Poll

so hey how do u like school?

i love it
28 (11.2%)
it's aight
75 (30.1%)
>:(
146 (58.6%)

Total Members Voted: 249

Author Topic: night discussion topic i guess [night 1305]  (Read 2484715 times)

been brainstorming for a comic series ive been considering making, cross ur fingers for it actually becoming a thing

been brainstorming for a comic series ive been considering making, cross ur fingers for it actually becoming a thing

Good luck, that sounds cool. is it about Toxicology?

speaking of "things you've been brainstorming"
so I want to develop a strategy game similar to, but less polished/complex than, Paradox Interactive games
but I don't really know where to start

protip: don't drink soda and eat really cheap hot dogs

protip: don't drink soda and eat really cheap hot dogs
oof
food poisoning?

speaking of "things you've been brainstorming"
so I want to develop a strategy game similar to, but less polished/complex than, Paradox Interactive games
but I don't really know where to start

If you are ready to begin actually development, then starting with a basic moving unit would be best, since there are many things that rely on units in those sorts of games.
Either that or the economy maybe


If you are ready to begin actually development, then starting with a basic moving unit would be best, since there are many things that rely on units in those sorts of games.
Either that or the economy maybe
wouldn't it be better to start with 1) a UI, 2) provinces, and 3) country data structures?

i'll find out soon enough
that's rough, hope it turns out okay

if i puke i'm gonna lose a bet forget

protip: don't drink soda and eat really cheap hot dogs
did you eat those disgusting bar s hot dogs

did you eat those disgusting bar s hot dogs

no are those horrible

wouldn't it be better to start with 1) a UI, 2) provinces, and 3) country data structures?

Yeah getting some UI done early would be good, but keep it extremely simple. If provinces and countries are very core to the game mechanics, then yeah those too.

In general, it really helps to develop the very core gameplay mechanics first. The sooner you can test and actually play the game the better. This helps you find what works (and what doesn't) much more quickly, and it's also just really motivating to be able to play your own game tbh.
Just try and identify what the VERY minimum the game needs to be a game, and start there. Keep it really simple so that you can get something working.

Yeah getting some UI done early would be good, but keep it extremely simple. If provinces and countries are very core to the game mechanics, then yeah those too.

In general, it really helps to develop the very core gameplay mechanics first. The sooner you can test and actually play the game the better. This helps you find what works (and what doesn't) much more quickly, and it's also just really motivating to be able to play your own game tbh.
Just try and identify what the VERY minimum the game needs to be a game, and start there. Keep it really simple so that you can get something working.
in that case, provinces and a country structure would be first priority
units would really only be useful during war (or rebellions, i guess), which is intended to take a back seat to the economy and politics

EDIT: also i don't know which engine to pick, if any
most of the code i've written so far has been in ruby, which isn't supported by any major engines afaik
« Last Edit: December 02, 2017, 12:12:18 AM by TristanLuigi »

i went into school and saw some stuff on the floor

music of the night:

https://www.youtube.com/watch?v=hMfGdzhOEX0

and it's also just really motivating to be able to play your own game tbh.
o ya it rly is, in fact this was one of my biggest motivators when i was making a quick lil game once for a quick game design thing i took during some summer break
i never finished it and tbh it wouldn't have been too gr8 but it was still in a playable state and being able to play the game u made is pretty fun