Ground X, Post Apocalyptic Survival Strategy
Post #1 newBorn Jul 7 2011, 12:28 pm
Post #2
lil-Inferno
Jul 7 2011, 1:38 pm
Post #3
CecilSunkure
Jul 10 2011, 5:35 am
Post #5 newBorn Jul 26 2011, 11:00 am
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Answering the questions:
A.d 1- Yeah, alot of stuff is taken from fallout, or metro 2033, apparantly it is a strategy where u have to lead your men. A.d 2 - I'm quite far, althou i still have to do most of the trading system, as well as large events randomization, and unit creation, on the good side thou, 100% of the terrain is done and ready. A.d 3 - It is pretty much a crossing of fallout and civilization so you re right. But no, there is no special separate area for battles, they take place in real time. I'm guessing you were thinking about the "upper panel", the panel is where u trade, build equipment, manage survivors etc, also the upper right area is for the "inside" of buildings, caves, military bases.Also i have some questions to the community, as what would u like to see in this game: 1.) Is the idea of demolition man (probe.) setting up explosives (pylon building) has a point, because i'm thinking about completely removing this feature, in my opinion, some people might have a problem using it, and often may "explode" their own base, even if i create a text popup that would warn them. 2.) I wanted to force people to build in certain locations as earlier stated (light dirt - high terrain), althou do u guys think it would be better to let people build wherever they like and just setup bonuses around the map (for example a power grid that boosts the output of a power generator or a fertile land for farm building) 3.) How to resolve the problem of hackers? U guys got any ideas? This might be heavily problematic, as the map will be fully randomized hence people who map hack will have a huge advantage, and i mean it, HUGE ADVANTAGE over regular players. 4.) Random actions - Do you think the idea of random situations is a good idea? example: Bandit attack on the camp, mutant attack, trader visits your camp, or should i just limit the enemies to roaming creatures and bonuses to random encounters? 5.) Hero unit instead of an engineer? What you guys think. 6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn. P.S - if u got more feedback, as to what should i add in the map, please say, i will be more than happy to hear even bad feedback. This post was edited 3 times, last edit by newBorn: Jul 26 2011, 1:30 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
Sacrieur
Jul 26 2011, 2:13 pm
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Nothing you can do. Even if you come up with some uber awesome EUD anti-hacking system that does work against Oblivion, it's only a matter of time before the issue is fixed. Oblivion is nigh uncrashable. It can be, or it can not be. I don't really know. The issue with learning curves is that they come about when you throw a lot at a person all at once. Try introducing things in steps, and try not to allow them to build buildings right away, but rather tell them when they're allowed. Maybe have a EUD help index to help give information. ![]() ![]() ![]() ![]() ![]() ![]() "Do whatever you will, but first be such as are able to will."
- Friedrich Nietzsche |
Post #7
poison_us
Jul 26 2011, 3:29 pm
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no re
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It's a matter of A)Making the map completely pointless to hack (most defense games have this down) or B)A matter of personal pride to not hack (which apparently nobody still on B.Net has. So...yea, there's no Anti-Hack that'll work forever.
4.) Random actions - Do you think the idea of random situations is a good idea? example: Bandit attack on the camp, mutant attack, trader visits your camp, or should i just limit the enemies to roaming creatures and bonuses to random encounters? It can be, or it can not be. I don't really know. 6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn. The issue with learning curves is that they come about when you throw a lot at a person all at once. Try introducing things in steps, and try not to allow them to build buildings right away, but rather tell them when they're allowed. Maybe have a EUD help index to help give information. EDIT: 1.) Is the idea of demolition man (probe.) setting up explosives (pylon building) has a point, because i'm thinking about completely removing this feature, in my opinion, some people might have a problem using it, and often may "explode" their own base, even if i create a text popup that would warn them. 2.) I wanted to force people to build in certain locations as earlier stated (light dirt - high terrain), althou do u guys think it would be better to let people build wherever they like and just setup bonuses around the map (for example a power grid that boosts the output of a power generator or a fertile land for farm building) 5.) Hero unit instead of an engineer? What you guys think. 6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn. This post was edited 1 time, last edit by poison_us: Jul 26 2011, 3:36 pm. |
Post #8
Sacrieur
Jul 27 2011, 3:01 am
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This actually sounds like a good idea. In my RPGs (none of which got completed because my attention went elsewhere), I always at least started to put in a HUD. Maybe this would benefit you; rather than having an EUD help index, which can be hard to grasp, maybe a more low-tech solution (I.E. list the available buildings off to the side) would serve just as well. Emm, I should clarify, by EUD help index I mean keystroke EUD help index. For example: Press escape for help. Press 1: Spells Press 2: Crafting Press 3: Building etc. ![]() ![]() ![]() ![]() ![]() ![]() "Do whatever you will, but first be such as are able to will."
