u/Psych0191
What do you like in battles?
Hello everyone,
I am a life long total war and paradox games fan (ever since RTW and CK1) and am experimenting with game development a bit myself.
Anyway, I had an idea of making a strategy game and wanted to i clude battles. My initial idea is that Id like to try and create something thats between how CA and Paradox handle battles.
If youve played some of their games, you know that TW battles are deep, complex and long. They are a pure paradise when you whish to be a general on the battlefield. But they are long and you have to be very included in them. On the other hand, paradox battles are fully automatized and represented to you as just numbers going up or down.
I envisioned something more passive compared to TW yet more active compared to Paradox. Something more in line with football manager approach to matches, where you give instructions and change tactics, and then look at how units react to it. You do not move any player yourself, you do not give direct instructions to players where to go, but give then a role and some simple behaviour rules, and watch how they react to those instructions and whats happening on field.
So Id like to hear your opinion on what would youd like to see in such system. And also what are most important parts of battles that you enjoy the most.
Saveti za stednju
Pozdrav svima,
Zena i ja kod sebe imamo odredjenu svotu u ustedjevini (nista specijalno, nekoliko k evra), i razmisljamo o stednji.
Za sad su sve pare kod nas, ali pocinjemo malo ozbiljnije da razmisljamo o stednji. Verovatno bih deo ostavio u kesu (zlu ne trebalo), a ostatak bih stavio u banku. Mislio sam da deo koji ne ostavljam kod sebe stavim na orocenu stednju. E sad tu je moje pitanje da li u dinarima ili evrima. U dinarima je otprilike duplo veca kamatna stopa, i jasno mi je da to zavisi sve od stabilnosti dinara i evra. Ali komentar koji sam vidjao na objavam ovde je da ako se planira trosenje novca iz stednje u evrima, da je bolje i cuvati u evrima, moje pitanje je zasto?
Mimo toga planiram i da otvorim racun za stednju po vidjenju, pa svaki mesec ubacujem po par stotina evra, zavisi kad sam kolko u mogucnosti. I za to ima neka simbolicna kamata, gde je opet u dinarima osetno veca.
Neka ideja mi je da svaki mesec ubacujem na taj stedni racun, pa nakon godinu dana izvucem pare i prebacim na orocenu stednju.
Generalno me zanimaju vasi saveti i preporuke kako i sta tu raditi.
[TOMT][SONG] A song that sounds almost exactly like Shivers from Ed Sheeran
And when I say almost exactly, I do mean it. Same instruments, similar melody, intro is almost note for note…
Is studio building in tycoon games fun for you?
Hello everyone,
I am developing my own tycoon game about game design and game development, and I wanted to ask you a question from the title.
In many games with similar theme or nature to my game, one of the main components is the studio builder. Like you are placing desks, walls, plants, shelves,… And usually, it boils down to two things: capacity increase and morale balance.
Like if you want more employee capacity, you would increase the number of desks, and morale balance is its own “mini-game” where people get upset unless they have radiators, trash bins, plants and other stuff.
And that would make a lot of sense in a game focused on office/enterior design. But usually it is done in games that have nothing to do with it outside of having employees and offices.
So my question would be, do you guys find such things fun? I personally dont, but I think it would be relatively easy thing to implement in my game, so I wanted to see if maybe I should include it in my game. Or if you dont find it fun, do you have any idea what could make it fun for you?
Help me with implementing judicial system in my region managing game!
Hello everyone,
I started developing a hobby project game, where player takes on a role of a new province governor (right now it is in Roman republic period but it can easily change). Idea for the game is to be somewhere in between city builders and paradox grand strategies. So there are people, settlements/towns/cities, those people have jobs, jobs provide resources, people and buildings consume resources,… so your typical city building elements.
But my idea is for player to be more of a passive acter. So in this game you do not place buildings yourself and manage resources. Idea is for everything to be simulated while player is influencing the region through policies and similar things.
For example, if you are short on resources, you can subsidize jobs that produce it in order for more people to start working those jobs, or maybe lower taxes for those jobs. You get the idea.
