Effective TBS planning...
TBS (Turn-based Strategy) These types of games are the hardest to balance, and programming the ai can be hard if it is following complex rules, like what to build, how to move units ect. TBS games like Civ3 have always been intriging to me, for that they satisfy an inner ego to be the ultimate power figure. I would like some tips of what makes a TBS fun. I think fun TBS has this: (first of all my tbs is more fantasy, made-up or whatever) -When customizing an empire, i want a lot of control, and renaming abilities. -IMPORTANT: large tech-tree that goes through ALL ages and FUTURE. (I hate it when games only stay in mideval or whatever hehe. -Special units for different empires -lush terrain on world -SMART ai, and serious, not using dialogue like civ4 (un-serious). my additions: -I want to do something other games havent really done fully like: - ability to create custom units for your empire, AND their armor/weapons, while maintaining balance, - ability instead of just having the world, there are multiple world in the SAME current game. (each “generation” prior to starting a new game the solar system is created, with multiple planets including moons. So that means that any empire can inhabit any planet, and you can switch your view multiple planets. So your empire can be on multiple worlds, with computer players. Yet in the beginning of the game you don’t have the technology for reaching space, but the cpu players will build up turn-by turn just like you!) - each planet based on their type and region, has different types of land and resources, some are more abundant for different resources. Ok I kinda rushed this cap, I have a lot more ideas, yet whats bothering me is what always bothers me for any game-plan. The COMBAT system, is hard. Not sure how I should split up units. Units represent a certain amount of actual troops. Like there will be a number over the unit icon/graphic/sprite, with how many there are. And you can have multiple types on the same tiles. Making each individual unit with animation will be harder than just a boxed graphic on the tiles. Yet how should I handle combat, and how should I select which units go into an ‘rts style combat’ on a tile. And should I be able to split my units up into, but how far should it go, I don’t think its right for every unit on every tiles just annoy people.
DarkTech Software.
I recommend using a tick based system along with the turn based system. Have players take their turns synchronized. So each turn a player gets a certain amount of ticks to use... so they may spend it on research or something else. Certain things built would give more ticks per turn while doing certain things like killing a town would give a lot of ticks for the player. So players might try to get a high technology but get zerged by primitive warriors. This is along with the resource management. Things like mines that are built in a town would get money every turn, it would not require a player to click and spend ticks. Ticks would be used for moving armies (which would still be limited per turn, so a player could spend a max 3 ticks to move an army also it may only take 1 tick to set defense and 2 ticks to attack). A player could build an army by selecting a city and select the armor for the army and the types of soldiers and they'd be presented with a resource cost along with the number of ticks. This allows a town to perform multiple actions given what is built in it instead of the normal a town can perform 1 action a turn.
As for other design ideas, don't start with the human race, use an alien race or human-like race or something that doesn't follow our technology or buildings. This will allow players to research things that are much different to normal things. Just an idea.
Before I stop typing, are you planning on doing hexagons are squares?
As for other design ideas, don't start with the human race, use an alien race or human-like race or something that doesn't follow our technology or buildings. This will allow players to research things that are much different to normal things. Just an idea.
Before I stop typing, are you planning on doing hexagons are squares?
the "planets" things is already done in Civ. Just have everyone start on separate continents. For a while you don't have the technology to reach other continents. When you do, you find there are unique religions, resources, and terrains there.
Im using squares, because its waaay easier than hex, maybe.
there are different races, i never call any of them 'human' i have a human-like race.
the technology trees are WAY different than real world. I go by 'ages' like golden age, silver, etc.
sure civ did the 'planets' thing, but those were continents, you see, with me, i have continents and planets, u will find civilizations on your planets continents way before you go through space exploration.
When you are on the planets the whole game world is the planet, you select which planet you want to view if you discovered it, and have a settlement there. The space sector is seperate, and another grid, with ships, that can cary your 'colonists.' Also there is fighter ships of course.
there are different races, i never call any of them 'human' i have a human-like race.
the technology trees are WAY different than real world. I go by 'ages' like golden age, silver, etc.
sure civ did the 'planets' thing, but those were continents, you see, with me, i have continents and planets, u will find civilizations on your planets continents way before you go through space exploration.
When you are on the planets the whole game world is the planet, you select which planet you want to view if you discovered it, and have a settlement there. The space sector is seperate, and another grid, with ships, that can cary your 'colonists.' Also there is fighter ships of course.
DarkTech Software.
I ve got an improvement idea related to TBS generally..
You know all that exchanges and treaties(like Civ ..)I believe them to be missing smth.
I think about introducing a complete vocabulary(not a grammary problem just a dictionary of possible actions that may be undertaken by a specific player) a time-related technique and some variable describing on-table situation so that threats, gifts treaties should be more easily introduced.
The final result would be a graph of possible action taken at some reference moments and possible outcomes.(You do that until turn a and I will do this until turn b and player q will do this until turn c).
The evaluation of the veracity would be half assisted(given a mark based on player previous experience-in that game only+personal interaction) and half unassisted(the player will not be forced to decide anything, he will be free to choose given the possible outcomes and their belief value).
[Edited by - vallentin on January 7, 2007 11:08:16 AM]
You know all that exchanges and treaties(like Civ ..)I believe them to be missing smth.
I think about introducing a complete vocabulary(not a grammary problem just a dictionary of possible actions that may be undertaken by a specific player) a time-related technique and some variable describing on-table situation so that threats, gifts treaties should be more easily introduced.
The final result would be a graph of possible action taken at some reference moments and possible outcomes.(You do that until turn a and I will do this until turn b and player q will do this until turn c).
The evaluation of the veracity would be half assisted(given a mark based on player previous experience-in that game only+personal interaction) and half unassisted(the player will not be forced to decide anything, he will be free to choose given the possible outcomes and their belief value).
[Edited by - vallentin on January 7, 2007 11:08:16 AM]
For balancing games, I wouldn't worry too much about it early on.
Make the game, and then play it several times until you feel it's balances. You can always release patches, anyways.
Make the game, and then play it several times until you feel it's balances. You can always release patches, anyways.
Quote:
Original post by DarkMortar
Im using squares, because its waaay easier than hex, maybe.
there are different races, i never call any of them 'human' i have a human-like race.
the technology trees are WAY different than real world. I go by 'ages' like golden age, silver, etc.
sure civ did the 'planets' thing, but those were continents, you see, with me, i have continents and planets, u will find civilizations on your planets continents way before you go through space exploration.
When you are on the planets the whole game world is the planet, you select which planet you want to view if you discovered it, and have a settlement there. The space sector is seperate, and another grid, with ships, that can cary your 'colonists.' Also there is fighter ships of course.
Hexes are easier for movement and facing, as the move cost is the same in each direction and there are only six facings instead of eight. Some of the calcs can be complex, but not overly so.
You can arrange your hexes to actually be almost square, in a grid with the odd rows offset by half a square in distance. We've called that a "squex" system for years...
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