
Potjeh wrote:But yes, it doesn't feel very systematic, in fact the entire development of the game (at least in the last ten years) feels very much ad hoc.
trinh wrote:I see lots about attacking, how about defending?
Big ass boi comes with buffed stats and you have only certain time (<24h ) to pack things and move away?
I mean how there's nothing at all about PvP on the about page. I take it you wrote that blurb when you started making the game. The game's summary should explain all the major aspects of the game. Systematic design would be defining the core design and design priorities, and not adding anything to the core once you get into implementation because that's feature creep which is a bad thing. Once you complete the core design (and it's still incomplete going by the about page), you should have a stable, balanced and fully functional game, and only then should you thing about making v2 of the game with expanded core.loftar wrote:Potjeh wrote:But yes, it doesn't feel very systematic, in fact the entire development of the game (at least in the last ten years) feels very much ad hoc.
I'm not sure how you imagine that a development that "feels systematic" would actually look like, but I can't help but wonder if you don't mean one where every step is successful, quite simply. To the extent that we differ from that, that may be because of our lacking abilities, but if that is so, it kinda is what it is.
irongete wrote:What about something more realistic?
[...]
- Has 50x50 virtual zone around it (battlefield).
- Only "owners" can use it.
- "Owner" is the person who built it or any village/party member, or players in party with a village member.
- Unatackable if any "owner" is online, alive and inside this virtual zone.
Potjeh wrote:I mean how there's nothing at all about PvP on the about page. I take it you wrote that blurb when you started making the game. The game's summary should explain all the major aspects of the game. Systematic design would be defining the core design and design priorities, and not adding anything to the core once you get into implementation because that's feature creep which is a bad thing.
Potjeh wrote:Yeah, games like go have zero replay value :roll:
1. Short Description
Guiding Spirit is a single player god game where you take care of a prehistoric tribe as it's supernatural protector. The tribespeople require food, water and protection
from elements to survive. They take care of these needs autonomously, in accordance to available resources and technology. However, as they exploit resources, the tribe
angers local spirits. Angry spirits can cause harm to the tribe via diseases, animal attacks, natural disasters etc. Hostile spirits can be evaded by moving the tribe,
appeased with sacrifices or fought. The player has indirect control over tribespeople and can instruct them via visions to move camp, perform sacrifices etc. Fighting is
done in the spirit world by manifesting a player avatar and engaging the hostile spirits with spells. Both visions and combat spells expend mana, which is
passively generated by each person in the tribe at a rate dependant on their morale. In addition to giving instructions to tribe and combat spells, mana can be expended
on buffs for the tribe and inspiring tribespeople to create new technology. The player starts with a limited selection of these abilities, and unlocks new ones by
defeating various spirits. Player skill is tested in picking a good migration path that provides plentiful resources to the tribe, avoids dangerous spirits and unlocks
useful technologies. The game is won when the tribe unlocks agriculture and no longer needs to migrate, and the game is lost if the tribe dies out.
loftar wrote: I also don't see how this paradigm handles multiple wall layers.
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