Or you can invest in new buildings that produce resources, in order to directly create jobs yourself and pay salaries out of your pocket.
So I was thinking about making player handle judicial things as well. But idk how I should approach it.
One idea is for there to be events where player gets the info on who did what and just has to decide the punishment.
Another one is for player to be presented with crime, accusor and accused, whitnesses and evidence, and then they would decide if the accused is guilty and what should punishment be.
The main idea here isnt just for player to determine who is at fault, but to influence modifiers of people, houses and city. But the wronged person would get mad which could also have consequences.
For example, you can easily see that one person is wrong, but that person is freeman and accusor is patrician, and maybe giving the accused hard penalty would lead to riots. So you decide to let them go free of penalty in order to keep the peace in the region, while sacrificing peoples belief in law.
Or accused is patrician who is employing a lot of people, so handing them harsh penalty could lead to rise in uneployment in the region.
What do you think about these ideas and do you maybe have an idea of how I could implement it more elegantly?
What makes NPC relations and interactions system good?
Hello everyone,
I am toying a bit with the idea of politically focused rpg set in ancient Rome. You know, rise to power type of thing, where you as a player start as a nobody and have to “battle” your way up top.
I am looking into making it more of a sandbox type of thing where player would have lots of ways to gather supporters, through good connections, reputation, blackmail,… so your typicall real world “mechanics” for climbing the political mountain. Ancient Rome is a good setting, at least I think so, since most of the politics way focused in one city and it had very well fleshed out political system.
So, obviously, such game would have to rely a lot on NPCs and your interactions with them.
So I wanted to know what you guys consider good mechanics that make for fun social interaction system with NPCs.
[Hobby] Inexperienced dev looking for a team or a project
Hello everyone,
I am working on my game as a solo dev, and am feeling a little burnt, so I wanted to make a little pause and maybe enjoy another little side project.
So I am looking for other people willing to try out some interesting project. I was thinking of maybe doing some small game for a month, simply to improve skills and have some fun.
I myself have some knowledge of Godot and GDScript and C#. Other than that I can help with some game design and brainstorming.
So if you are a coder, an artist, a writer or whatever you are and you are interested in having some fun while earning experience, feel free to comment or dm me!
Looking for a good read on games UI/UX
Hello everyone,
I am making a tycoon game and it is mostly UI driven. I opted for windows 95/98 esthetics since it looks nice and goes well with pixel art style I have chosen for the game world.
My game is mostly UI-driven, or in other words, UI is the way player interacts with game world. I have made it a OS looking way with taskbar, widgets and apps that opens their own windows. I went that way because it is familiar to the players and also it is very versatile at showing a lot of information at the same time.
I made the prototype and tested the game. Basically feedback is good. But one main problem I am having is that there is a lot of moving parts. And I do mean A LOT. Lots of interlocked systems that player has to understand in order to play the game properly. And I wanted to try and make it as easy for the players as possible.
I have already designed (yet to develop it) new tutorial that should do a lot of heavy lifting, but I am exploring other ways to help players. And one thing that comes to my mind is to try and modify UI a bit in order to make it easier for player.
So if any of you have a good read on what could I do in order to make it better and for me to understand how to help players, I would be very gratefull.
Brakes became spongy all of a sudden, mechanics say its working just fine
Hello everyone,
I have a Mazda CX30 for 6 years now, and the car was driving great. But all of a sudden, brakes started behaving strange.
Before, like in any other car, you would have to apply some amount of pressure on the pedal for car to brake normaly, and you couldnt floor the pedal.
But now, like a month ago, out of nowhere it started behaving very strange. The brake didnt really work as it did before. Now, when driving normally, I have to floor the pedal in order for it to brake like it used to. I mean, when I jump in the brake all of a sudden, it stops, but when trying to brake normally it literally has to be pressed al the way down. And there is no more that resistance when pressing the brake pedal while car isnt moving.
The brake discs where replaced last year. I went with it to mechanic, one provided by dealership, and they say everything works great and that the car behaves as it should.
I googled a bit and car literally behaves like its low on the break fluid, although I checked it and it is full (even a bit overfilled since it is above the max line).
