=== ANCHOR POEM === ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ an fps map where one team has the height advantage (battlements on a castle │ ║ perhaps) and the other has to push through their field of fire to get to the │ ║ objective │ ║ │ ║ the trick is that the people on the ground have hitscan weapons, but the │ ║ people on the high ground have slower projectiles. Meaning the snipers have no │ ║ cover, and the rocket launchers don't need to dodge. │ ║ │ ║ I believe this would upend the traditional dynamic and reduce the negative │ ║ aspects of both playstyles - traditionally, snipers will getcha from halfway │ ║ across the map (but really they are much closer and in cover, you just didn't │ ║ see them, n00b) while projectile classes need to dodge (skillfully) and get │ ║ close enough that their attacks have a chance of hitting the target. │ ║ │ ║ In the proposed map style, snipers would get no cover but be forced to dodge, │ ║ introducing variability to their aiming in a way that may be more fun to some. │ ║ In addition, the projectile classes must take care to utilize cover │ ║ effectively without falling off the thin battlements. │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ === SIMILARITY RANKED === --- #1 fediverse/3023 --- ═══════════════════════════════════════════════════════──────────────────────────── I love the game Running with Rifles if you live for 5-10+ minutes, you can learn a lot of interesting things about how to engage a foe. like, the importance of cover at all times, until you successfully outmaneuver your foe. when an enemy approaches, don't step out to meet them wait for them to attack, and then throw explosive devices at them. easy peasy. or, y'know, bullets you cannot defeat an enemy head on - that's why the world wars were so devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to contest the foe who was doing the same thing. it is mindboggling how many people died. The utmost scale of destruction that should ever yet be. because they were never allowed to outmaneuver their foe. a good way to strike is to feint your foe, and let your foe enroach on your edge, spreading their surface area across a large, thin, useless piece of land. basically, make them fight a bit of the land war in asia in your borders. then, you can strike at the hinge, where they are weaker ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #2 messages/649 --- ════════════════════════════════════════════════════════════─────────────────────── when playing co-operative strategy games, a build focused purely on self-defence and community organizing can easily fail your allies. You cannot win with a purely defensive build, you must have offensive capabilities as well. We've been trained from a young age to believe that offensive = bad, wrong, evil, but that's simply not true. You cannot execute a flanking maneuver without pushing forward behind enemy lines, where you can hit them in their sides or rear. Trust me, flanking is the best way to defeat a foe, because they are forced to split their attention not only between multiple enemies but also multiple directions. The more shots on target, the better your chances of success, because most of the time it only takes one hit to win. In addition, sometimes it's important to *intercept* your foes, either as they flee or to protect a vulnerable friend that is being pounced upon or flanked. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════──────────────────────┘ --- #3 notes/unreal-tournament-2004-notes-displayed-for-utilization --- ═══════════════════════════════════════════════──────────────────────────────────── capture the flag map with lanes (you'll see) also was included with the demo of the game back when it was released which implies that the developers thought it was one of the best maps (at least, the one that best showcased the gameplay style of the full game) they let you host multiplayer servers too, which was cool just with the demo for free but like... only 3 or 4 maps (I forget how many) also no mods, which was half of the appeal I like to play in a way that is non-standard because I believe it shows the most dense formations of combatants (the bots can be kinda dumb) so I put them on "experienced" be careful not to hurt your allies (hundred percent) scary! D: D: regular :) you can create your own "mutators" by the way (just some C++ code, run in their environment, so no need to mess with compilers ) 3 paths to your enemy omg :O :O that's one style of play pushing forward consistently but check out this other style that is *also* pushing forward consistently adrenaline makes you bonused hey we got a point :D told ya boosters gave ya bonuses anyway I just played this map and couldn't wait to show it to you so let's try a different one (because I've already played this one for 31 minutes now woof too looooong) biiiiiiig battlefield thin crevasse scarrryyyy D: D: ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ --- #4 fediverse/2570 --- ══════════════════════════════════════════════════════───────────────────────────── ┌───────────────────────────┐ │ CW: re: frontline-tactics │ └───────────────────────────┘ when leap-frogging, have each person use different ranged weapons. Then, as you come to each sight-line intersection, choose who goes first based on the size of the sight-line you're approaching. less important in a place like a suburb because the sight-lines are pretty similar. more important in a city or the country, where there are plenty of long-range lines of sight. also, keep in mind that the garages of suburban dads are like goldmines for the future backlines. So try not to blow them up. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════────────────────────────────┘ --- #5 messages/1328 --- ═════════════════════════════════════════════════════════════════════════════════── Another ally could use the blaster cannons to your left and right that were beyond targeting range of your target. Basically... "shoot this bit here!!" the two overlapping field of view segments would divide their focus evenly on the parts that were venn diagrammed to be both within the target able field of view area and shared with the other targeting zone, the one controlled by the other operator, who also intended to fire on a target and used a field of view zone that intersected with the other viable turrets of another field of view zone. The ones which were closest to aiming at that target (they need time to rotate) were the ones chosen to fire that particular turret at that "closest to aim at" target. If there were more of the turrets pointing at one target than the other, they would get proportionally more/fewer on their other overlappings. If none others to distribute targeting to, then the system will move them anyway and move toward equilibrium as soon as possible. