at combat start. But since im also planing to make your units "inmortal" (they can be resurrected on cities) losing a combat isnt a matter of life and death, its a grindy mechanic im inserting to get the player to engage and level up their troops, losing will have its penalties of course, you will have to wait until the units you took are healed back and forced to take others meanwhile(possibly lower level or class), loss of materials.... So, i am conflicted about adding a grindy gameplay mechanic in there, you need the grind to upgrade your units and get a nice rooster troop (heavies, lights, fliers, siege...) ready for each occasion, my way to fix this is unlocking the class promotions by research and trying to give the progression a nice pace. Thanks to anyone who wastes his/her time reading this. And i repeat it; Would you play this?
  4. Hi, i lurk as well on their forums and lately they have posted some new material, a few screenshots of the geoscape, all alien and some human airship pics. People on forum are pressing for a gameplay video, which they seem to be putting together prettty slowly...(couple of months tellin us they are doing it) I can say that they seem to have revived lately, but they keep a very hermetic attitude with their fans, which is very bad for game given for dead and its lingering doubt of never be completed. The art style is not bad, but those overly saturated purples tones on everything dont settle good with me at all.
  5. I replay Dungeon keeper 1 once or twice a year, i also replay once a year one of the xcoms, being apocalypse my favourite
  6. Whats so bad about this game? its previous releases have not failed to suck 2 or more weeks from my life. Also what do you mean by D? maybe you are a purist that wont play nothing else besides Panzer General 1?
  7. Hi Okim, since you are not continuing your work on it, have you considered to make available all you created? its a pity such quality art is lost. If you consider it, this page is dedicated to free source and game art, you can choose from many licences, please give it a thougth. http://opengameart.org/
  8. I dont remember if it was here, but "Endless Space" is a pretty recent and great game, its practically a remake of "master of orion" save from some details like building (made at solar system level) and battles (3 different phases and maniouver cards). Give it a try if you can.
  9. i tried it, this thing is unplayable, it will need many patches to be playable, leave alone enjoyable
  10. will the fighters dogfight now? or just stand there taking hits like before? Not much point in having any tactics besides sending the horde in... i miss you, Homeworld
  11. i cant help but see rock paper scissor mechanics, tracks beats aim, aim beats dodge and dodge beats tracks, or something like that. I thinks its almost too clear
  12. Are those Rock, Paper, Scissor mechanics used for interception? if so, then it became a game of pure luck
  13. You know nothing about Devilbear, do you?: http://www.thedevilbear.com/?p=38 http://www.thedevilbear.com/?p=99
  14. Hi, you know, there are some tricks to this game you can use, one is to hoard alien laser weapons (about 50 or more) and them selling all of them in one go for their full prize (not subjected to the market low and rise), you will have a somewhat hard time at first, but once you sell them, you will be swimming in money for months. Another trick is to left your airships inside corporation buildings that have good relationships with aliens or bad with you, this way when aliens see them coming out, they attack and the stray bullets hit the buildings rising or lowering relationships.
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