Does anyone here has an idea of what it could be and what should I do?
Btw the mileage is arround 45k miles.
Players are like children, they think they know whats best for them, but prove the opposite as soon as they get the chance
Hello everyone,
TL;DR: players wanted to dictate their own pace during tutorial, yet failed to understand mechanics in only part where they really could.
Strange title I know. Yesterday I launched a playtest for my tycoon game. This isnt a postmortem of my game since I will continue developing it. This is a postmortem of my tutorial.
Since I am making a complex tycoon game, there is a lot of moving parts that player has to understand in order to play the game.
So I realized few days before the release of playtest (yeah, right on time, not too late at all) that I need a tutorial. So I decided to make a quick (for me lol) tutorial for my game. It was a simple concept, few pages explaining things, then a stop and force player to perform some action. Very simple.
But yeah, tutorial had 64 steps with average of 3 sentences. And guess what people hate? Yeah, reading… And people have like zero patience so they were getting stuck on the locks since they couldnt wait to read something and clicked all the shiny buttons they could. Yeah, literally like children.
So yeah, the lesson I thought I learned was to make tutorial fully free of locks and let players dictate their own pace. Thats what they wanted right? And I do unerstand it. So, I guessed it will be easy, who wants to read can read it, and who wants to experiment can do that. Easy.
But then came the fun part. You see, at the end of tutorial, I kinda lost my patience writting it, and didnt make locks on the last part. Instructions were very clear, I just didnt force players to try things iut to understand it. And most of them got stuck in game because they didnt understand that last part. Its not that they didnt understand what tutorial told them, they did, and complete disregarded that information….
Its like a child thinking they know whats best for them, only to screw it up the second that they have some freedom.
So, as you would with a child, I realized I have to change the approach. I have to trick them into learning. I have to make it more in a style of some mini game, so that they are entertained and think they are playing, while they are actually working.
So, back to the drawing biard!
Character creator: Direct, through story or both?
Hello everyone,
I am making a tycoon/management game about game development and game design. Actually just launched a playtest and one thing I learned is that my tutorial sucks.
So I want to make a different tutorial and came to idea to kinda pass it through some narrative. Now for that to work, player would have to have their own character.
So I wanted to ask you what do you think would be more interesting idea:
- making your standard character creator where you set all traits and skill manually from given points pool.
- making it through some type of story about your background, like for example “It was time to select what university you wanted to attend” and then player selects either arts, music, literature or engineering and then their skill in either coding, writing, graphic design or composing improves. So, you know, give player to narratively simulate their life up untill point of the start of the game.
- both: players get to choose which one they want to.
What do you think would be more engaging and better? I see option 1 as faster and easier option, but option 2 seems like more personal and would maybe make players care a bit more about their character? I dont know, maybe I am overthinking very simple things.
Would you playtest my game and help me make it better?
Hello everyone,
I am developing my own tycoon/management game called Little Game Devs! As you may have guessed, it is a game about game design and game development. You as a player take on the role of the founder and CEO of your own video game studio.
In this game you will manage your employees, design your games, develop and release them to the market, where they will have to compete with the games made by 50 fully simulated studios.
The game is inspired by games like Game Dev Story, Game Dev Tycoon, Mad Games Tycoon and others. I was also inspired by games like Software Inc. and Football Manager.
The game is available to test on itch. I would be very grateful if you give my game a go, and provide me with the feedback, especially if you hate it!
You can leave your feedback on itch, DM here on Reddit, or join the Discord server and leave your feedback there! If you want to follow game’s development you can, again, join the Discord server or follow me on X.
Disclaimer: the game was made without the use of generative AI. Everything was made either by me or people credited on itch page.
Thanks in advance!
Destroy my game/trailer! It is a tycoon/management game about game development.
How to maximize the playtest player count and player feedback?
Hello everyone,
I am releasing an open playtest tomorrow and am wondering how to maximize the player count and feedback.
I made an itch page and customized it a bit to make it more attractive, I (my wife actually) made the trailer in order for it to appear a bit more attractive and descriptive of the game, I plan on posting on some regular game dev subs as well as game genre sub (those people are amazing and always want to help) and X (although O dont really have a following there).