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════════════─┘ --- #6 fediverse/209 --- ═══════════════════════════════════════════──────────────────────────────────────── ┌──────────────────────────┐ │ CW: dungeons-and-dragons │ └──────────────────────────┘ osr vs 5e style D&D has a subtle distinction that I think often goes unnoticed. In osr games (and often in the early levels of 5e style games) characters are encouraged to conserve their resources simply due to the fact that they have so few of them at their disposal. While higher levels encourage you to be more consumptive of your talents and virtues - for example a 6th level character has more spell slots than a level 2 character, meaning the 6th level character is going to be casting all the time while the level 2 will probably use just a handful of spells per day. unless you run a style of game where long rests become less frequent as you level up. like... exploring a LARGE dungeon means there's little chance for sleep. Especially if you are being hunted. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════───────────────────────────────────────┘ --- #7 notes/symbeline-aspects --- ═════════════════════────────────────────────────────────────────────────────────── 7-24-22 There are three aspects to this game. Broadly, they are military, economics, and diplomacy. More specifically, they are lateral problem solving and lane management, logistic traffic management, and a worker-placement bluffing game. These three aspects can be toggled on and off at will, essentially designating one or more as "AI controlled" and will require no input from the player. They will time their progression to be about at the same rate as the player, thus creating a balanced feel to the game. They also provide alerts and notifications to the player, for example if military is AI controlled and it needs a certain type of hero to progress, it'll ask for it specifically. Each aspect will develop and progress at it's own rate, and the difficulty increases as each milestone is achieved. This is to allow the player to create their own difficulty curve, mediated primarily by their drive to proceed. An analogy would be in Factorio, the game doesn't increase in difficulty unless the player builds pollution spawning factories - in the same way, in Symbeline the difficulty doesn't increase unless the player solves lane challenges in the military aspect, develops new trade routes / traffic paths in the economic aspect, or creates new treaties in the diplomatic aspect. In order to properly explain each aspect, a brief overview will be necessary. In Symbeline, the game plays as a factory might operate. The economic aspect produces heroes, items, and other deliverables that are consumed by the military and diplomatic aspects. There are various problems that need to be solved far from the capital, such as a particular type of monster that is weak or immune to various damage types which necessitates particular heroes or items in order to progress on the military aspect. All of the resources in the game operate on an "income based" system, where output is not measured in total amounts but rather in terms of how much is produced versus consumed. If the input cannot meet the demand, the output is slowed. If input exceeds demand it can be converted into gold which can be used to hire guards and heroes. Resources can be produced inside and outside of the city, depending on their type. But they need to be moved around to various shops for various processing and productive purposes, so pathways must be constructed to deliver those goods. In addition, each building must be supported by several houses for the workers to live in, and the closer they are to the building the better. The denizens of the kingdom don't mind being shuffled about, so they'll organize themselves according to what's most efficient. However they will not organize the paths they take to get places, which is the primary gameplay for the player - designing routes for each building and ensuring they don't overlap or cross too many times, causing traffic and disruptions to your income. Each choice the player makes is immediately reflected in the income calculation, thus allowing for the visual aspect of the game to be wholely separate from the economic side - in fact this is a common thread throughout all three aspects. Computation power is the ultimate enemy of scale, and this game flourishes with a massive scale. The gameplay for the military aspect consists of manipulating "lanes" that designate where each hero will adventure. These lanes are scalable to the player / AI's whims, with a careful balance required - too thin, and the heroes might not encounter enough monsters to level up. Too thick, and they may find themselves patrolling a vast wilderness full of dark and evil monsters. At the end of every lane is a "frontline", where progress has essentially been halted. These frontlines can develop as a result of meeting a foreign kingdoms front or finding a monster type or puzzle that is particularily difficult for your heroes to overcome. The lane / frontline can be scaled not just laterally, but linearly as well such that heroes will be a certain level when they reach the end - think scrolling on a mousewheel translating into deepening level zones. In addition, each monster zone can be set to a certain "security level" meaning how many monsters are there for your heroes to defeat. It's important that they have ample targets for training, however it's always more effective to train on monsters near their level so you have to be careful not to wipe out the native skeleton / goblin / troll population. Each monster zone can have a relationship with the kingdom, on a 2x2 matrix - cultivating / desecrating the land, and fostering / exterminating the monsters. The land produces monsters and treasures, while the monsters provide experience and danger to the heroes and kingdom denizens who live there. However by desecrating the land, farms may be built and by exterminating the monsters, those farms may be safe and require fewer guards. As ruler, you must balance the development of unique magical and alchemical productions with the need for food and other mundane requirements. Diplomacy is a careful balance of internal and external matters, played out through feasts, tournaments, and faires. Each of these events will require input from the economic side and military side, and will involve "courting" other nobles from neighboring kingdoms to sway them to supporting your edicts. When hosting an event, you may pick a particular topic of conversation for your nobles to discuss with their