- Friedrich Nietzsche |
Post #9
poison_us
Jul 27 2011, 5:06 am
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no re
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This actually sounds like a good idea. In my RPGs (none of which got completed because my attention went elsewhere), I always at least started to put in a HUD. Maybe this would benefit you; rather than having an EUD help index, which can be hard to grasp, maybe a more low-tech solution (I.E. list the available buildings off to the side) would serve just as well. Emm, I should clarify, by EUD help index I mean keystroke EUD help index. For example: Press escape for help. Press 1: Spells Press 2: Crafting Press 3: Building etc. Constant displays tend to make reading chat rather...difficult, and from the way he's been talking about it, I thought this was a multiplayer map. Also, re-added my color for you ;o |
Post #10 newBorn Jul 27 2011, 10:47 am
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Thanks for all the feedback, more welcome, as i still have a few unanswered questions, anyway what i did:
*Demolition man is now a man armed with a mine laying tool, therefore building pylon places a spider mine. *Labourer idea taken out of the deal *I'm thinking about doing EUD help, althou i'm not yet sure. CLOSED BETA Anyone who wish to participate in the closed beta write me a PM on the forums, there are a few things u should know however: -Closed beta map is singleplayer to avoid people spreading it around bnet. -Sharing the map is strictly forbidden. I want to find any possible bug in the map, and also any solutions are welcome as well. Cheers. This post was edited 1 time, last edit by newBorn: Jul 27 2011, 12:38 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #11
SmE(Raitaki
Jul 27 2011, 2:22 pm
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Me, I want in
About the questions: 1) Hm.....if the features in your map are randomly generated, then this doesn't matter. 2) A gradually rising difficulty will be better....Being able to choose from what level of difficulty to start with is best 3) Yep, that'd be good, adding more challenge to the map and forcing players to explore. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13 newBorn Jul 27 2011, 4:31 pm
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Raitaki then ur IN
, il PM u later tommorow with the map and direct information.K_A - Its simple really, there are currently 25 random encounters in the game, these are mainly made from 3 units/buildings, for example the random encouter "Mutants!" spawns in a certain location 3 exceptional mutants, Now Large encouters is designed the same way but instead of 3 units/buildings it uses 10+, for example a trader village, or a mutant nest. As for quests, they will probably be in there as well, example: a soldier in tattered rags comes into ur camp this morning, he said he comes from a small military base north of here, infiltrate the base, and the soldier will provide you with tech needed to build laser rifles. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
Tempz
Oct 29 2011, 7:55 am
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What a caterpillar calls death a master calls a butterfly.
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Newborn I know its been a while since you updated the thread but how is your progress on the map so far?... i mean it seems quite intresting with civ; fallout type game.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #15
DevliN
Oct 29 2011, 12:48 pm
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SOMETHING STATUS GO
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Newborn I know its been a while since you updated the thread but how is your progress on the map so far?... i mean it seems quite intresting with civ; fallout type game. ![]() ![]() ![]() ![]() ![]() ![]() CURRENTLY WORKING ON Shadowlands | Demonic: Urban Apocalypse Invasion: Ares | Recon | OMG TEH ZOMBIES!!! |
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so you re right. But no, there is no special separate area for battles, they take place in real time. I'm guessing you were thinking about the "upper panel", the panel is where u trade, build equipment, manage survivors etc, also the upper right area is for the "inside" of buildings, caves, military bases.









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