General > Discussion
Shiver me timbers, landlubber!!
Karry:
--- Quote ---Pretty heavy stuff you have in there :). Do you actually plan doing it?
--- End quote ---
Seems pretty unrealistic at the moment. Most free coders are either completely useless, or they want to join to the already full and active team.
It seems my best bet is also to join some big team, make one or two projects, and then plug my idea to the group.
torch:
--- Quote from: Kornel Kisielewicz on January 07, 2008, 20:02 ---You'd be surprised Igor, how simple mechanics can be made into really fun and complex ones. The idea is to allow oneself a layer of abstraction, and not go for realism all the way. Take Pipe Dreams for an example -- it has nothing to do with realism except the water flowing, but it's fun as hell. Or any better minigames in older games -- they (if well designed) could be tons of fun, without realism. The point here is to make them NOT BORING. Realism is a secondary need.
--- End quote ---
It's an interesting idea. The enemy boat(s) would be moving so a hit may not equal a hit next turn, but subsequent hits may give the player enough analysis to predict where the enemy is sailing to and get a number of good hits in.
Rola:
\Life is never about promises. And I would choose erratic input over no input at all - any day.\
Point taken. In that case I'll try to write down my ideas and maybe even provide some reference materials about pirate stuff ;) Do you want to discuss it point-by-point here on the forum or to get it in one file via e-mail?
\You mean "Captain Blood"?\
No, it turns out I was actually thinking about Sea Legends. I just mixed up two Russian developers (Nival with Akella).
Igor Savin:
\Or any better minigames in older games -- they (if well designed) could be tons of fun, without realism. The point here is to make them NOT BORING\
Point here is to make it not repetitive; and gameplay should be tweakable with skills\upgrades\ship types. There's a lot to consider...
Igor Savin:
\The enemy boat(s) would be moving so a hit may not equal a hit next turn, but subsequent hits may give the player enough analysis to predict where the enemy is sailing to and get a number of good hits in\
Idea would require some additional tuning. 1/8 chance to guess where enemy is moving to? Oh, please...
\Point taken. In that case I'll try to write down my ideas and maybe even provide some reference materials about pirate stuff ;)\
Great.
\Do you want to discuss it point-by-point here on the forum or to get it in one file via e-mail?\
Kornel will put us to eternal damnation of we abuse his forum :).
We can use Gna! mailing list for discussion:
https://gna.org/mail/?group=bal
(ignore their unsigned certificate; they are self-issuing it to get https working)
since they provide no forum.
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