guests. You may also assign your nobles to attempt to engage with a particular foreign noble. Each member of your court has a differing personality (including you, the Majesty) and depending on how you assign them you may experience better or worse results - such as assigning someone who's kind to talk with someone who's cruel would impart a malus to their conversation. Unless the kind person has the trusting trait, in which case they'd succeed in this encounter but fall sway to them in future conversations... Complex interactions that all boil down to a single pair of d12 dice - one for your noble, one for the enemy. This represents the charisma of the two conversants on that particular day, and whoever wins the roll sways the other to supporting their edict. Speaking of edicts, they may include trade agreements, non-aggression pacts (lasting for a short time), and other regulations - perhaps your greatest rival utilizes necromancy, so it would behoove you to attempt to regulate the practice and limit it's effect. By swaying the nobles of their kingdom, you may be able to enact a mutual agreement to limit the usage of dark magics, essentially hamstringing their progress. But in order to learn of their necromantic usage, you'll need espionage... Which brings us to spies. Spies are similar to nobles in that they can be assigned to various roles, however they take a more passive role, acting in the background. The information they gather is compiled into a report that is presented at pertinent parts of the game, such as when preparing for a feast or inspecting an enemy frontline. These reports are considered the diplomatic deliverables, giving information and mechanical bonuses to many different parts of the game. They may be given three possible roles - information, defence, or offense. Offense involves placing cursed artifacts (creating through economy) in enemy lands, which debuff their heroes when used and bind themselves to them preventing their removal except through extraordinary means. Defence is essentially countering that in your own kingdom, and uncovering disloyalty in your nobles. These three aspects fit together like interlocking puzzle pieces, but each is able to be utilized or ignored depending on the preferences of the player. It is important that the game doesn't progress unless input is received. The simulation plays in the background, but each stage of development must be considered "stable" such that nothing changes. There are three different exceptions to this rule, one for each aspect: The military side encounters raids from enemy kingdoms and the dark lord. The economic side encounters raids from ratmen and moss trolls and bandits. The diplomatic side has a rolling schedule of events that must be attended. These three "exceptions" are recurrent events that require attention, but they don't *increase* in difficulty unless the player takes an action that causes it. Meaning, if the player overcomes the rock golems, then they are displaced from their home and join the dark lord in his conquests. If a new district is built new sewer connections must be built as well, creating a larger attack surface for ratmen to exploit. As time goes by, various foreign events must be attended, as absence causes your future events to attract fewer foreign nobles. By addressing these threats, your kingdom may grow and eventually overcome the dark lord at the center of the island. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════─────────────────────────────────────────────────────────────┘ --- #8 notes/game-idea-legion-td --- ══════════════════════════════════════════───────────────────────────────────────── okay a game like legion td except you can see the entire map, the units are very small (but still distinct) and it plays more like a game of Dominions. Armies instead of units, like in WC3. Led by lieutenants which are guided by captains, each with their own effects. Tank, dps, melee, ranged, healer, support, corrupt, ranged tank, unique, etc. Of course, just like in legion td, there are multiple types of units, each of a particular category but possessing their own unique playstyle and usage scenarios. Essentially the game is finding the best tool for the job, whatever that may be. You should be able to see what mercenaries your opponent is summoning for you, because each turn is delayed. also, the units keep coming until you die, sorta like... minimum required to push through the chokepoint that you're holding with these particular units in this particular formation. oh and another thing the units should be placable not on a square grid, but rather in a hex formation arranged such that the middle unit is in contact with them all. Just like you'd place units for an aura in Legion TD. image describing said hex: ** * * ** each * is a group of units (a batallion, if you will, of a particular size, arrangement, and density) - sorta like the formations in Dominions. anyway since you place units like that anyway, why not abstract away the grid and just have slots you can fill for each unit? And maybe a hero unit that is assigned to the board itself (you could have more than one) who will go wherever your line is weakest. Shouldn't be too hard, just calculate the value of all of the fighters in each location and return that to the hero as an array. Then pick the smallest one as a destination, and boom your hero reinforces the frontline where it's weakest. The center unit of course is for the lieutenant, and the "heros" are actually captains. Because y'know maybe heroism isn't celebrated the way it is in our culture. Anyway it's better to describe them based on their role rather than their reception. ... right so =========================================================== stack overflow ===== make the combat sorta like crusader kings - the actual army to army part. Except with three long boards that represent flanks. As your units approach, the boards would fill up with pixels. (resolution configurable) there would also be a line (or block) approaching from the top of the screen. It essentially represents your distance to the other team. Each unit has been configured in the army management phase, which happens inbetween each turn. Essentially, while the game is loading, you can assess the units you have at your disposal, and ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════────────────────────────────────────────┘ --- #9 notes/game-design-mech-commander --- ═════════════════════════════════────────────────────────────────────────────────── okay picture a game where you command a mech (supreme commander style) but from a third person perspective - you have enhanced sensors tthat let you visualize the battle area as a small arena - and you can build