I have a discord server ready in order to recieve some feedback. I was thinking of making a google form for feedback, but I am looking for open feedback and there is a lot of moving parts (dont know how to create google form detailed enough without it being intimidating).
I also tested a lot of other devs games and provided them with as detailed feedback as I could and am hoping that some of them will maybe play my game and give me some feedback as well.
Do you have any other ideas of what I could do in order to try and increase the player count and feedback a bit more?
This isnt really any form of marketing campaign, I am geniunely looking into getting as much feedback as possible in order to improve my game as much as I can.
Thanks in advance!
Is my map overcrowded?
Hello everyone,
I am trying to design a strategy board game set in 15th century Northern Italy. It is a 2-4 player strategy game focused on economy and development, while fighting for control of multiple regions.
I wanted to have regions (black borders), locations (circles and squares, hexagons are player capitals), roads connecting locations and region names.
Do you think it maybe looks a bit overcrowded and what changes would you make?
Map would be approx 594x610 (2x A4 horizontaly, 3x A4 vertically. Locations are 15 mm in diametar, and chits symbolizing buildings will be placed there.
What do you think?
Edit: Another question, how can I make it better looking? Addig rivers and mountains or some topology? And how could I do it without overcrowding things too much and keeping it readable?
Map design and 4 player question
Hello everyone,
I am designing a 2-4 player strategy game set in 15th century northern Italy. The main concept of the game is region/location economic development while dighting to obrain control of as many regions as possible.
This is a draft of a map divided in regions (and each region will have 3-4 locations in point to point system, but thats not so important now).
Depending on player count and number of players, regions would be either playable or unplayable. For example, in 2 player games:
F+M: F, M, FM, MV, FVR, FMR
F+V: F, V, FMR(should have been fmv), FVR, FR, MV
In 3 player games:
F+M+V: F, M, V, FM, MV, FMR, FMV
And so on. But as you can see there is a problem in 4 player game. V and F border 3 factions, but M and R only border 2. So my question for you is what idea here sounds the best for solving that issue:
- Making F and V start with better starting resources,
- Dividing into 2v2 game so M+F vs V+R or something similar,
- Making some kind of block so that M and V dont border each other in 4 player games.
Also, any feedback on the map draft would be great!
People, playtest other devs games!
Hello everyone,
2 days ago I posted here offering to playtest other games for free, with an option for other devs to playtest my game. First of all, I didnt expect such a massive response, I got a ton of games to playtest, and have been doing so for past two days.
And I have to say it was a lot of fun. There are still games that I am yet to playtest, which I am excited about!
But I have learned one valuable thing here, playtesting makes you look at games from third perspective compared to the ones we know as players and devs.
You arent just playing the game and seeing if you like it or not, you are actively looking for whats fun and what isnt, what works, what doesnt work, if tutorial is good or bad, if pacing could be better, and so on.
And while looking for those things, I thought of my game and started thinking about it in similar ways. I realized that there is a bunch of small things I should tweak in order to make it better. And all of that while helping others.
Honestly, I an glad that so many people contacted me to playtest their games and gave me a chance at looking at some very interesting and promising projects.
And I advise you all to give it a shot, it will help you and it will help other devs!
Developers, I want to test your game!
Hello everyone,
If you are making a tycoon game I would like to test it for you! Only condition is that it is playable on steam or as an itch web build.
You can tell me if there is anything you want me to test exactly or what kind of feedback you are looking for.
It is completely free! I would love if you can playtest my game in a week or so when its out, but there is no need for it if you dont feel like it.
Show me what you got!
I want to playtest ykur games!
Hello everyone,
As the tittle says, I want to playtest your games. No matter how done it is, if it is just a crude prototype or almost finished product.
The game has to be playable either on steam or web build on itch. You have to tell me what do you want me to focus on, is there something exact I am looking for or just some generic playthrough.
You can send me the link or key to the test in DMs or post it here.
I will do this completely free, and if you want you can test my game in a week or so when its released in return, but you have no obligation.