The Second Apocalypse

Miscellaneous Chatter => General Misc. => Topic started by: Callan S. on June 20, 2016, 10:43:13 am

Title: Some kinda game idea brewing
Post by: Callan S. on June 20, 2016, 10:43:13 am
Ages ago I made a small flash game that, without impinging on IP, was basically about fighting sranc.

It might not have blown socks off - I think the pacing probably wasn't fast enough, but at the time I was entranced by the D&D six second combat round - which is surprisingly slow in real life game play.

Now pretty much every feature, even a simple one like 'you can make bandages' takes about an hour to program. Or it does for me. I'd love to see some faster programmers doing something with the prince of nothing series (err, I mean the totally not the PON series, a completely different IP that only harkens to PON as much as is legally legit to do so!). And more complex features break down into multiple basic features, which means multiple hours. I'm saying this to basically destroy your hopes - so I can sift amongst their shards and find fragments I am capable of building into a game inside my lifetime!

Anyway, I bought construct 2, which is a HTML5 game language and I'd like to have another crack. Maybe pester one of the awesome artists of SA to borrow some artwork for it. Once again the game would have links to Scott's blog, citing it as an inspiration and links to here and links to any contributing artist, as it's part promotional of the novels.

Basically making this post as an open work space, to ping what I'm thinking of to see if it mixes with some kind of momentum out there amongst ye, or if I'm starting the snowball all by myself (and, maybe even ending it all by myself, if fates are poor). Feel free to post your shattered hopes for a game so I may pick amongst the shards, or I can shatter them for you : "I want GTA but in Earwa!!1!" "Well, fuck no, that's not gunna happen - but *picks up shard* maybe a more text based and basic graphic 2D game of running down sranc?". That sort of breaking of hopes and dreams! >:)

So jot down any ideas you have, if feel kind enough to give them, then I'll stamp them into shard! :) And maybe one day I'll get back to doing the text based multiplayer browser game - if I wrangle some free server space with a database. It'd be cool to do something like Urban Dead, but with sranc.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on June 20, 2016, 01:47:45 pm
Hey, good luck again in your endeavours. Bakker mentioned on TPB that in the day of yesteryear, he had some attempts to turn TSA into a turn based or real-time strategy game. I think that sounded like a pretty good idea. Though, obviously, AAA quality games are not made by one person in his freetime :P. I hope you find people that can help you out.
Title: Re: Some kinda game idea brewing
Post by: JRControl on June 28, 2016, 07:45:21 pm
Depending on what you are after, you should look up Rimworld. The scenario system is coming out pretty soon and the game is pretty modable from what I recall. The Slog of Slogs type scenario always seemed to be the most potential one in terms of being interesting to play.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on June 29, 2016, 10:08:20 am
Rimworld seems interesting given it's drawing on dwarf fortress (not graphically, tho, obviously! >:) )

I always thought the sranc culling period was fantastic for gameplay and I even wonder if Scott used it during D&D (not sure if they'd have gotten to that time period though, back then). But a slog of slogs - it's very rogue like as well, isn't it? What if Kellhus had sent advance parties to scout, before Akka's expedition? Perhaps the pict, the one with an eye in his heart, was one of them - do you want to go mad with an eye in your heart, oh SA forum dwellers? Yes, yes, of course you do - but you see, that's the 'good ending'...

I would really like to code things myself because when you work with someones game engine, all the benefits of your labour go to them. I crafted some fine duke nukem 3d levels back in the day...all gone now, like tears in rain.

I'd like to hear some thoughts on viscerality of combat mechanics - I think we have a deep need, all the more so when living in peace, to prove a capacity to kill. Think of all the multiplayer first person shooters out there. At it's most benign it's an urge to be able to hold ground and proving a capacity to protect turf - at it's more indulgent, it's the hunger for conquest, masked by righteous indignation. Skill at playing really only ties in at the proof level and only to a certain degree. I'm thinking maybe a combat system based more on how much you want it, maybe. How much you'll discard everything else to make it come first.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on June 29, 2016, 07:19:47 pm
How would you craft a combat system that requires sacrifice to succeed? Seems interesting, but likely overly complex.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on June 30, 2016, 03:10:10 am
I was thinking inner sacrifice - one example might be depicted as 'harden your will' but it's really 'loose your compassion'. I'm thinking buttons randonly appearing for a brief time with text describing these 'opportunities' that give large short terms bonuses and small permanent skill increases.