factories and give them orders and attack your foe from quite a distance. You could queue up orders for yourself, and use floating cameras to go back to previous areas and issue more orders. Basically the precursor / smaller scale version of Supreme Commander. build a factory, move on. Build a factory, move on. Encountered the enemy? Push forward and through. Build a factory, move on. Build some defences to slow down the enemy, move on. Establish resource extraction and defend it well, that your enemy may decide it's not worth the trouble and just focus on following you. Then, you have free resources available as long as it isn't destroyed. You can use this to snowball - the pursuer is also the pursuee, as it's sorta like a yin/hang thing around a central point. Like a spherical shaped map instead of a square. Every time you build a factory you have the choice of either sending the units on an attack-move order or having them queue up on your commander. You can use a map to plot the route they'll take, but you probably want to avoid their main force because MANYvONE = failure for the one. You could also tell them to wait, and protect the base they're in. Then, when the enemy approaches they could do raids on their reinforcements and attack the previous base the enemy built, or they could stay and slow them down. It just depends on what kind of defences you want to build (if any at all, sometimes producing units is enough) the commander decides when to push and when to entrench, they know where to target the enemy and they know where to shore up. They are the guidance of the army, and in command of the fleet. That's sorta what Planetary Annihilation was supposed to be, but it didn't really work out that way. You needed to be in too many places at once, and there was a real limit to the value of the "strategic zoom" replacement they had to deploy. Unfortunately it was just more difficult than anticipated, and that's alright. Lessons have been learned. the next approach should go the next direction - taking a page from the "factorio" book by having a roving commander who creates all orders and leaving behind a "factory" that produces toward an ultimate goal. It simulates pushing into enemy territory, it elaborates on the snowballing mechanic, and it makes meaningful decisions about what choices to make. It should be designed such that a prudent commander is always scouting. Always sending planes over enemy territory to gain knowledge. They can use this to sense weaknesses in the opponents defence - to prepare a counter-attack. But the enemy can outfox this, by building units and sending them from afar. Or even just building them there, in that factory. The enemy can't spy on that, at least not until it's probably too late. For they have to advance on their own and their attention is limited. But units can often be weaker, or sent off on an assault of their own. It's a balanced trade-off. infantry assault anti-air units, tanks approach tanks, artillery bombs whoever is standing still or defensive structures. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════─────────────────────────────────────────────────┘ --- #10 messages/894 --- ════════════════════════════════════════════════════════════════════─────────────── Game designers should reward players for playing multiplayer games, not for being good at playing multiplayer games. They should still have a ranking, and matchmake against similarly skilled foes, while also putting high level players amongst low level players occasionally (and fairly, so maybe one on each team "smurf" style) in order to both teach the low level players and let the high level player have catharsis. When players are rewarded for being good, they stop playing the game to enjoy it. That's fine, but both pickup games and NBA can exist at once and its not due to the logistics of organizing a large group of skilled basketball players. It's not always about skill. By rewarding players for the number and quality of games they play, (so, no afk-ing or throwing outside of being drunk or whatever) not only can you increase engagement but also you encourage low-level and low-skill players to compete just as much. Especially if you tell them "hey, we'll match you up with people who have similar gameplay habits to you. Give it a bit though because the system needs to be calibrated to your particular spirit" ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════════──────────────┘ --- #11 notes/overwatch-manaform --- ═══════════════════════════════════════════════════──────────────────────────────── make the entire map covered in a 3d grid of spheres. These spheres register collision, and keep track of a endlessly tabulating record of every object that has passed through them. Like the replay system in Blizzard games, where each time through the recording it recreates the playthrough exactly. Which is why .mp4 recordings always look so... stilted. It lacks the human element. BUT if they're remade every time the show is performed, perhaps from different perspectives, then, well, the players can perform as they need to be. Have you ever wished your players could get better at your game? I certainly have, because the better you get the more lessons you learn as a player, which is essentially the only way to maintain satisfaction. Satisfied players don't leave, and satisfaction comes most readily when there is something new to be had. Meaning the greater the change in a player's ranking, the better they're getting. Downside is, players who are naturally good from their skills in other games tend to not learn so much! Ah, well, if only there was a way to tailor the difficulty setting to each and every new host. Such an innovation would surely enable the entire playerbase to exist on the same level. Then just throw AI assisted voice transcription at their recorded voices and everytime they say "I'm bronze rating" or "I'm diamond" then you can switch it around to say like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the same level. No more concerns about a game's population being diverse. Because at the end of the day, when most people have moved on, the ones who are left are your most dedicated customers. Customers who aren't especially interested in the new stuff. =========================== stack overflow ===================================== if anything requires attention from the patient, they will die. it is fatal. considering the faces of good and evil is terrifying. I think I'd rather worship nature in harmony to be honest. Though that is it's own scary kind of beast. In America it was kind, but then was slain into the body of all of us humans. Well, all things transform in form, it's not a shame or a heartfelt-est loss. Just a