General > Discussion
50 Hours of Game Design Notes
tremlett:
Samuel, I appreciate your ideas of helping others. I have gone through your entire post, all the points mention by you really helps in creation of the game. I have come across many people who desire to create this type of game but because of lack of suggestion and support they fail to create it. Many of the features suggested by you are common and may have included in the game but few of them are really helps in increasing the efficiency of the game. Now the ipad has become very popular i would request the developer to create htis game ofr ipad use as well.Thanks a lot for sharing these tips.
shag:
--- Quote from: Samuel on August 11, 2010, 05:10:08 pm ---
9) Consider some "intermediate techs". As it stands your tech tree is kind of bare, and the only way to improve your weapons is to jump to a whole new tech. A way to give the player to have something to research, as well as to keep different weapons types relevant as the game progresses, would be to have intermediate techs.
--- End quote ---
This is something I totally agree with. It is quite bare, considering the amount of time it takes to research new techs compared to the amount of tactical missions a player has to do. Creating intermediate tech will allow to decrease the research time for each tech, thereby increasing the amount of 'milestone reached gratification' moments, which is IMO quite important to keep people interested in the game in the longer run.
It also subtly changes the tactics you can employ in tactical missions, e.g. when shooting takes 2 TU less, the accuracy is slightly better (or worse), blast range increases/decreases etc etc.
TrashMan:
Me likes and supports this thread.
homunculus:
As for the '13 clicks to use a medkit', I am currently trying to create a HUD that attempts to alleviate that problem, maybe I will be able to reduce it to 12 clicks :P
Yeah, the old X-COM GUI was very tedious to use, perhaps the GUI standards were not so well worked out back then.
Like making a fleet of multiple aircraft might just mean dragging aircraft items into a fleet folder and then treating that fleet folder as a fleet, but that would work best with a tree-based management GUI.
As for humans having too many weapon types, I would wish for the available weapons and other items being treated as proposals that can be accepted or rejected.
So that in the buy/sell screen, only the accepted items appear, keeping the lists compact and easier to find the necessary items from.
And then there should be a total 'accepted/rejected proposals' list, where the base commander could go to turn some rejected proposal into an accepted proposal as needed (and the other way round).
As for repetitive maps that are the same every time, that seems to be progressing, I remember some maps that were only one version in the past, but are now random maps.
Same goes for the tedious excessive mission count, I hope it will probably be balanced some day, but until then we can rant about it.
Just a warning not to create a SAM spot in mountain area, it will be constant 'bridge' and 'railroad' until you are forced to restart somewhere else because of excessive pain in the brain.
As for movement location lost when spotting aliens, that indeed is irritating.
I also think that it could at least be done as movement confirmation, becaose it hurts to loose the movement target too many times.
There is some inconsistency problem there, though.
When a soldier turns to move or turns to shoot, no extra TU is spent on turning, but when a soldier turns to move or shoot and spots an alien by turning before he moves or takes the shot, 1 movement point is spent, and the soldier might not be able to perform the same action again, or at least have the same amount of TU left after the action.
Alien AI is indeed somewhat too simplistic at the moment, I think it was better in the past.
But I also read there had been complaints about aliens not being aggressive enough, and that now their aggressiveness is turned to max for that reason.
Which makes me wonder which is the greater evil, aliens acting simplistic every time, or not being aggressive enough in some rare cases (I don't really know what those complaints were about), maybe the bloodspider or lizardman found a cousin in the grass and is trying to make intellectual contact?
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