There are quite a lot of games out there that simply involve clicking A LOT to remove hit points from monsters to kill them (And example is  the game (http://www.kongregate.com/games/blobzone/idle-slayer) that drew my attention to the single developer idle game genre). So I figure some opportunity buttons with thematic sacrifices, though fairly straight forward, is (atleast in thematic terms) an improvement on that.

But that's the thing I always run into - a dry, cold, mechanistic world. Buttons to drain the soul for power might seem stark, but then again, why anything more?
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 06, 2016, 05:48:03 pm
Seems like a good idea. Are you thinking of another Idle game, or something more interactive?
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 07, 2016, 05:30:31 am
Quote
or something more interactive?
What labor do you seek?

Nay, ye hew into the world on the sweeping scythe that is time - idle is thou torment, until ye consign thyself harrowing labor!

In the mean time enjoy the plethora of candified combat games! >:)
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 08, 2016, 11:35:02 am
Although I was looking at bad dudes vs dragon ninja (https://www.youtube.com/watch?v=iyTrXsoSvxU) the other day

I didn't play it much when it was at the arcade but I remember it - the hilarious amount of ninjas you one punch KO and the tight and simple two platform system. I'm sure I could put together the rudiments of that (think sranc instead of ninja), but an entire game is the question. If I did I'd probably have it you earn points to upgrade so as to get through tougher, latter levels. Probably with an idle component as well.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 18, 2016, 02:26:21 pm
Upgrades are always nice. Gotta have a reason to want to progress, right?

 Though I look at the relative success of a game like Adventure Capitalist and realize I have no idea what people do or don't want to in their games.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 19, 2016, 05:31:40 am
MOAR POWA!

I agree!

With adventure capitalist, I have to say I play a few idle games, but I tend to choose more toward down to earth ones - not a great deal more, but more so. In adventure capitalist you're making billions every few minutes - I play Money makers (http://www.kongregate.com/games/alpagagames/the-money-makers) and eventually you're making millions over several hours. It's still pretty ridiculous, but merely ridiculously so rather than insanely so. The ways of making money in it seem more plausible to me, as well, even if exaggerated in their effectiveness.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 20, 2016, 04:03:39 pm
I was interested in them for a short period of time but have subsequently realized that I like to do more thinking when I play games. Something with an element of strategery.

Though, if you think about it, many games can be described as elaborate idle games. Especially most strategy/4x/RTS games where you should be aiming to hit a stead-state of resource generation/consumption. You just throw in more moving pixels to change it from idle to rts.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 20, 2016, 09:37:59 pm
I think the key element of idle games is empowering the player to choose if they interact. They do well if they don't interact, they generally increase their rate of doing well if they do interact. It's the fantasy of getting to choose whether you interact rather than having your nose forced to the grindstone or you get nothing (ie, normal life, lol!)

I'm not sure about thinking. I mean, call me jaded, but what is a game that makes you think? Is it just a work out for the brain? Is it, in player vs player, simply arm wrestling with brains instead of muscles? Is it an illusion that involving thinking must mean it is reaching something greater and I'd be enabling that illusion (or have to be under it myself)?

It's fair questions because it's like the star trek episode where Kirk finds his old childhood nemesis and they keep fist fighting - but it was the planet they were on that conjured the opponent after scanning Kirk's mind for what he wanted. Kirk wasn't fighting anything but a result of his own desire. So what is the desire involved?

To me, the main significant challenge of life to emulate doesn't take much intellect at all - and that's agriculture (possibly a game on immunological research is both a challenge of life and intellectual, but that content is waaaay over my head!). What does take intellect is taking the agricultural resources of the other guy (under whatever legitimising rational).

What exactly is a strategy game getting at?
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 21, 2016, 02:31:58 pm
[edit: also, by thinking, I generally mean problem solving]

Somewhat open world games like Fortresscraft: Evolved - build machines to accomplish x goal. The thinking is a matter mostly of logistics.