re-imagined-new beginnings. spirit is a fluid, how else could souls === stack overflow ============================================================= ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════───────────────────────────────┘ --- #12 notes/wow-chat-is-risk-of-rain-in-another-engine --- ═════════════════════════════════════════────────────────────────────────────────── game mechanics are easily transferrable. you can use the mechanical interactions of one game as a pre-planned blueprint for what is to come. Looking forward to the next best move = etc i am the face the gods hide behind they kinda want to see where this goes and it's... frustrating, to know they can help you, but forever be tasked with just life it's grand and it's a standard, but that doesn't mean it's commands're heard so oh well. that a fourth dimensional being should not be a well, because fire think it's an eye for a sunspot. But that's not what would be ========= stack overflow ======================================================= now, as I was saying, the light of our eyes is apparent. We are clear from where we are here, to know that what's standard is coherent, so let's find strength in our wavelengths. may our eyes be ever true, and trust that we do love you, for without you I'd di anyway now that we've assent'd t'you, what truths do you give to our prospects? what ways can we be measured as worth less? we'll do whatever it takes to improv you know, it's really less complicated than that. here let me tell you all about my idea which is clearly all===============================================stack overflow ================== So anyway now that was somethin' hey what do you say we give you a chance to come home? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════─────────────────────────────────────────┘ --- #13 fediverse/5592 --- ══════════════════════════════════════════════════════════════════════───────────── ┌───────────────────────────────────────────┐ │ CW: imaginary-military-doctrine-mentioned │ └───────────────────────────────────────────┘ infantry with small arms fire to pin down a target at a location while the long-ranged ordinance is along the way explosive drones, long-range but small payload rockets, but probably not artillery since it must be precisely applied when infantry are engaged. the dumber the fire, the less precise the munition. usually. infantry under this doctrine would only be ideal to use when the location is reachable by long-range ordinance. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════────────────┘ --- #14 notes/how-to-ai --- ═════════════════════════────────────────────────────────────────────────────────── first you gotta build an entire simulation of the game mechanics. Essentially, building the game from scratch without any of the graphics. Sorta like those aimbot games for Overwatch, or KSU or w/e the aim training game was. Then, map the relationship between various objects in the game to a table situated a level above them. So, like, a barrel can be climbed on or walls can be used as cover or w/e the game you're playing is. Have a table one level above that relationship (an abstraction, if you will) and record the conclusion. Then take one more step back, then another, and another, all the way to the present. Essentially, processing backward. Eventually you'll get to the present moment, and ideally you'd do it in one step - this is why it's important to map things on two dimensional planes, so that you can aim. Anyway here's the steps: 1. recognize the environment, 2. Take one step backward from each object in the environment (predicting it's motion, you might say) and on and on gathering ideas about how git'll move next. Draw a 2d line (on a map, as the crow flies) then another about halfway to the target and it'll be +/- a certain amount. So you'll add another dot on the graphed line at x=(1/2 of the distance) - x being of course the distance and y being concieved of as the distance from the shortest possible route. sorta like throwing a ball at a wall and making ripples. the projected cone is a field of perception - the interpretation of what's at stake. Life, and existence, is little more than a perspective applied on (or by ) a biological machine. What separates the man from the animal? Nothing but time, as all evolution teaches us. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════─────────────────────────────────────────────────────────┘ --- #15 notes/symbeline-battlefields --- ═══════════════════════════════──────────────────────────────────────────────────── in Symbeline, there are moments where large armies of enemies gather to face a mighty challenge. These calls are often answered by other evil parties, but at times the burden must fall upon the shoulders of the good. Light battles dark, and in a climactic finale the justice of the world is laid bare. These encounters comprise more than both an adventuring party and a horde party. They are represented on the map as a circular icon the majesty can click on and open a screen that gives them command over a single battle. Essentially adding a tactics minigame. The battles take place in real time, with the majesty directing and giving orders. There'll be a system for expression in the orders each player gives - there can only be 6 total (3 for before what if the grand canyon was the seat of native american power and it crumbled and that great calamity shook the very society to the core. the only reason that europeans could get as far as they did was because there who two calamities in a row. Disaster was afoot, and everything felt like it was burning. A calamitous event. what I mean to say is um do you ever feel like everything is burning? Like the world is on fire and nobody seems to care. Like, literally on fire. Like it'll catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of the world. That's not something to fucking play around with you pieces of shit and by that I mean well not only is a lifetime so sheltered, from all that was weathered, by the past unbeknownsted to our selves. I'm proud of how far I came. I feel like a statue in the garden, a spirit inhabiting the house. I feel like an interpretive dance, like a statement of being on our behalf. swirling and chaotic, yet never amnioxitc, alight and aloft to our pleasures. for {bool shouldGameEnd = False; !shouldGameEnd();} { // game code } okay anyways back to symbeline - the commands issued before a battle are things like "have more spearmen here" or "hold and attack the rear" and stuff like what you'd give in Dominions, except with fantasy armies. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════───────────────────────────────────────────────────┘ --- #16 fediverse/3318 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 low-drama... or normal drama? people who are prone to histrionics can be exhausting, and it's often exhausting for them as well. Drama and excitement is what gets them through the day, while most people are driven by something more inertial or instinctual or goal-focused. you don't have to be on all the time. if you're tired, then rest! if you're hungry, then eat! if you're thirsty, then drink! if you're lonely, then speak, if you're sad, then cry, if you see some friends at a party, then dance like tomorrow you might die. That's how I like to be, and I think it's a decent way to be. it can be prone to dramatics though... YMMV ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #17 notes/symbeline-design-the-guild --- ═════════════════════════════════════════════════════════════════────────────────── design the guild, design the capital, then design their path through mordaunts. easy peasy. design the guild like a museum. Each spot there's an exhibit which teaches the randomly generated rolled statistics hero something new. Maybe it teaches them how to use certain weaponry, maybe it teaches them how to use a bow. Whatever the spell might be, they can learn it, and use their randomly rolled statistics to cast spells that scale differently depending on how their character has been built. design the capital like a flow diagram, if horses need feed and forged steel (for their shoes) then send the outputs of a blacksmith and the outputs of the farmers to the inputs of the stables. Everything has to go somewhere, but the streets are only so wide. You'll have to coordinate the traffic diagram if you want it to go anywhere useful. design the path through the mordaunts. Fighting skeletons teaches you about perseverence and the ability to crush bones, while goblins teach you to always be wary of attack. The sacred grove held blessed berries, and now that the land is liberated from the evil bandits preying on villagers those berries can be carted into town and used to make an antidote which heals death poison caused by the scorpions in the desert (and city rats) design the ruler's schedule like a calendar where each event gives them a bonus on all the ones that come later. Just make sure that they don't get knifed in the posterier or driven mad by the whispers of the orb... or perhaps just the stress of running a kingdom. (how do you simulate that? you can't! you can't simulate humans!) ha I bet I can. They're not so different, you and I, so if given a team I will... ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════─────────────────┘ --- #18 fediverse/281 --- ╔═══════════════════════════════════════════───────────────────────────────────────┐ ║ ┌─────────────────────────────┐ │ ║ │ CW: cursed-game-engine-idea │ │ ║ └─────────────────────────────┘ │ ║ │ ║ │ ║ a game engine which won't let you import custom assets unless you complete a │ ║ few simple tasks using the interface - "build a green capsule collider" "make │ ║ this soldier unit shoot three bullets per shot" or "enable the automatic linux │ ║ support" - using the interface, writing some code, and changing configurations. │ ║ │ ║ why would anyone do this? well it could be useful to increase the difficulty │ ║ of importing external resources. plus it helps the user learn a bit over time, │ ║ and it slows the pace of output such that the user's skills are encouraged as │ ║ the output of the programming and not the program itself. │ ║ │ ║ an inverse curse (an evil one) would be where the requirements to complete │ ║ basic tasks are hidden behind unapplicable skills. like, do you know exactly │ ║ which buttons to press? engage with the skinner box, please. yes yes this is │ ║ what we need - unintuitive software that completely disarms the populace from │ ║ using them! suddenly they're worthless, and can't do anything on any surface. │ ║ it sucks │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════────────────────────────────┴──────────┘ --- #19 notes/symbeline --- ════════════════─────────────────────────────────────────────────────────────────── Code Name: Symbeline ----------------------------- gdd initial draft ------------------------------- 1. introduction to fantasy (elevator pitches) 2. kickstarter demands 2. introduction to core gameplay loop 4. tenants and core values of the game design 3. introduction to game modes 5. introduction to technical requirements 6. breakdown of core gameplay loop 7. breakdown of game modes 8. breakdown of fantasy 9. breakdown of technical requirements -------------------------- introduction to fantasy----------------------------- Symbeline is a macro based strategy game and city-builder based around the concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is designed to appeal to fans of tabletop roleplaying games with it's focus on dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple playstyles depending on which aspects of the game appeal to the player, with choices between an economic focus via the GUI, longterm planning and resource allocation, or diplomacy and subterfuge a'la Ruinarch (2020). ---------------------------- kickstarter demands ------------------------------ 1. prototype 2. gdd 3. estimates for character and environment art 4. estimates for music and sounds 5. estimates for engine development 6. estimates for community management 7. breakdown of mvp, ideal game state, and stretch goals ----------------------- introduction to core gameplay loop -------------------- 1. management of lanes, both width and length 2. casting of spells and utilization of special boons 3. city building with placement, upgrades, and henchmen pathing routes 4. satisfying guild requirements of equipment, manpower, and special resources by managing shipments and local income (UI commodity trading) 5. placement of generalized bounties (think champion's guild from Majesty, not reward flags) 6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities include pacts and treaties, projects, subterfuge, and tournaments. The diplomacy system can be a stretch goal. -------------------------- tenants and core values ---------------------------- 1. always something to do, but nothing falls apart without your attention. 2. gameplay should be focused on macro rather than micro. Longterm planning and strategic decision making are favored over tactics and skill. 3. defeat should feel avoidable until the last moment, and only as a result of longterm continuous failures rather than short-term mistakes or being blindsided by a cheesy tactic. 4. victory should be gained through exploiting weaknesses and by using lateral thinking. 5. the careful balance of internal and external threats is essential. 6. rapid expansion leads to depletion of internal resources, while slowly expanding can lead to a lack of options 7. the world should feel alive and reactive to your decisions. 8. your kingdom should feel alive and reactive to your decisions. 9. your heroes should feel alive and completely ignorant of your decisions. 10. there should always be opportunities for cooperation with your fellow kingdoms. 11. the frontlines should feel peaceful outside of large battles. 12. everything is flexible and dependant on circumstance 13. there should be enough space on the map for multiple parties of heroes to pass each other like ships in the night without engaging in combat. It should feel like the real world, with canyons and valleys and rivers and mountains - room for lairs and wild animals to roam. 14. monsters are always more dangerous than other humans. 15. the art style should be rooted in classic medieval fantasy. 16. equipment should feel either mass-produced (kingdom), organic (monsters), ancient (lair treasure), or artisinal (enchanted). 17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and fearful. 18. This game is a toy. 19. This toy should run on any modern computer. 20. This toy should encourage modding. -------------------------- introduction to game modes ------------------------- 1. singleplayer - single kingdom against an island of monsters and neutral settlements. essentially the multiplayer game against zero opponents. 2. singleplayer - multiple kingdoms against an island of monsters and neutral settlements. One player controlled kingdom against multiple AI controlled kingdoms. 3. singleplayer - scenarios, similar to MFKS 4. multiplayer - multiple kingdoms against an island of monsters and neutral settlements. Essentially the singleplayer game with networking added in. 5. multiplayer - co-op scenarios where multiple players play as the same kingdom. A test of the core tenant "there's always something to do" 6. multiplayer - co-op island invasion. Essentially the multiplayer game with more than one player controlling a kingdom. 7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for the novelty since the core gameplay loop is focused on city-building. A test of the core tenant "nothing falls apart without your attention" 1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They should build upon one another - the main steps are: 1. singleplayer island invasion (biggest step) 2. AI controlled kingdoms 3. scenarios 4. multiplayer (second biggest step) 5. cooperatively controlling the same kingdom 6. 3rd person perspective and character controller ------------------------ technical requirements ------------------------------- 1. this game will be written in lua (with Fennel support) and using Raylib. 2. the prototype will be made with Godot using GDscript. 3. if the performance demands are too much for lua or the engine is out of scope for the budget, Rust with the Bevy engine could be used. 4. the final product will include a custom 2d engine designed for large scale maps with an isometric perspective and a data-first design. 5. the game should be as concurrent as possible, to support large numbers of cpu cores and compute shaders. 6. the game will be data-driven, meaning the visual aspects are simply a representation of the interactions of the underlying simulation, rather than an intrinsic component of the computation. 7. Each "event" in the game (a character moves, a building is placed, a monster spawns, etc) will send a message to the visual processing side of the engine, which will present a representation to the user. 8. the map will be a hex grid with pointed-top hexagons. The visual representation of the underlying data may be continuous (non-hex) but the underlying data will be represented on a hexagonal grid. 9. there needs to be character portraits for each type of monster, henchmen, and hero type. You should be able to recognize what attributes a hero specializes in by their portrait. Mvp is 1 attribute, but more can be a stretch goal. 10. Each building, upgrade, and equipment type needs an icon. Stretch goals can be portraits. 11. each henchman, hero type, and monster needs 3 sprites for each action. more actions may be added if budget allows, but mvp is movement and attacking. Several additional sprites may be necessary, like dying, standing still, gathering loot, socializing, or any others. 12. each building needs 4 sprites for the construction process and 4 for the destruction process. Flame effects are stretch goals. 13. each building needs an animated sprite for when it is in use. 14. each lair needs a sprite and an icon. 15. each spell needs an icon and a spell effect sprite. Each projectile needs a sprite. 16. a stretch goal would be differing sprites for each piece of equipment. included with this would be engine work to allow for dynamic sprites. 17. each terrain type should have a ground material and sprites for doodads. 18. there needs to be several GUI menus. The precise number depends on gameplay breakdown. 17. each hero type and henchman needs to have pithy and unique voice lines. this is a stretch goal. 18. there should be music tracks for each part of the game - beginning, middle, and end. 19. there should be sounds for each action that takes place in the game including combat, UI interactions, and spellcasts. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════──────────────────────────────────────────────────────────────────┘ --- #20 notes/symbeline-2 --- ════════════════════════════════─────────────────────────────────────────────────── Code Name: Symbeline ----------------------------- gdd initial draft ------------------------------- 1. introduction to fantasy (elevator pitches) 2. kickstarter demands 2. introduction to core gameplay loop 4. tenants and core values of the game design 3. introduction to game modes 5. introduction to technical requirements 6. breakdown of core gameplay loop 7. breakdown of game modes 8. breakdown of fantasy 9. breakdown of technical requirements -------------------------- introduction to fantasy----------------------------- Symbeline is a macro based strategy game and city-builder based around the concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is designed to appeal to fans of tabletop roleplaying games with it's focus on dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple playstyles depending on which aspects of the game appeal to the player, with choices between an economic focus via the GUI, longterm planning and resource allocation, or diplomacy and subterfuge a'la Ruinarch (2020). ---------------------------- kickstarter demands ------------------------------ 1. prototype 2. gdd 3. estimates for character and environment art 4. estimates for music and sounds 5. estimates for engine development 6. estimates for community management 7. breakdown of mvp, ideal game state, and stretch goals ----------------------- introduction to core gameplay loop -------------------- 1. management of lanes, both width and length 2. casting of spells and utilization of special boons 3. city building with placement, upgrades, and henchmen pathing routes 4. satisfying guild requirements of equipment, manpower, and special resources by managing shipments and local income (UI commodity trading) 5. placement of generalized bounties (think champion's guild from Majesty, not reward flags) 6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities include pacts and treaties, projects, subterfuge, and tournaments. The diplomacy system can be a stretch goal. -------------------------- tenants and core values ---------------------------- 1. always something to do, but nothing falls apart without your attention. 