Heavily modded minecraft has the same feel - find resources, mine them en-mass, turn them into things that let you get other resources, on and on until you make the last thing. If you're familiar with MC mods, reactorcraft is about as complicated as things get on that front.

Factorio, again, is mostly logistics puzzles. Some logic-gate thinkineering thrown in there.

The Forest is a survival/horror game is another that requires some thinking through.

Civilization franchise and similar turn-based strategy game - plenty of thinking to do there. Goal is to beat all the other opponents.
RTS is similar to its turn-based counterpart, just faster paced, but typically less in-depth for that.

I don't spend much time, if any, playing PvP games except from time to time when madness and I play SC2 on 2v2. Though that's mostly a matter of memorizing build orders and keeping track of as many tasks as you can at once. Not so much problem solving, but still fun.

Even some RPGs which have some broader elements of choice can do the trick for me, though I haven't found one I really enjoyed in a while. I tend to play them as close to stealth games as I can. Finding a clever way to circumvent a challenge rather than just powerleveling until mashing attacked over and over is successful.

Even some online CCG games I can waste a few hours enjoying. And that's not to say I don't enjoy idle games here and there, but I generally like to play my games, rather than watch them be played for me - I don't watch Let's Play videos for that reason. I like some moderate problems to solve.



I'm not talking about figuring out Millennium Prize Problems for fun in my free time. Hell, there are plenty of online college level courses you can find if you're interested in learning something. I'm not. You'll also notice I didn't put down games such as Kerbal, which I believe is way beyond the amount of thinking/problem solving that I want to do for fun.

What exactly is a strategy game getting at?
Same thing every game is getting at, to win? I'm not sure I understand your question.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 21, 2016, 08:32:43 pm
You don't necessarily need to think in order to win. So why include thinking?

I ask because programming games is the hards! It is even harder to build up some kind of structure that engages 'strategy' when I'm not even sure what that's for. For example, why eat icecream? Easy enough, it tastes nice - that's the feel of it. So why engage strategy - what is the feel of it?

Otherwise it's all shotgun blasts in the dark territory - fire off an attempt, hope it hits some feels in some people. Most likely will miss though, after having spent 20+ hours on it (the more complex, the more hours)

Edit: I should pause and say thanks for the feedback, Wilshire, so thanks for this! :) Do I really know what people want in a game either? Not really - and I'm not terribly good at just doing my own thing regardless of what people want. To me games are as much a communication as books are and talking past your audience misses the point of the medium so it's not just a matter of purely doing what I want. But it probably takes some prior conversation to get to the game creation conversation, so ty for the dialog :)

Also I saw that this game, though having little in gameplay and basically a story with only one or two branch choices, seemed to be popular : http://www.kongregate.com/games/Raius_/the-journey-home?haref=HP_FRB_the-journey-home

It could be I'm focusing too much on mechanics and can literally just 'story bomb' the thing, with a few relatively token game play parts.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 22, 2016, 02:04:33 pm
I didn't mean to suggest you should incorporate more complex mechanics into your game specifically, just talking about myself.

Generally speaking, I don't think I'm your target audience for this game. I don't play a lot of indie games, or many flash games for that matter. Used to play a lot of flash games, but not so much now. The only thing I've ever programmed was a tic-tac-toe game using, wait for it, visual basic, with an AI that you couldn't beat. I can't imagine trying to actually program a legitimate game.


Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 22, 2016, 11:07:29 pm
Eh, when you're unknown, everyone isn't your audience. That just comes with the territory!

I'm playtersting/finishing off an idle game on another subject at the moment, so I'm considering what to do next.

That 'The forest' game looked like it already had sranc in it!
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 22, 2016, 11:49:54 pm
They are cannibal mutants on an island - I'd say about 80% sranc.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 23, 2016, 04:31:14 am
I'm starting to think of establishing a feeling of exposure and fear of bipeds...not quite sure how as yet. You have to be kind of like Bane - killing the player kind of lets them off the hook...
Title: Re: Some kinda game idea brewing
Post by: RedSetter4570 on July 24, 2016, 07:20:10 am
The true Bakker game: 

Choose to play as a female or male.

If you play as a male you can become a fighter, a sorcerer, a spy, or a diplomat.  You gain experience and points based on how to manage outcomes.  Then you die, and you are damned, so you lose the game.

If you play as a female you can be a whore, an empress's mother, or the hottest chick in the world.  Here it gets more complicated, because...wait no it doesn't...at the end you get damnation and you lose the game.

If you pay 9.99 you can unlock The Judging Eye, and you may or may not be damned. 
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 25, 2016, 03:33:19 pm
Serwe is the most powerful sorcerer in the entire three seas, barring kellhus. Mimara the direct conduit of god, arguably the most important character. The previous empress had a more elaborate network of spys than even the emperor himself (who she managed to kill and escape any major repercussions). Esmi outwitted a half-dunyain. And, as far as we know, everyone except Mimara is damned ... actually,  we've never even seen a woman that's damned, only men.

No reason to have that kind of weird character class dichotomy in a TSA game like what you mentioned, as its not even like that in the books. I suggest a re-read :).
Title: Re: Some kinda game idea brewing
Post by: EkyannusIII on July 25, 2016, 06:24:42 pm
Serwe is the most powerful sorcerer in the entire three seas, barring kellhus.

Has it ever been stated that she is stronger than Saccarees?


Quote
Esmi outwitted a half-dunyain.

Esmi had the unintentional good fortune to hire an assassin with the White Luck.  Against anyone else Maithanet would have won handily - you'll note he effortlessly kills that Captain (Imhailas?) that is in love with Esmi after he is ordered to arrest Maithanet during the interrogation scene.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 26, 2016, 12:45:28 am
Is it ever stated that Kellhus is stronger than Saccarees?
No. But it's implied that he and serwe are the strongest. Some guy that is rumored to have maybe done one metagnostic isn't stronger, IMO.

Esmi was a stretch. She's still brilliant though, as much as I dislike her character.
Title: Re: Some kinda game idea brewing
Post by: JRControl on July 26, 2016, 04:11:33 pm
Seeing Total War Warhammer makes me want to have a TSA variant of that.
Title: Re: Some kinda game idea brewing
Post by: Madness on July 26, 2016, 04:51:10 pm
Seeing Total War Warhammer makes me want to have a TSA variant of that.

I think we're well of topic now but Bakker has mentioned the Total War people as the only video game makers who he'd like to do an Earwa game.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on July 29, 2016, 03:18:00 am
Sooo, what's a significant event in the sranc hunting forests - how does a company of scalpers moving to claim a large, new section of forest strike folk? Seems a big enough event for a story...
Title: Re: Some kinda game idea brewing
Post by: Wilshire on July 30, 2016, 08:47:16 pm
Some good scalping scenes in TJE. Even their intro serves.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on August 06, 2016, 06:27:11 am
Since I'm workshopping, I'm thinking the start of the game begins with a textual description of how you were separated from the main group and now s-ranks are hunting you down. You can choose to run or ready yourself for engagement. It's kind of a goad to set things off - who wants to run, eh? Then after that it's a choice between light engagement while trying to gather resources and train in defensive/offensive skills or go on the offensive, trying to strike down s-rank for the bounty on their heads. Another type of provocative question. When this stage of the workshop is done, probably put it up in this primative form on the scirra arcade, link it here and then workshop some more.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on August 10, 2016, 10:05:56 am
Knocked off a couple of hours coding somewhat languidly while sick in bed. Decided to write a random item acquisition chance during story text play out. Basically because someone wanted to skip the text in my game 'Lizard Isle' and I get their position, but the text is important for establishing setting. So the more text they allow to play out onto the screen, the higher the chance of getting an extra item. Or they can skip the text to get to play quicker, but miss out on the item chance.

I'm thinking of using a highly transparent circumfix to use as a highlight for buttons when moused over and to pulse when the button is clicked. Just sneak that in there...
Title: Re: Some kinda game idea brewing
Post by: Callan S. on August 22, 2016, 04:15:14 am
I was going to use just one image for all interaction buttons, which was going to be this: http://game-icons.net/lorc/originals/wolf-head.html

But then I thought it would be more interesting to use a different icon for three, potentially four interaction buttons.

Anyone see any icons from that site that seem to match TSA pretty well?
Title: Re: Some kinda game idea brewing
Post by: Callan S. on August 25, 2016, 12:20:33 am
No suggestions for what would be iconic images in TSA?
Title: Re: Some kinda game idea brewing
Post by: Wilshire on August 25, 2016, 01:03:51 pm
That site has a lot of options! I feel like it would take lot of time to look through enough of them to pick something.

You might bother Somnambulist to make a circumfix or tusk similar to those buttons. He might be agreeable to that.

Suggestions:
Circumfix could be something simple like a circle with an X through it.
Or a chorae which could just be a white circle within the black background.
Tusk could be a tilda (or whatever ~ is called).
If there is a tree in there, that might be good.
Snake?
Stork
Castle

These are all the things I can think of as far as simple imagery that might be hidden somewhere on that site.

(Previous, I was trying to think of imagery for putting on the back of books should I go about binding more than just TDTCB, and those are pretty much what I came up with - I think they may be simplified  enough to be made into a button and/or common enough to already exist somewhere)
Title: Re: Some kinda game idea brewing
Post by: Callan S. on August 26, 2016, 01:54:24 am
This might make a good tusk icon if the strap is edited out : http://game-icons.net/lorc/originals/hunting-horn.html

Stalk would be good, but I can't find anything like a stalk in there - closest is perhaps the two feather icon to represent the holy stalk and the way the gods see through them (? if I remember my lore correctly) : http://game-icons.net/lorc/originals/two-feathers.html

Snakes on a game : http://game-icons.net/lorc/originals/snake.html

Though I'd be tempted to use ouboros : http://game-icons.net/lorc/originals/ouroboros.html
Might use that as the 'return to previous menu' icon.

Kind of like the forest icon, to escape the singularness of the other icons and enter the plural : http://game-icons.net/delapouite/originals/forest.html

Kind of like the starkness of the stone tower : http://game-icons.net/lorc/originals/stone-tower.html

I am tempted by the siege tower, for various story historical reasons though : http://game-icons.net/delapouite/originals/siege-tower.html

Chorae? : http://game-icons.net/lorc/originals/interdiction.html

Made my own circumfix, should be attached

I'm thinking of including a 'goal' screen latter on, where you choose from a list a goal that seems to suit. For example right now I'm sort of aiming for a 'start from nothing, just scratching together whatever you can while in s-rank infested territory', but another goal might be 'get into some s-rank slaying'. So you'd go straight to fighting. Come to think of it the game 'Unreal world' had options like this for players to choose what they were doing as well.

Anyway right now I'm aiming for the 'start from nothing' goal. Like just searching to find a stout bit of wood to serve as a staff is a trial in itself. Then finding young, lone s-rank is a trial because adults or those in groups would be deadly at this point.

The whole 'Fight straight away' goal would start with a geared up character, but miss out on some of the benefits a survivor of the 'start with nothing' gets.
Title: Re: Some kinda game idea brewing
Post by: Wilshire on August 26, 2016, 12:37:51 pm
Those look great. Granted, I'm 100% bias because I submitted the ideas and know exactly what each is supposed to be... But I really like them. Also, great avatar.
Title: Re: Some kinda game idea brewing
Post by: Callan S. on September 13, 2016, 03:01:34 am
Okay, I have a work in progress uploaded! It's surprising how long things take!

https://www.scirra.com/arcade/adventure-games/s-rank-savages-10937

Several warnings here, lol! First, it's text based (I kind of wanted to go for a book feeling). Also really I'd suggest people who are into playtesting are the ones to play it - it's very short at the moment (as I've finished the basics of play structure and have just started to use that). Plus side of playtesting is that you can throw your ideas at me and there's a chance your ideas will end up in a game! Or at some point maybe an NPC named by you?

Anyway, out to the wilds ye go, mine little game! What find ye in that no mans land, aye?