2. gameplay should be focused on macro rather than micro. Longterm planning and strategic decision making are favored over tactics and skill. 3. defeat should feel avoidable until the last moment, and only as a result of longterm continuous failures rather than short-term mistakes or being blindsided by a cheesy tactic. 4. victory should be gained through exploiting weaknesses and by using lateral thinking. 5. the careful balance of internal and external threats is essential. 6. rapid expansion leads to depletion of internal resources, while slowly expanding can lead to a lack of options 7. the world should feel alive and reactive to your decisions. 8. your kingdom should feel alive and reactive to your decisions. 9. your heroes should feel alive and completely ignorant of your decisions. 10. there should always be opportunities for cooperation with your fellow kingdoms. 11. the frontlines should feel peaceful outside of large battles. 12. everything is flexible and dependant on circumstance 13. there should be enough space on the map for multiple parties of heroes to pass each other like ships in the night without engaging in combat. It should feel like the real world, with canyons and valleys and rivers and mountains - room for lairs and wild animals to roam. 14. monsters are always more dangerous than other humans. 15. the art style should be rooted in classic medieval fantasy. 16. equipment should feel either mass-produced (kingdom), organic (monsters), ancient (lair treasure), or artisinal (enchanted). 17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and fearful. 18. This game is a toy. 19. This toy should run on any modern computer. 20. This toy should encourage modding. -------------------------- introduction to game modes ------------------------- 1. singleplayer - single kingdom against an island of monsters and neutral settlements. essentially the multiplayer game against zero opponents. 2. singleplayer - multiple kingdoms against an island of monsters and neutral settlements. One player controlled kingdom against multiple AI controlled kingdoms. 3. singleplayer - scenarios, similar to MFKS 4. multiplayer - multiple kingdoms against an island of monsters and neutral settlements. Essentially the singleplayer game with networking added in. 5. multiplayer - co-op scenarios where multiple players play as the same kingdom. A test of the core tenant "there's always something to do" 6. multiplayer - co-op island invasion. Essentially the multiplayer game with more than one player controlling a kingdom. 7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for the novelty since the core gameplay loop is focused on city-building. A test of the core tenant "nothing falls apart without your attention" 1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They should build upon one another - the main steps are: 1. singleplayer island invasion (biggest step) 2. AI controlled kingdoms 3. scenarios 4. multiplayer (second biggest step) 5. cooperatively controlling the same kingdom 6. 3rd person perspective and character controller ------------------------ technical requirements ------------------------------- 1. this game will be written in lua (with Fennel support) and using Raylib. 2. the prototype will be made with Godot using GDscript. 3. if the performance demands are too much for lua or the engine is out of scope for the budget, Rust with the Bevy engine could be used. 4. the final product will include a custom 2d engine designed for large scale maps with an isometric perspective and a data-first design. 5. the game should be as concurrent as possible, to support large numbers of cpu cores and compute shaders. 6. the game will be data-driven, meaning the visual aspects are simply a representation of the interactions of the underlying simulation, rather than an intrinsic component of the computation. 7. Each "event" in the game (a character moves, a building is placed, a monster spawns, etc) will send a message to the visual processing side of the engine, which will present a representation to the user. 8. the map will be a hex grid with pointed-top hexagons. The visual representation of the underlying data may be continuous (non-hex) but the underlying data will be represented on a hexagonal grid. 9. there needs to be character portraits for each type of monster, henchmen, and hero type. You should be able to recognize what attributes a hero specializes in by their portrait. Mvp is 1 attribute, but more can be a stretch goal. 10. Each building, upgrade, and equipment type needs an icon. Stretch goals can be portraits. 11. each henchman, hero type, and monster needs 3 sprites for each action. more actions may be added if budget allows, but mvp is movement and attacking. Several additional sprites may be necessary, like dying, standing still, gathering loot, socializing, or any others. 12. each building needs 4 sprites for the construction process and 4 for the destruction process. Flame effects are stretch goals. 13. each building needs an animated sprite for when it is in use. 14. each lair needs a sprite and an icon. 15. each spell needs an icon and a spell effect sprite. Each projectile needs a sprite. 16. a stretch goal would be differing sprites for each piece of equipment. included with this would be engine work to allow for dynamic sprites. 17. each terrain type should have a ground material and sprites for doodads. 18. there needs to be several GUI menus. The precise number depends on gameplay breakdown. 17. each hero type and henchman needs to have pithy and unique voice lines. this is a stretch goal. 18. there should be music tracks for each part of the game - beginning, middle, and end. 19. there should be sounds for each action that takes place in the game including combat, UI interactions, and spellcasts. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ |