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An awful thread for devs and no-devs to post their awful ideas for strategy games that will never see light of the day, etc.
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No i won't post my schizoid ideas just for you to assemble a team of smelly niggers and faggots from modding community to make a botched version of it sometime in the future with corpo money
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>>1909726
Why won't you start?
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>>1909726
So what, like /agdg/ but only for the 3-and-a-half faggots actually working on something RTS-ish?
I don't mind but this thread will be dead as fuck.

Working on pic related: Warfare Club.
The plan was to make DoW1 but with TW's squad size, and cute schoolgirls using "made-in-my-backyard" GLA-style equipment.
In practice it's a clusterfuck mix of all RTS I played, and the current game design direction is "whatever I can get working".

Highest priority for a playable demo right now is getting the computer AI to not be retarded.
Actual priority right now is fixing performances issues. I gave up on reaching 100 000 active soldiers at will probably settle for 60-80k to have some performance margin, but right now I'm butting my head against target searching.
Current target search algo try to find a valid target even if it has to take a shot between several row of allies just to shoot an ennemy half a kilometer away. It's nice but expensive because it keep testing every potential targets. Tempted to just let it test a limited amount of enemies and give up if those are all body-blocked by allies, but that cause them to do nothing but they have a clear target far away if there is an hostile squad closer.

I scanned the MSPaint unit thread long ago too. Will implement a bunch those later.
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>>1909726
Okay.

I've been working on a Dungeon Keeper 1 style game, I dislike DK2 and War for the overworld since it inherits the flaws of DK2 and never really solves the problems of DK1.

>Problem 1.
Over reliance of Gems in later levels, how do you recover or create gold without just "creating gold" with manapool that effectively nerfs the existing spell system into the ground.

>Problem 2.
Creature transport, as dungeons get larger and more complex creatures find it harder to get around and travel leading to them getting annoyed.

>Problem 3.
Rooms like archieves become useless in the late stages and only function as a place to hold learned infomation and really need something to do once they've run out of their intial function.

If you've got more problems on DK1, I can note them down.
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>>1909851
>>If you've got more problems on DK1, I can note them down.
>FPS mode being either overpowered (dragon rush to heart) or useless & just to goof around
Wish it was a bit more tactical
>lack of localized reason to not use the exact same room layout every map, outside of making the map cramped and bent as fuck
At some point the 5x5 square room with doors and reinforced walls get repetitive
>early monsters being pointless late game
Either give shit like scarab & fly some actual utility, or make a completed dungeon spawn fucking swarm of them to emulate the trash mobs players face when dungeon diving before they can reach the "harder level" with proper mobs
>modding
Would be nice if people could add custom monsters, custom spells, custom rooms, custom map components, with scripts - not just changing the values and assets (although that would be a nice start)
>the pick&drop to move troops around
It's iconic (and fun) so it need to stay there, but it's frankly overpowered and trivialize most of what usually make an RTS. I heard DK2 stunned the creatures when dropped or something, dunno if that was better in that regard or not.
>traps being more of hazard to your own troops than enemies
Might just be a skill issue on my part. I rarely found any situation where risking the presence of trap in my territory was worth the damage it would inflict on an invader.
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https://store.steampowered.com/app/2849000/Ascendant_Dawn/
Am making game, is it good?

Will give out demo keys soon.
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pretty interesting
looks nice, visually
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>>1909931
> is it good?
Your world map look nice, but your UI scream "my first Unity project".
That battle map in screenshot 7 need a lot of juice notably, since that's going to be half of what your players will interact with. Maybe make it isometric a la HoMM? Or even with 3D terrain and using your sprites as is, like in Populous 3. Wouldn't change anything to actual gameplay, but would look a hell lot prettier.
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>>1909767
Very nice, now make them giant
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>>1909931
The premise is cool and it looks nice but we'll have to see about the gameplay. Like the other anon said the battle map looks the weakest and it could get some lifting. As well I don't know if I like the look of portraits. Feel a bit out of place. Dunno if they're placeholders. What cultures will there be playable? From the screenshots I see Briga and Voscan which I'm guessing from the symbols are the stand-in for Celts and Romans or Greeks.
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>>1909962
How exactly is the UI bad. I've gone over several iterations but I've never managed to get anything I really like.

>>1909983
I'm unsure how to improve the battles but they aren't really a huge part of the game but I'll look into better graphics for them.

The Briga and Voscans are Celts and Romans(really Italics). There's a lot of playable cultures such as Germans, Celts, Greeks, Scythians, several Mesopotamians, Persians, Chinese and Koreans. But most aren't all that unique.
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And the portraits are meta humans(unreal engines photo realistic humans) I know they look modern but I don't know of anything that's as easy for me to make many of. Maybe sudo ancient art style but that'd take a long time.
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>>1909891
>Either give shit like scarab & fly some actual utility, or make a completed dungeon spawn fucking swarm of them to emulate the trash mobs players face when dungeon diving before they can reach the "harder level" with proper mobs
A easier way to make them more useful late game is to "upgrade" them to fake them being swarms, changing the stats and model of the upgraded fly so that it has 3 flies flying close together with 3x or 4x the stats of the base fly, while still remaining one unit.
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>>1909931
Monuments and Power Expansion
M&P Expansion aims to focus on expanding the game mechanics of Monument construction of the great powers of the world and the religous meaning behind them.

Such Monuments include, the four leaf clover an icon associated with 4chan.
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>>1909979
I do have three factions for which the planned ultimate unit is a kaiju, but they would be mechagirl, dragongirl and kitsune - no normal humans there. That part will also depend on if I can find a decent modelfag for it AND if my physics engine can actually handle units that big without shit getting wonky. Currently, AMLs are the biggest unit and collisions already get hella fucking weird if too many of them start hugging each others.
I'm re-writing the physics engine since yesterday due to buildings killing perf on LoS checks, which is a problem for an urban combat game, but that probably won't improve AML/kaiju collision stability since optimizing for the bajillon small common soldiers has a way, way higher priority.

TLDR: Planned, but don't get your hopes too high: it's on the "forget about it if too problematic" list.
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Hi, Folks!

I don't have the Internet speed to download UE5.

I'd like to work on a game in UE5 as, I know the system and had to move to a less than desireable area because of my situation.

Landlord has offered to let me use his internet but there's strings attached.

My internet option is cheaper and allows limited access.

Should, I download it VIA him and then go back to what, I'm doing?
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>>1909726
So, there are essentially two types of /gsg/ defined by how movement works.

>free movement
Where armies can move anywhere based on coordinates, and map is made of holding, but most of maps is empty.
I.e. Total Wars, Mount & Blade
The problem with this approach is the movement is too flexible and doesn't create realistic movement patterns.

>province based movement
Where maps is divided into provinces and armies exist in provinces but not between them.
I.e every Paradox game
It's problem is that it is too rigid, and doesn't allow any flexibility.

I don't really like either system, so I want to create a hybrid system where armies can have to move like in province-based system, but make it so that armies can actually exist between provinces.
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>>1909767
>>1910250

This seems cool. I hope you keep posting on /vst/ about it, like the DORF guy or others.
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>>1910281
>owning any favor to a landlord
That's a no.
Just fucking download Godot and its 60Mo.
It's far from great but no matter how much you prefer UE5 it's not worth sucking cock over it.
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>>1910296
I'm not sure what you want exactly, but shouldn't you use something like Heroes of Might & Magic?
Large open map with "flexible" movement, but in practice the map has ton of impassable obstacles that allow to make naturally enclosed region, shortcuts, choke-point, etc, which make armies have semi-predictable movements on a large scale.
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>>1910336
BEWARE.

THE LORD OF THE LANDS APPROACHES.

YOU BETTER PAY UP, ANON.
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currently working on this little game
>turn based strategy
>4x
>fantasy
>fall from heaven 2 inspired
>struggling to get this project finished
>humans (empire)
>humans (rogue army)
>humans (mafia family)
>elves
>dworfs
>undead
>mage faction

if i get a working demo with two factions playable and AI not being braindead by the end of 2025 I'll be super happy
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>>1910340
No, Heroes uses a grid variant of free movement, which still has its flaws.
My point was I want a system that places importance on limited road infrastructure. The free movement sucks because it has no such system.
The province-based movement limits movements, but sucks because armies essentially teleport between A to B, because exist between them
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>>1909726
Make a game about running a space pirating operation
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>>1910399
Just get free movement but make it that not being on a road reduce speed by a major factor (and/or worsen exhaustion/supply/moral/whatever-else-your-game-has)?
Not an RTS but Freelancer had (space) highways working like that. You could go anywhere at any time, but if that's "anywhere" was close-ish to a highway gate (or if there was a minefield / active tempest on the trajectory) it was generally more that worth the time to make a "detour" instead of just bee-lining toward it. With both cops and pirates using the fact that everyone would pick the highways instead of free movement to setup ambush and control points.

>>1910416
Doesn't the X series already allow that?
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>>1910250
Based. Honestly what you already have definitely looks like it could go places with the huge waves of units charging, could definitely represent some interesting scenarios like zombies vs survivors or native americans vs cowboys
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>>1910184
The historical art work does go a little further and you guessed its contents exactly, not that my game has any sexual stuff in it at all.
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>>1910184
>>1910489
But why does he have his helmet backwards?
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>>1910396
Not my type of game but look cute.
Those healthbar could use to be 2 or 3 pixel tall instead of 1 however.
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>>1910496
Fuck, you're right I never saw that.
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Is there such a thing as a turn-based GSG? I realized I really hate the pause/unpause gameplay loop.
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>>1910590
... Civ?
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>>1910603
That's not GSG, though.
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>>1910590
Gihren's greed/Gihren's ambition.
Koei strategy games.
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>>1910590
depends how you define gsg
Some people insist that it must be real-time.
For me gsg is about simulation rather than win condition, which is why X3 games cannot be gsg, as they don't give a fuck about simulation.
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>>1910590
Time to grab Unity and start making one, Anon.
It's rare to have a vidya niche that isn't already fulfilled.
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>>1910590
There's that one playing in Anatolia.
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>>1910489
>>1910496
You better make this an unlockable menu element for 100% completion of all game achievements.
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Crusader kings but over the time period of europa. Where your powers are always being checked and you have to make choices about supporting rival families just to keep monarchies in power
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>>1909726
My goal is to depict limited road infrastructure and lack of communication.
Map is made of settlements, and most settlements only have 3 roads to other settlements.
The collection of taxes would be somethng like this:
>every year, capital send a taxman-agent to collect taxes
>taxman will travel to every settlement collecting taxes
>taxman must return to capital in order to get the taxes
>taxman can be attacked by bandits during his travel
>he falls to the bandits, entire years of income is lost
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>>1910898
Don't want sexual stuff in my game.
But maybe if people really want it and the game does really well it might be available somewhere.
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Working on my space exploration management game.
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>>1911076
Nice art. Are you gonna add any celestial beings?
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>>1911244
Like comet and asteroid? Maybe.
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>>1910250
reminds me of Atom Zombie Smasher. cool though
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>>1910296
>>1910399
I feel like either your understanding of how movement works in Total War is wrong, or the modern games don't have roads and I'm just unaware of that since the newest TW game I've played is Napoleon. When you tell a unit in TW to go somewhere, it doesn't usually go there in a straight line but will prefer to use a road instead for faster movement, so your so-called free movement already functions like the hybrid movement you're thinking of.
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>>1909726
>haven't had any time to work on my gsg in months because my wagie job keeps eating up my free time
I should have never left my NEET cave, bros
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>>1910430
I feel figuring pathfinding work that is too much work.

>>1911327
Could be I have not played a total war for solid 10 years.
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>>1911333
>pathfinding that would be too much work
Some terrains being cheaper to move through than other is part of nearly every path-finding algorithm, even the primitive versions.
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>>1911398
So, you would calculate the path through every pixel on the map. That to me seems extremely performance-heavy for the real-time game with thousands of moving agents.
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>>1911418
>So, you would calculate the path through every pixel on the map.
What? No. No game bother testing each pixel.
You setup a grid with cells of whatever size will be convenient (old RTS generally picked the same size as their tiles) and you do the pathfinding on those cells, not on pixels.
If you *really* want down-to-pixel accuracy between what count as regular terrain, fast road or some mud pit, you can use a NavMesh which is more work but also give smoother paths and often better performances.

>That to me seems extremely performance-heavy for the real-time game
I'm not sure why you even think that.
Pretty much every pathfinding algorithm work by making a chain from the "cheapest" points to move through. Implementing fast/slow area is only a matter of telling the algo "tile at 41,52 cost double, and tile at 41,53 cost half" and the algo will naturally make your units use roads and make a detour to avoid mud pits. That feature is as close to be free as possible.
RTS generally shy away from having fast/slow area because it tend to feel meh in the middle of a battle so that feature is rarely used by them, but it's not out of performances reasons.
Turn-based strategy game often *don't* shy away from this kind of details, and I remember HoMM1 having zero delay producing a perfectly optimized path from one corner of the world to the other, taking into account the cost of every type of terrain and terrain's penalty gear your troop might have.

If your game has pathfinding, that feature is free. It can even handle other data like water&swimming unit, damaging area & how high the unit's health is, risks of encountering hostiles, etc.
As long as you can just say "this tile would good/bad" and put a number on "how much", your pathfinding algorithm will handle the problem without needing to know more.

>with thousands of moving agents
At some point you can just say fuck it and use flowfields. Then pathfinding cost the same whether you have 3 soldiers or 3 millions.
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I'd like to try making a very simple 2d strategy game and learn some engine along the way. Very little to no previous experience though.
Does it matter which engine to pick, UE, Unity or Godot?
How do I go about it anyway, are in-engine tutorial enough to start?
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>>1910590
Basically what >>1910624 said. If you use the old definition of what is a GSG from back in the day, then by definition a GSG cannot be turn-based and things like Total War don't qualify. I find that now that the genre is popular a lot of people have very loose definitions for what is a GSG, so you'll see some people refer to Total War and Civ as GSG's, both of which are turn-based.
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>>1911583
>Does it matter which engine to pick
I think these days you can just pick one, but for what you described some might work better than others

>UE
UE is built for shooters first, and whatever game you'll make with it is likely to be very computationally expensive because the engine does a lot of calculations that are only relevant for games with destructible environments such as Fortnite (which is the reference game for UE)

>Unity
Unity is good, but for a long time their 2D stuff was ass. I'd personally only use Unity for 3D games. Also there's no proper multithreading in Unity (most of the multithreading is whatever the engine does for you under the hood, it's hard to make your own routines that use multithreading), which makes making strategy games with it difficult.

>Godot
This is the one I'm planning to go with for my own game because it both lets you do whatever multithreading you want and has good 2D support. But I'm still learning it, so I can't accurately say what its drawbacks are. There was some bitching about some community manager for it a while ago, but I personally didn't give a shit about it.

>Game Maker
You didn't list this one, but I will since 2D support there is a first class citizen. GML might suck for writing strategy games though, but if you have some other much simpler idea then Game Maker might be a good option.
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>>1911583
>Does it matter which engine to pick
All 3 can do it. All 3 aren't particularly designed for it either.
Unity is the default choice. Way more learning material and stuff made for it.

>How do I go about it anyway, are in-engine tutorial enough to start?
Sure. Grab a tutorial, follow it to the end until everything work, and then break it by changing random stuff. Rinse and repeat until you get the hang of it. Ask here or in the /v/ dev thread if you have any specific question that google didn't solve - avoid the /vg/ thread, it's cancer.
2D might be a problem since that's kinda the forgotten child in most tutorials. Seems like there are a few however: https://www.youtube.com/watch?v=mCIkCXz9mxI
Can't vouch for any specific tutorial, but I can however vouch AGAINST "Turbo Make Games" DOTS RTS tutorial. Not because he is bad, but because DOTS/ECS/Burst/Jobs is way too advanced for a beginner.
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>>1911604
>Also there's no proper multithreading in Unity
As a multithreading fag, I take serious offense to this declaration.
It's been 6 years since they added the Job system, the thing is old enough to go to school now.
Can't say if it's better or worse than Godot's multithreading system tho.
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>>1911605
>>1911604
Appreciate it anons. Will try and hopefully report eventually with questions.
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>>1911604
If you're making a 2D game, Godot is the best engine on the market. The main downside is being forced to use its special snowflake scripting language, as the alternative languages are treated as second class citizens.
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>>1911607
Godot has no multithreading system. You have to implement your own via code, and it doesn't work on engine functions.
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>>1909761
Ideas are easy, actually executing it without giving up, or selling out and having to give into investor demands is the hard part.
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>>1911607
What's the best approach to multithreading for a strategy game? I'm not very advanced, I've seen libraries that parallelize for loops and stuff, but I always have data that depends on other stuff, like a map square doesn't just update on its own it depends on what happens in other squares as well.
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>>1909726
I have really wanted to make a very simple strategy game within 48 hour for entire year. However, all I can think of are games where gameplay is just clicking buttons to increase numbers mixed in with some RNG elements.
It unironically frustrates me, that I can't do anything playable.

Every time I have an idea, I somehow overcomplicate it and spend weeks on something that isn't playable.
Maybe I should just do something very basic like Risk and go from there.
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>>1911793
>What's the best approach to multithreading for a strategy game?
Not sure what you mean.

Architecture-wise there are no real difference with a single-thread game: I have a standard "Update" function that just launch all of the game's functions sequentially.
>AI engine take all threads to update everyone
>Main thread wait for all threads to be done
>Then physics engine take all threads to solve collisions
>Main thread wait for all threads be done
>Then graphic engine take all threads
>Repeat
Work the same no matter how many threads the CPU has, be it 1 or 24.

If you meant algorithm-wise, sadly it's kind of a mindset and hard to fully explain. I tried for an hour and wrote mostly confusing world salad.
A few thing helps tho:
1) You don't have to make *everything* multi-thread. It's perfectly fine to have one random functionality that's multi-threaded because it was easy to do and leave the rest single-threaded (I still have a bunch). You can always convert more stuff later as you get ideas on how to do it.
2) Unity provide a lot of datastructure that are multi-thread safe: Queue, List, HashMap, etc. Those help a ton with ignoring common multithread issues by just "cheating". They are a bit slower due to the shenanigans underneath, but the simplification is way worth it.
3) Separating completely the execution of "stuff that need to write value X" and "stuff that need to read value X" solve a lot of thread safety issues. Worst case scenario you can use double-buffering: one buffer is used to write this frame's new values, one buffer contain previous frame's value and can be safely read, swap them every frame.
4) Since this is for vidya purpose and not a scientific simulation, there is an artistic margin in judging what actually need proper thread safety and what can be YOLO'ed. If having some randomness on value X being updated or still from last frame won't change the result much, then you can just *not* bother.

What's the problem with your square exactly?
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>>1909726
Test
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>>1911816
>within 48 hour
Gamejam'ing is very specific hobby, not for everyone.

>gameplay is just clicking buttons to increase numbers mixed in with some RNG elements.
... that's 99% of all vidyas, Anon.

>I somehow overcomplicate it and spend weeks on something that isn't playable.
Some Anon once said that video games are just a Start screen, a Game Over screen, and some filler to join the two and decide if the Game Over screen is happy or sad.
Maybe approach it this way if you have trouble keeping the filler under control.
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If your bad at high level math, can U not make a strategy game?
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>>1911439
I guess there is a lot for me to learn about pathfinding.
I'm only familiar with the concept of A* and Dijkstra's algorithm, these flows are a completely alien concept to me.
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>>1911923
Depend on what you consider "high level" math.
It's mostly going to be standard geometry like calculating distances or angles, and most game engines have math libraries that do it for you if you forgot the formula.
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>>1909767
>target search at that scale
GPU compute it, it'll take up a few GBs of VRAM but the hyper-parallelization should be worth it.
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I've always wanted to make an xcom-like game where you are a bunch of Guerilla forces against some fictional government. Prob too hard.
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>>1909851
> Dungeon Keeper 1
Man, I need to re-play that game. It's been decades already...

>Creature transport, as dungeons get larger and more complex creatures find it harder to get around and travel leading to them getting annoyed.
You can check Dwarf Fortress for part of the inspiration. To manage movement in large forts, it has two main features:

1. Pathing costs. You can mark tiles to have a movement cost (IIRC, 1-7, default 4), and the dwarves/minions will prefer the ones with the lower cost, making sure you have designated "main streets" and such. Invaders ignore that, of course.
2. Zones. You can assign specific dwarves to specific zones, so you can keep your "civilians" in one zone, the "children" in another, and the "militia squads" in their own. No more everyone wandering around everywhere.

Beyond that, there are also minecarts and corresponding tracks, and yes, they do what you'd realisticly expect them to do if they collide with someone or something while fully loaded and speeding along...

Since DK is fantasy, you can of course add portals, including one-way portals to the game. Those can mess with A* pathfinding though, specifically the heuristic part.
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>>1911950
Make it about taking down CEO & corrupt politicians, and it will sell like hot cakes.
>prob too hard
Why would it be? Xcom doesn't do anything crazy on the technical side (outside of its RNG).
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>>1911923
Just look up how to do a thing, copy the code and make the computer do it for you.

Like, I have some thing that calculates the damage chance between units with diminishing returns. 10 attack vs 10 defense is a 50% chance to damage. 10 attack vs 20 defense is 25%. 10 vs 5 is 75% and so on.

But I don't actually know how the code or math works. Some "Math.Pow(0.5f, attack/defense)" with a check depending on which side is higher. But it does work and that's all that matters.
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>>1911961
>But it does work and that's all that matters.
Reminder that /tg/ can help with this type of stuff. Austically obsessing over what's the best formula&mechanic depending on how you want your game to feel and be balanced is on their daily activity list.
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>>1911961 (Me)
Forgot to add a "1-" to the start of that.

Specifically I used "1-(0.5 ** (attack/defense))"
** being Pow

>>1911977
Oh yeah, /tg/s probability stuff is fun. Dice stuff. Like a 5+ save on a D6, a 1/3 chance to prevent damage actually makes the unit 50% tougher since now you'd need an average of 9 hits to defeat a 6HP target as 1/3 of those 9 hits would get saved.

But I only figure this stuff out by brute forcing the math by putting them into spreadsheets to calculate. It's all unintuitive to me.
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>>1909726
No dev here. How should I start my design doc? I want a rts in realistic scales with focus on vehicle and weapon design and wrap them up in organization tree instead of just deck stuck with pre-designed units made by stinking french devs. Using dropdown and sliders to scale the design of weapon caliber and components power with balancing scaling laws such as weight, dimensions and consumption. Then these components are equipped by infantries and vehicles in specified quantity. Then units are organized as a tree. There will be basic ai configurable for formation and reaction to take care of themselves so large scale combat is less intensive if you can tune them right. For changes and additions one can create a ticket for the other editor or open both editors.
I haven't thought of how player is going to use them in operation as the most popular game mode would be equal cost skirmishes like wargames. But that really didn't capture how different formations of different costs, speed and power really plays out on the map. But I do want to make large scale operations to strategic level in MP, moving large units on low resolution operation/strategic maps with certain posture as planned until contacts are made which then tactical games are played out accordingly. Both side maybe advancing in into no men's land with recon units first then roll in heavier guards and main body. Or there can be defensives on oneside already. The game may also start from an stand still with consolidated frontlines reignited by new mobilization or successful low level tactics that demands follow ups.
The operation has higher level cost such as transportation(yeah your units better fit inside your strategic transports or else you need to assemble it at the scene), fuel, personel, maintenance as well as political points from getting fired by the commander in chief.
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>>1911986
>No dev here. How should I start my design doc?
By becoming a yesdev first. Start with a few random "how to get a cube to move forward" tutorials in whatever engine you intend to use.
No point working super hard on a design doc and then realizing you hate actual dev'ing.
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>>1910296
brigandine system
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>>1909726
I kinda want to make a kingdom manager without map that focuses on relationships.

Core idea is that the kingdom is composed of baronies. Every barony generates its lord money.
Money can be used to recruit troops and raise opinion with the vassals. Most of the baronies are held by vassals, and the vassals have opinions and reputations. They also have 3 hidden stats, Charisma, Combat, and Martial.

The goal of the game is to acquire 50% of the kingdom's baronies from the vassals.
The way you go about acquiring these baronies is by bullying vassals.
In order to revoke vassal baronies, their reputation must be -100.
Player has three ways to decrease the vassal's reputation:
>order them to raid neighbors (success is determined by their Martial)
>debate them (success is determined by Charisma)
>challenge them to personal combat (success is determined by Combat)

All those checks are determined by RNG + stat, if the vassal succeeds he gains reputation, if he succeeds he loses reputation.
The design is that the player has to figure out the weakness of the vassals, some of the vassals might exceed in everything, in which case player should try bullying someone else.

Regardless, the outcome the vassal will lose opinion with the player, and if it reaches -100, the vassal will rebel.
Rebellion themself are determined with Risk-like mechanics, and if player takes high troops casualties, the neutral vassals might demand player give them baronies or they will join the rebellion.

It's a very abstract idea, I don't know maybe it's too grindy and RNG-reliant.
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>>1909931
Looks very cool. I like the setting a lot, there can be a lot done with a setting where you are a nobody tribe going into the world. Do you plan much with large civlizations already on the map like Egypt or Babylon?
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>>1909726
Been working a space station builder where you manage resources and get access to more and more module types. Been wanting to introduce some kind of story path similar to Frostpunk with general storyline and random minor events.

The premise is that this is the first true attempt at colonizing mars and you're in charge of the newest space station above Mars to facilitate the colonization and act as a gateway for spaceships.

What's (mostly) done
-Module building
-Resource management
-Event system

Current working on
-Minor random events
-crew system

I had some loose ideas around making events based on politics like having the decision to arm the station. My plan for the endgame was to have a global war break out on Earth so resupply and module building would be cut off for a while.

>>1911076
Looks cool, what's the end goal of the game?
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>>1912041
>I don't know maybe it's too grindy and RNG-reliant.
>They also have 3 hidden stats
>All those checks are determined by RNG + stat,
>The design is that the player has to figure out the weakness of the vassals
I mostly see it as being an unfun reload fest. It's rock-paper-scissor with the AI having an hidden preference.
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>>1912072
Yeah, that could be...
Again, they might be great at everything or suck at everything, or anything in between.
I want the game to paint a picture of the characters, but it's like you said, with the method it's just a guessing game.
What if there was a way to acquire information?
Like you could spend money on feasting, and at every feast some stats of character would be revealed.
Information isn't free, but at least gives you the chance of making more planned decisions, even if their outcome is still random.
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>>1912041
No idea is grindy and RNG reliant, that's on the execution.
It's up to you to execute it well and not let grind and RNG destroy the core.
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>>1912041
I would say the biggest issue is thematical: it's always "your" kingdom from the start of the game, you're not conquering land or building industry but just engaging in a long chain of court politics and backstabbings to change which colors the map is painted in, not sure many people will want to play that especially when DEFCON exists.
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>>1910250
>Vechicules
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>>1912067
>Looks cool, what's the end goal of the game?
You start as an early space age agency and must explore and colonize the solar system.
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>>1912235
Yes, being ESL is hard.
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>>1912134
>you're not conquering land or building industry but just engaging in a long chain of court politics and backstabbings to change which colors the map is painted in
I'm not even sure if I'll include a map, I was thinking of depicting things as abstract entities. Like baronies would be just numbers it doesn't matter where they are.

The lack of dilemma is an interesting thing to bring up, I feel like there are enought map painters for one reality, and I'd like to make a game that focuses on internal management. Like every game about Rome always Punic Wars, while virtually none are set during Pax Romana because these games have minuscule internal mechanics.
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How are you guys even coding these things
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>>1909851
>how do you recover or create gold without just "creating gold" with manapool
this was solved in DK1, you can sell doors and traps which only cost the time a creature spends working on them

>Problem 2
Part of that is the strategy of logistics and is solved by the player being more careful when designing their dungoen (anticipate the need for expansion and build new mini rooms like hatcheries or small lairs closer to areas)
Waygates with some resource requirement are a solution but a lazy one

>Problem 3
Agree in part but it's fine for something to become redundant. Rewards you for designing it with adequate space/placement knowing that it will only exist as remote storage that nobody needs to visit later.

>>1909891
I agree with most of these (especially possession which really should've just been a fun gimmick and not the most broken way to play the game) but regarding beetles and flies, their use later on is for sacrifices. Traps have been done better in other games (games which are unfortunately inferior in so many other ways that they aren't worth bothering with).

The hand drop is a hard one to fix. The DK2 "solution" is the biggest part of that game feeling slow and dull to play in comparison to the first, so it's not an ideal choice.
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>>1911954
Dungeon Keeper.
>Beyond that, there are also minecarts and corresponding tracks, and yes, they do what you'd realisticly expect them to do if they collide with someone or something while fully loaded and speeding along...
That was actually something i've been realistically considering.. ..even have a rough idea on how it would function and powered.

>>1911954
>1. Pathing costs. You can mark tiles to have a movement cost (IIRC, 1-7, default 4), and the dwarves/minions will prefer the ones with the lower cost, making sure you have designated "main streets" and such. Invaders ignore that, of course.
>2. Zones. You can assign specific dwarves to specific zones, so you can keep your "civilians" in one zone, the "children" in another, and the "militia squads" in their own. No more everyone wandering around everywhere.
This is a very good idea. I will implement this.

Portals, I've been trying to avoid because they are cheesey and there's no major downside to their use.
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>>1909726
I ran into bit of rabbit hole.
Player can own manors, each manor generates 3 gold every turn. Optionally player might give the manor to a knight, losing the income.
Player can also hire a knight, but those cost 9 gold per turn making it more expensive.

I felt giving land to knights was just a worse option than keeping manors to yourself.
So, I needed to nerf mercenaries. I came up with the idea of punishing mercenary dependents in two ways.
Firstly:
>every mercenary will cost 0.1 gold more, so hiring 10, so cost escalates
Furthermore, the availability of mercenaries:
>kingdom has unemployed mercenaries and employed mercenaries
>every time you hire a mercenary, two unemployed mercenaries show up
>unemloyed mercenaries pillage and damage your tax revenue
>in order, get rid of unemployed mercenaries you have to pay them
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I wan to make a roguelike but Iโ€™m not sure it would count as a strategic game. On the other hand, M&B is accepted here.
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>>1913677
M&B has troops management and shit. If your rogue like has that, why not.
Give more details?

>>1913587
>I felt giving land to knights was just a worse option than keeping manors to yourself.
Why? It's effectively 3 gold/turn with no way to cancel it, sound balanced(ish) compared to 9g/t cancellable at will.
>every time you hire a mercenary, two unemployed mercenaries show up
Not sure how simulationnist you want this thing to be, but if you want to keep things simple just make mercernaries gold-for-gold much better than knights, at the cost of massively draining everyone's approval.
This way they have a niche in "I need to save gold more than approval right now", perpendicular to the choice between standing & hired knights.
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>>1913705
I did decide to make more nuanced.
So, they can be only used every 4th turn, but they can be substituted for scutage tax.
They can be removed at the cost of reputation.

So, the problem is with a retainer. While mercenaries cost 9 pounds a turn, retainers only cost 1 cost. And unlikely Knight tenants, they can be used every turn like mercenaries.

The problem is I don't know how to nerf them... Part of me wants to just introduce arbitrary retinue caps like Crusader Kings. But I want more flexibility, with the potential of just extending your retinue into a standing army.

I had this vague idea of making happiness harder to maintain for a larger number of retainers, and unhappy retainers deserting.
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>>1909726
ideas guy here turned modder to pick up a team and experience. Once I get my shit in order I'm gonna try and get my team to go along with making something standalone.

currently envisioning several different ideas.

War Industrialist: Economy/strategy game which is set in NOT ww2 in NOT Germany/Franco's Spain where you work your way up from a small factory owner to the new IG Farben through industrial espionage, predatory business, explotation of POW's etc. etc. There's plenty of corruption opportunities about within the sole party that leads the dictatorship, and I even envision a kind of multiplayer esque setup where you can seek to drive your opponents into bankruptcy.

Advance Wars: Basically advance wars but with buildable structures and defences in set location for variety

Post-Apocolyptic Civ V: Basically Civ V but you start as a highly customizable American town reclaiming the lands after the nukes dropped. Create post-apocolyptic society and industry and conflicts.

Not sure which one to pursue yet, I'm slowly setting up documents and doing planning tidbits while I keep modding.
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>>1913705
Pokรฉmon also has troops management, whatโ€™s the difference between Pokรฉmon and Battle Brothers?
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>>1914264
>whatโ€™s the difference between Pokรฉmon and Battle Brothers?
Mainly that Pokรฉmon's combat is 99% 1vs1.
And if you want to count spinoffs like Pokรฉmon Conquest, Mystery Dungeon or Quest as strategy games just to be cheeky feel free to, but I will mock you.
I would dig a proper RTS or even Tactical game with Pokรฉmon tho: the world canonically had a war just before the events of Gen1 so it would fit (unless that part got retconned since then, dunno).
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About to implement reputation system.

Reputation is composed of 4 elements:
>Acconpolishments
>Pursuits
>Reactions
>Rumors

Essentially, the goal is to depict characters as being interesting by logging their life.

Accomplishments are things that occurred in the character in which they either succeeded or failed.
E.g.
>Bob lost a duel against Chad
>Bob cuckolded Chad
>Bob performed a successful raid

Pursuits are things characters have or are trying to accomplish. Essentially missions.
E.g.
>Bob obtained the title of count
>Bob married a princess
>Bob founded an abbey

While pursuits are things a character wants to do, reactions are recounted how they reacted when they were acted on.
E.g.
>Cowardly Bob refused a duel against Pete
>Bob supported Alice's claim
>Bob sheltered an exiled king


Rumors are unproven claims, which may be supported by characters. If rumor gains enought support it becomes accepted as a fact, and if they do they might have legal consequences.
E.g.
>Some say, Bob is a bastard, born to a tavern whore and fisherman.
>Many folks reckon Bob is infertile and enjoys watching his wife mate with stable boys
>It's near truth that Bob is a sodomite


Could be a horrible system, but I just want the character's reputation to be something than just an arbitrary number.
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>>1914422
Do you even have the means to use of all that data? Because this look like you are just using the game's entire savefile as the reputation data.
Will your NPC/other factions actually process all of that stuff every time they need to decide how they interact with you?
Because this look like a recipe to end up with extreme spaghetti code and random events having no effects, compared to just giving a +1/-1 in relevant reputation scores whenever something happen and only caring about that instead of the full details.

>to be something than just an arbitrary number.
That's because at the end of the day your AI will *need* to shit an arbitrary number from all those events to decide where you sit on the "kill-on-sight VS worship" reaction scale.
You can have specific reactions to specific events, but that's more "Quest Completion Reaction" territory than global reputation system, and will get spaghetti really fast if you abuse it too much.

In any case, I don't think the separation will be really useful. It's very arbitrary and I don't any situation were someone would only react to the Accomplishment list and not the Pursuit one. Unless it's purely for Player-side UI purposes. Bonus point for including rumors both positive and negative, it's often a forgotten part despite how often defamation or undeserved praise is used writing-wise.
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>>1914763
>>Do you even have the means to use of all that data?
Yes, the idea is to make everything cause and effect.

Imagine this.
Sir Chad's wife stops being attracted him. So, Chad's begins a Pursuit to impress her by beating another guy in a duel. And he challenges Ser Bob to a fight, who is knight down on his luck after losing all his previous fights.
So, during the fight some other characters become witnesses to the fight and will react to it.
Bob's wins the fight, and this Accomplishment causes him to start a Pursuit to become a Knight.
It also impacts the witnesses.
>Chad's sister is impressed by Bob, and begins a pursuit to seduce him
>Chad's brother is angered and starts a Rumor that Bob cheats in fighting
>Chad's cousin is inspired and begins a pursuit to become Bob's squire

So, by logging these events they not only impact the reputation scores but also allow players to see a tapestry of events that led to something.

I'm just flying by the seat of my pants, but in theory, it should result in organic stories.
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Programmer with dev experience (have shipped a game on Steam) thinking of taking a stab at strategy. Any design/gamer experts want to weigh in on this concept: turn based but simultaneous turns that play in real-time. Each turn, players issue commands to units in a command phase, then units attempt to fulfill commands in a combat phase. Goal is to allow a casual PvP where people can come in, issue commands, then come back to check on things later, and also reduce down time of having to wait for your turn which can rack up if there are a lot of players.

If it's stupid and won't work, feel free to say so and why. Would also be open to collaborating with an experienced designer with better ideas.
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>>1916053
it's unsatisfying
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>>1916053
So you would issue a command to assault a city and then you slowly watch your army go there and attack it while everyone else can still give their own commands?
What if everyone finishes their turn, can you autocomplete whatever is going on or does everyone have to wait?

Frankly I don't see how any of that accomplishes the goals you described. Is the idea that if someone doesn't issue any commands the units will react to the situation autonomously?
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>>1916053
>turn based but simultaneous turns that play in real-time
>If it's stupid and won't work, feel free to say so and why
Pokรฉmon work like that and without it its competitive 2vs2 would be dreadful (even more so). So the concept *can* work.

For a strategy game I'm not sure tho, I can see the game being an endlessly frustrating game of "I set to attack X, but X moved to the North trying to attack my Y who also moved away".
I can only see it working with rather generous rules on what count as an interception forcing a fight.

>then come back to check on things later
Wait you mean long duration between moves, like in good old by-mail chess?
'cause it that's the case, then you are pretty much just redoing Empire Universe (and all webgame of that era, can't remember the name of the popular one that launched the genre) but with fraction'ed time instead of continuous - like, all event resolutions being sync'ed to happen at the start of an hour or something like this?
If that's it, yeah it can easily work although this type of game already faded out of popularity years ago afaik. Not much point to it when everyone now has a good enough internet connection that real-time games aren't an issue.
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>>1916476
>can't remember the name of the popular one that launched the genre
Nevermind, found it: Ogame.
Still active apparently. I could see a version of it be tweaked with less time granularity to become a turn-based game.
Could help to have more details on how you envision your strategy game tho.
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I was thinking about making a Romance of the Three Kingdoms like game (rottk3 to be more specific) though I'm not sure what theme I should go with for it.
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>>1909726
Happy that this thread is still alive after 14 days, I was sure it going to die ASAP.

>>1918493
>though I'm not sure what theme
Themes like what?
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>>1916053
I had a very similar idea (am also just a programmer). I believe videogames have huge untapped potential there. Itโ€™s a concept that canโ€™t really be implemented well with turn-based board or card games, so it isnโ€™t on peopleโ€™s mind yet. But seems like it would be better than the back-and-forth of Chess, MtG and so on.
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>>1918493
>what theme
I suggested theming your Romance of the Three Kingdoms game around the Romance of the Three Kingdoms.
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>>1918702
>I believe videogames have huge untapped potential there.
A bunch of RPGs have simultaneous turns, with some speed stats and/or action priority to decide the exact order. If you want some famous one: Baldur's Gate 1 does. It's visually real-time but turn-based in-engine, with spell incantation time and weapon speed not being actual time&speed but simply the order in which actions get solved.
And if you want a popular recent PvP example of simultaneous turn: Hearthstone's Battlegrounds (its most popular mode) work like that.
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>>1918737
Yeah I think HS is the better example (I only know its classic mode somewhat) โ€“ for single-player games there are obviously many variations of "simultaneous turns" but they usually have AI and player on uneven turns. In BG1 obviously the AI will not pause the game to order its units aroundโ€ฆ against other players this would not work.
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>>1918743
*uneven terms
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60k units battle at 60FPS.
After an entire fucking month doing nothing but performances improvements I don't think I can reach the 100k threshold. This is all the optimizations I could think of and it can only get worse from here as I add more actual features and better graphics/effects/environment... kinda bummed.
Anyway, I need to get back working on actual features if I want that game out one day. Maybe for the next project I will write everything from the beginning to abuse the hell out of Burst's Loop Vectorization, and use proper ECS architecture instead of winging it for convenience. I underestimated the amount of autism actually needed.
Next is probably some Squad-tier AI to improve cohesion and have them keep their formation shape while moving around outside of combat.

Longer and less over-compressed video here: https://files.catbox.moe/tnerla.mp4
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How important is fan service in /vst/ game? Do you enjoy it?
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>>1921875
Looking neat.
And think about it this way: you've already managed better optimization than SupCom, with far less manpower and budget.
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>>1921884
>Peak of strategy game popularity is 90s-2000s
>Peak of putting semi-random half-naked bitches on the cover of any product is 90s-2000s
Coincidence? I think not.
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>>1909726
Hoi3 but with better graphics
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>>1921884
RA2 is the best RTS of all time and it has some.
Go for it. Just make sure to include at least 2 different style of girls. And one bald guy, apparently that one was popular too for some reason.
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>>1909931
>typos and misaligned text in the Steam page screenshots
Please try harder, anon.
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>>1921875
that's pretty insane
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>>1921884
what kind of fan service? the term doesn't just mean naked anime children in embarrassing poses
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>>1922562
Everyone is french and lightly clothed.
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>>1921884
It's not very important and art of such low quality is detrimental.
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I was making a gsg but i lost all motivation 6 months ago. I was thinking about making a little factory management game to brush up some skills in the area and ive felt like making one.

One thing though is i don't want to spend a lot of time on the art. Does anyone have any examples of a good spreadsheet game with simple art?
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>>1922616
Getting ahead of yourself like that is an easy way to lose motivation down the road. You haven't even started the game, why do you need to think about any kind of art? A spreadsheet game by definition doesn't need any art, in fact you don't even need a graphical interface. However you want the end product to look like, it's much more productive to build a working foundation and only then worry about details and visuals.
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>>1922638
Good point im probably too many steps ahead in my own head. I will just start it as text based for now.
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>>1922616
>Does anyone have any examples of a good spreadsheet game with simple art?
Democracy?
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>>1922587
What are you disliking about it?
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>>1909726
How would depict corruption?
I feel the older the country it is, the harder it should be to resist corruption
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>>1924546
That doesn't make much sense.
Leaving aside the cultural/moral/ethical questions, corruption arises when people have too much power for too long. A bureaucrat might embezzle funds and you can't deal with him because his uncle is a general and you owe the military faction for helping you win the war.
There are two ways that scenario could have been avoided: tougher anti-corruption laws (exams, fixed terms, whatever) and not letting the faction grow so powerful in the first place. Although it's likely that an "old" country will eventually have the latter happen throughout parts of its history it's not some inevitable fact that corruption will be widespread.
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>How would depict corruption?
You, the player, are the one who receives tempting offer of bribes in exchange for varying degree of debuff(s) instead of you having to clear their mess
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>>1924546
>I feel the older the country it is, the harder it should be to resist corruption
Can't find the diagram again, but then it would be the same deal than with businesses:
At first you only have the people who are actually doing shit and are willing to make things work.
Then a bunch of those leave toward other project and are replaced by normal normal.
Then a bunch of those lose their edge and just want to keep thing going.
Then the company get joined by people who aren't interested in making things work but just see success and want a portion of it.
Your "doing actual shit" base only dwindle over time, while the "profiting from the system" grow larger and more entrenched & influential (since the people doing shit are generally too busy to actually fight office/court wars).
At some point the system is entirely running on past profits with most of the decision power held by people who activate the turbo on stealing everything, because they know the thing is collapsing and they have neither the skill nor the will to fix it.
Then the thing collapse/get taken down, and a new things is built by people who are actually doing shit and are willing to make things work.

That said, for a nation/kingdom/etc, corruption is like any crime: it only happen if criminals are convinced they have a reasonable chance of getting away with it.
It will go down as the country's leadership decide to crackdown on it and make examples, and up as the country's leadership use corruption to stay in power.
It's kinda like playing casino tho: long term you can only lose as the bank's victory is finale while yours just keep the ball rolling for a bit longer.
Violent purges from pissed off citizen/leadership are pretty much the only way to restart the "game" in those situation.
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>>1924659
Any corruption measure that relies on the player fucking over their country in exchange for the ruler's personal gain will not work. The player, even if they're bad at the game, is equivalent to a string of exceptionally great rulers one after another, and the developer must assume they will behave as such. The player will play the long game and do what benefits their country because they have a "lifespan" longer than the entire course of the game, and are able to lay out plans that last the entire span of the game. The player will always aim to strengthen their country even if they have a ruler character that gets penalties or debuffs for resisting opportunities for corruption.

And in any case it's usually not the ruler of a country being corrupt that fucks it over: one ruler, even if monstrously corrupt, can't single-handedly waste their country's entire wealth unless they're ruling some tiny shithole. More often you need an entire class of people doing it. And that is what usually leads to corruption in the elite ranks: one particular elite social class gaining too much power and influence and marginalizing the others, which lets them do what they want without any checks and balances, and without any threat of consequences. (In the lower ranks corruption usually happens due to a mix of perceived corruption in the elite, poverty / difficulty making a living by legit means, and weak or inconsistently enforced laws). In Canada for example corruption in the government is rampant because the government is under basically total control of the Laurentian managerial elite, and other elite factions such as the clergy, the military top brass, and the bourgeois, have all either been gutted and weakened so much that they're not elite anymore and are powerless, or are so small that they basically just teamed up with the managerial elite (e.g. the Irvings, or the Quebecois dairy families) to get a slice of the pie in exchange for not rocking the boat.
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>>1924642
I guess we would have to analyze why corruption occurs. I reckon two main causes.
>1. Lack of Accountability
What holds us back from anarchy is accountability; that is why we need law enforcement.
State officials are in a unique position because there is less accountability.
And that itself stems from the 'us vs. them' mentality. If we persecute corrupt officials, it not only showcases how corrupt they are, but it also destroys unity within the government.
So, it is easier just to give corrupt officers a slap on the wrist behind closed doors
Lack of accountability is kinda exponential, more corruption there, and it is to get away with more.


>2. Incentive for Personal Gain
Personal gain is relative, if officials get paid poorly, they are easier to bribe because their net worth is lower, they are also motivated to steal from the government to keep themself afloat.
High pay


So, I'd mechanic where there is a slider determining how much you you officials, everytbing below the max wage will increase corruption gradually.
And the only way to decrease corruption is with a Crackdown, however, a crackdown costs the legitimacy and might cause a civil war.

I guess the goal would be to balance it in such ways, that you will bankrupt yourself if you insist on paying you officials max wage, so it's cheaper to let a bit of corruption in, and nullify it once it gets too high.
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>>1924687
It happens due to monopolization of power. If you have separate factions, corruption is curtailed. If the nobles all try to work together to loot the country but the clergy also has a lot of political & martial power, the clergy would mobilize that power against them, using evidence of their corruption as justification, and try to inflict damage on the nobility (loss of land, loss of political rights, etc). And vice versa if the clergy was engaged in corruption, or the crown, etc. Each group knows this, so there is only so much they can get away with, less the other factions take it as an opportunity to dunk on them.

It's when there's only one major faction (which could be a coalition of two former factions, like how in Russia you basically have the siloviki and oligarchs forming one ruling faction that loots the country while everyone else lives in poverty; faction team-ups are not uncommon so if you only have a couple powerful factions the odds of them merging permanently go up a lot) and the others are either impotent or too small to do shit, that corruption happens.

So the player should ideally want to avoid letting power concentrate in the hands of too small a number of factions. Victoria 3 comes to mind with its interest groups, but it approaches it in the wrong way: in V3 you have "good" interest groups that will help you reform and industrialize, and "bad" interest groups that will try to hold you back, and you're incentivized to put all power in the hands of the "good" interest groups. In practice, this should be a bad thing that'll lead to debilitating corruption (and possible usurpation of the Crown's power) and the player's goal should be to keep all the factions in approximate balance.
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>>1924687
Also
>So, I'd mechanic where there is a slider determining how much you you officials, everytbing below the max wage will increase corruption gradually.
This doesn't actually work. If you pay your bureaucrats more, they just invite their buddies to feast at the trough, and the amount you have to pay officials will gradually go up over time. They say they need more people to do X work, so you hire more people, but then even if the amount of work declines, they resist attempts at layoffs; then when the amount of work rises back up to where X was, they say they need more people, so you hire even more people, etc. It just grows. And the people in charge of staffing tend to come from the same social block as the officials they'd be hiring to staff (the managerial class) and are very class conscious, so they'll always just side with each other. Pic related, what it looks like.

You need different factions that can keep them in check.
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What programming language are you all using?
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I'm making a tactical game in the Warhammer universe where you have to manage a party of warriors (you only control one of the characters, possibly the leader). I'm using old Warhammer material, from Warhammer Quest to old editions of the battle board game. It's been a while since I touched it but last time I was fixing some null pointer bugs while adding content. I'm hesitant of sharing anything because GW is pretty anal with fan material, and I don't trust hiro moot to defend me.
Eventually I'd like to simulate the Empire: their mutants, citizens, orc raids, etc. Sort of like CK for a warhammer adventure party.
>>
I need a risk like map for a game similar to hoi3. How would I go about making one, Is there copyright free versions somewhere or should I do make it entirely on my own?
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>>1925240
What exactly would that entail, like a Paradox province map? Most material on Wikipedia is free, but usually you'd want to edit the map and possibly translate it to a completely different format so it fits your game's internals better.
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>>1925216
Do you really want to pursue something that you won't be able to share afterwards?
Now, I don't know anything about Warhammer or DnD, but would it really detract from the game if you switched to a free fantasy setting or at least changed all the names to be Legally Distinct (tm)?
I'll finish off by saying that while I quite like the aesthetic of the background picture the way your text is vertically misaligned with the icons is driving me crazy
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>>1925280
>Do you really want to pursue something that you won't be able to share afterwards?
Maybe I'm too dramatic. On the one hand, there exists many mods for games to convert them into warhammer fantasy/40k games. On the other hand, I'm using pictures and text from their books, and I don't think I'll be able to easely share the game. But I never wanted to make money out of it, and I could share it through mega or whatnot. Also I could split the game between the engine and the data, and share the data somewhere else.
>Now, I don't know anything about Warhammer or DnD, but would it really detract from the game if you switched to a free fantasy setting or at least changed all the names to be Legally Distinct (tm)?
You can always do that, but that would detract from the original plan. I wouldn't be able to make use of the pictures, lore, names, which is a lot of stuff.
>the way your text is vertically misaligned with the icons is driving me crazy
I don't know what you mean, the 'places' button? I think they look good, they are aligned to the center-left.
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>>1925299
Almost all of the text is offcenter, the ones on the right by about a pixel, the buttons on the left by many.
You see this mistake in the wild a lot, usually it's a result of the text height being measured wrong, in case you're not the one handling the rendering/layouting the software or library you're using for it is likely to blame.
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>>1925306
Ah, now I see. That was really detailed, thanks. I'm not surprised tho, since I'm using java's swing library.
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>>1925240
>go to mapchart.net
>download your chosen map in svg
>download blender
>open new project and delete the default cube
>import svg in blender
>press "A" to select all
>in the inspector, right click on the selected object then pick "convert to mesh"
>press "A" again
>press "E" then move your mouse, it'll make sense
just search the blender tutorial on how to turn svg into 3d model if you ran into an issue
with this method, you can edit the some borders to your liking using inkscape
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>>1925274
>>1925494
ive already coded a proper paradox style colored provinces map image to in game provinces but I don't know where to source the map from.

>>1925494
im looking for a more consistent province size, something similar to eu3, vic2 or hoi3.
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>>1925507
then just go to the site and start coloring your provinces! they have maps from eu4, vic3, hoi4 and today's world map with administrative divisions to base off
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>something similar to eu3, vic2 or hoi3.
are you worried about being unable to achieve that level of bad tracing and seemingly intentionally wrong prov shapes ?
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pointy brazil from hell
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there is something cozy about that prov count
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>>1925507
Take a map of counties or whichever small-enough subdivision you want and merge neighboring provinces until they're the size you want.
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Any games out there like Chapter Master?
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>>1925507
>proper paradox style colored provinces map image
How advanced?
Something I found personally difficult is the borders.
Like changing colors of mesh is easy, but boy it is painful to figure out border display.
Like if province A borders, provinces B, and C, And A and B have same owner, but C has a different owner.
A-B border should only have light strokes to indicate internal subdivision, but A and C should have thicker strokes to indicate foreign borders.
How would even do that?
I tried writing a raster-to-vector convert for this purpose alone (despite having SVG), but that itself is a nightmare that never ends.
At this point, I'm convinced the least painful way use a vertex-based editor to draw all maps.
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>>1925676
Sounds like you're overcomplicating things, you can draw different borders by using different textures. Alternatively you could have them be purely shader-based but it would be significantly slower.
The advantage of vectorized maps is that their shape stays consistent no matter how much you zoom in, in Paradox games you can see the individual pixels if you get too close.
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>>1925773
Pretty sure he's having a problem with province outline when accounting for borders between 2 different countries
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>>1925792
...yes? When you want to draw a different border such as the one between 2 different countries you bind a different border texture. That's what Paradox games do.
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>>1925773
>you can draw different borders by using different textures
How would that work?

>Alternatively you could have them be purely shader-based but it would be significantly slower.
I don't even think that would accomplish the thing I said.

>in Paradox games you can see the individual pixels if you get too close
Paradox maps are vectors.
When you load a game, the game converts the pixel map to vector map, it traces its contours to other provinces and uses them to draw path between provinces, which it uses to draw border.
The close-up is still pixelated because pixel to vector conversion is limited, but the pixelated areas are covered by the stroke of borders, and the high resolution of the maps.
In older games like like EU3 maps had lower resolution, so their symptoms of vectorizations are more obvious.
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>>1925806
How are you drawing borders currently?
Imagine each square is a province, and each white line is a border.
If all provinces are owned by the same country you proceed as usual and draw each border with a "internal division" texture. If the top right province suddenly becomes owned by a different country, then you need to switch the top and right borders to have the "country division" texture.
This is only one method of course, it has the advantage of simplicity since all you need to do is switch around textures (which themselves are easily editable).
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>>1925806
This comes down to semantics and is tangential but I think I should still clear this up
There is no loss of data or pixelization when transforming something into a vector, it's not "limited" in any way, the problem lies in the source image: a rasterized bitmap; since every image is ultimately composed of pixels, those will logically be present in the final output as well.
>Paradox maps are vectors.
When someone talks about vector images (like SVGs) they're talking about a format that sidesteps intermediary rasterization altogether and not a rasterized image converted into vectors at runtime like Paradox maps. Like I said before a true vector map has consistent shapes no matter the zoom factor because rasterization would happen dynamically.
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>>1925859
>There is no loss of data or pixelization when transforming something into a vector
My issue is diagonals.
So, thing with vectorization is that if you draw every pixel, it will look pixelated and there will not be diagonal borders the same way raster has.
But if you look at the EU3 map I posted, you can clearly see diagonal borders, which stem from vectorization
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>>1925836
is this loss
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>>1909931
not to be a dick, but shell out some momey for better cover art
it is KEY (highlighted, capitalized, embiggened) to have cover art that is as similar in quality to big players as you can get. Also, find a symbol or something that is unique to your game to display on it. Keep the two peasants chilling but have them doing something
I really like everything else and see myself buying it if you ever release it
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>>1925836
So, white lines are paths in this?
Creating those paths is exactly my problem
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>>1925676
Use Clipper2. Pass all the tile polygons into a Clipper64 with path type Union, this will give you a polygon that is a union of all the polygons (or if they're not contiguous, a collection of polygons) which you can use for the borders of your state or other subdivisions.

Then to make borders, use InflatePaths with a negative value and do a Difference clip on them. Then use a triangulation library of your choice (I use mapbox's earcut library) to turn them into triangles and render them at a separate stage.
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>>1926176
Generating the borders is step number one, your whole post was about how to display different types of border so I thought you already had that figured out.
You can use a library like the other reply says, results should look good and performance is a nonconcern since you can cache this data permenantly.
If you specifically want EU3 style borders like the earlier picture, that's just a basic outline of the provinces themselves but with smooth 45ยฐ diagonals, all you need to do is process the vector points to create that effect (detect 90ยฐ turns and remove the middle edge point), shouldn't be difficult but if you want to use this method and are still having trouble I can try to help.
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ive been debating whether to make the water free movement instead of based on tiles for my gsg, this would probably be extended to planes as well in the future. My idea was they could have a circle around them to determine whether they engage in battles.
Do you think this would be a bad idea?
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>>1926465
i'm an advocate for m&b movement in gsg
i'll sacrifice the historical authenticity for a proven fun gameplay loop
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>>1926208
what game is this ?
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>>1925806
soul map
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>>1926477
Mine, work in progress.

>>1926465
I'm inclined to say it's a bad idea unless you're modelling the entire world as a physical space. If you make the land tile-based and the water spatial, then you have to implement two conceptually different systems of movement for land and sea. I'd also suggest you consider what it actually adds to the game vs just having a sufficient resolution of tiles, and that, at least as far as modelling populations and such goes, tiles are going to be a lot easier than real space.

Obviously it's your game and your choice. I'd personally advise against it, though.
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Does Slitherine give access to any of their game engines? I'd like to mess around with the Warfare Series Engine
>>
central regions ghost-white flesh tone still not white enough for varg
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>>1926476
m&b works because it's more tactical. im going for more of a larger army size so they would generally just take the same paths, defend the same points anyway so it seems redundant.

>>1926479
Im keeping tiles on land for sure, but I feel like there is just something fundamentally wrong about naval tiles as a system. The navigation wouldn't be hard to implement, but Im not sure right how how i would interface the ports and naval landings with the province tiles.

I wonder instead of a fully navigable waters it might be better to just do some sort of shipping lanes and let them travel along a 2d lane with water tiles on the coasts.
>>
the west isles are wilderness-like forced pvp toggle and the 'places to its east' are rp-nude mod enabled sex parlours where you gain exp for knocking up huscis
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>>1926489
>Im keeping tiles on land for sure, but I feel like there is just something fundamentally wrong about naval tiles as a system.
If it's the issue of water not having natural borders like land does, remember that territorial borders are, for the most part, arbitrary and human-defined, and that in real life we have sea borders (e.g. UNCLOS territorial waters). They don't form physical barriers, but neither do the conceptual borders of countries. It's not that big of a step to go from UNCLOS territorial waters, to also putting imaginary lines on the rest of the world's waters.
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>>1926491
i suppose you're right. Maybe its better to fix the naval engagement system in titles than try to experiment with other things. .
>>
For now it is just larping or worldbuilding, but I'm crafting a post-apocalyptic wargame that's set in eastcoast Turtle Island (North-America for you doofs). I am looking to copy the following games: Men of War, Dawn of War and Company of Heroes.

It has the following factions:
>Reavers
A bunch of nomadic warriors and bandits that worship nature together with violence.
>Blessed
Christian fundamentalists.
>Keepers
African-American black supramacists
>Evolved
Realistic mutants, some comic relief as well as horror elements.
>Remnant
Fragments of the American society in which all occupations are militarized or weaponised.
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>>1909931
hmmm
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>>1910590
do you one better: real time, no pause
Far too many people fall for the more shit = more depth without realizing their entire core lacks a fun factor
When you're forced to see it in constant motion, the ratio of interesting decisions to tedium is much more apparent. Then from there you can decide - do you keep the player spinning more plates in real time or do you use turn based to skip the tedium?
You don't even have to code this out, just use it as a thought and pen-paper experiment for your design goals.
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>>1926208
there doesn't seem to be any tutorials about clipper
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>>1909726
Why is that everything take so long time to develop?
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>>1926837
Incompetence .
>>
america's real name is turtle island..............
how utterly brown
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>>1926867
>turtle island
Gchi Mshiiken Mneshe
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>>1926837
Stop using js.
>>
I had this weird idea for a tower defense/business sim game.

It's three components:
1. A standard-fare tower defense where you have to defend a crystal or something against generic monsters, and placed towers change the path they take.
2. Extra money not needed for defensive towers can be put towards building and upgrading an adjacent bakery/pie shop, which earns income.
3. Some people in the world turn into feral single-minded maniacs who will stop at nothing to "take a pie as if it were a lover" when they learn of their existence. A handful don't pose a threat that can't be stopped with a low-level defensive turret, or you could even absorb the cost of cleanup and destroyed inventory. However with millions they gum up even perfect crowd-control strategies. There is a horde-simulation system that determines how many pie-fuckers appear each day, based on things like how appealing the pies are, how well your brand is known, and how many pie-fuckers live within a radius on the world map where they could reach your base after running X days at full sprint.

So basically the game is about designing a base that balances ability to defend the crystal from regular monsters, ability to defend the bakery from pie-fuckers, and friendliness to legitimate customers. And you have to balance building the pie-selling buisness with the existential risk of bringing in an unstoppable horde.
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>>1926479
>the eu3-like folds
it is very good
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>>1909726
Want to make level measuring familiarity of characters based on how much they know about each other.
I'd divide it to level
>0: Stranger
>1: Acquaintance
>2: Associate
>3: ????

Basically, if characters have not met they are Stranger, if they formally meet or share an activity they become associates.
Becoming an associate will start a 6 month cooldown.
After they cool down is over, if they meet again, they will become associates.
I just come up up name for next tier.

It's supposed to be neutral, so I don't want terms like "Friend" or "Confidant"
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>>1927377
use a thesaurus
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>>1927493
I don't really think any of those fits, because they are supposed to be neutral.
I feel like partner implied alliance
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>>1927499
There is no word to describe being very familiar with someone while somehow having no positive or negative feelings towards them.
Use numbers, or a bar, or level 1 2 3
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>>1927499
Several of the words in >>1927493, like colleague, are plenty neutral.
I feel you're trying excessively hard to avoid connotations that, given the nature of relationships, will become inevitable anyway.
>>
gsg but merchant vessels or caravan and their trade goods are physical
>>
I want to make a vidya but I'm still trying to learn openGL. I could just learn Redot but all tutorials sound boring.
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>>1927919
>re-inventing the wheel is less boring than directly jumping to the actual vidya-making part
To each their own. Just be aware that making an engine is a *fuckton* of work, with no reasonable upsides.
Also Redot is kinda dead, just use Godot and make a game with plenty of fan service and/or only whites if their political activism is really a problem.
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>>1927939
>re-inventing the wheel is less boring than directly jumping to the actual vidya-making part
It's more that I'm already learning openGL for other reasons and having to learn an engine (which is for better or for worse a dumbed down version of doing it yourself) JUST for the game makes it much harder to appreciate the journey.
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>>1927919
Once you 'get' graphics programming everything becomes fairly simple, it shouldn't take longer than a month.
But if you are losing motivation you should do something else to avoid burning out. There's no reason you can't work on a self contained system that doesn't need graphics that you will want to use in the future.
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How would I go about making a game like Suzerain? Surely it can't be that hard.
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>>1927980
Yeah, I don't think so either.
It's a text game with 3D map, but the 3D map is just a texture map with with 3D models.

Think you just make a plain in Unity, import map texture, and throw some 3D object on the, add collider to the 3D objects and make camera moveable with a script
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>>1927969
I feel motivated to learn openGL. I don't feel motivated to learn the shortcut.
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>>1910396
I already want to fuck Anna so you're doing something right.
>>
Has anyone tried to make a game with a supply lines system? Curious to see how logistics could become a factor.
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>>1928262
visually, i'd have it modeled like caravan in rimworld. so it's rather a reinforcement rather than a baggage train because of how small the map typically is, they are prone to get intercepted
sea or river reinforcements would be faster and can carry more supplies
to add layers of logistics however
>terrain types dictates the speed like roads will make journey smoother but hills and marshland will be so slow
>again like in rimworld, the foods can spoil
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>>1928313
I wanted to test a system where units have morale as well as hp and you need to keep them supplied in order to keep them from deserting. Similar to how Cossacks works, but unit-based instead of player-based, and the supplies irradiate from supply depots which are fed (directly or indirectly) from your resource dropoff points.
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Kind of mentally stuck on a vague idea of having a "single screen" real time game
Namely because I've come to find a significant part of RTS design I don't personally enjoy is the 'unseen' spatial aspect. Barring the self-admitted skill issue of minimaps, there's something about mentally tracking the timing of action execution vs completion in tandem with nature of panning the map for information vs centering it for said actions that doesn't click for me. Or at least, I think this is part of the core spinning plates design philosophy that results in big brain metas/insane microing that isn't my cup of tea.
Conversely, the real time games that oppose that design usually comes bundled with a Pause button, which undercuts so many of the strengths of real time brings in the first place. I'm glad they aren't turn based, I don't want to hit end turn 50 times or guess how many turns to skip, but it's hard not playing these games as "Paused - okay I'm done thinking - 3x speed"
All of this is a bunch of fluff to say "me stupid, me want resource mgmt game where I can see everything at a glance but have to stay on my toes the entire time"
To which my mind went to tower defense / auto-battler where you don't just watch passively and then I found out about what Clash Royale actually is and now I feel like I need a shower
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>>1929026
Now is your problem actually the issue of "keeping track of a bunch of stuff" or is it just the fact that the "panning gradually across the map or clicking the minimap" system is a dogshit way to navigate a strategy game's world? Because if it's the latter, then you should just do what SupCom and most Paradox games do and just have a strategic camera with zoom-pan. You zoom out, and you can see the entire world in a moment. You zoom in, and the game automatically zooms in on wherever the cursor is. It's a really good system.

When I'm playing SupCom I actually spend half or more of the time zoomed out so I can see the entire world, and I'm just looking at the units' strategic icons, not their models. An approach like this would let you have a larger map while still keeping everything on screen, but being able to zoom in when you need to focus a bit on an area.
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>>1929150
>>1929026
>then you should just do what SupCom and most Paradox games do and just have a strategic camera with zoom-pan.
I liked how Homeworld did it. No minimap, just tap spacebar and the camera zoom out so the entire map is visible in a single screen, with units getting a simplified graphic display so everything stay readable. Tap spacebar again to get back to normal view.

>then I found out about what Clash Royale actually is and now I feel like I need a shower
lol
Yeah, it's in the "we need to revamp RTS to make them popular again! WAIT NO, NOT LIKE THIS!!ยงยง" category.
Not that the idea is fundamentally wrong, just that mobile control scheme, small screen and target audience encourage dumbing down to the extreme.
You can probably make an actually interesting Clash-like if you don't have to stay within those constraints.
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>>1929026
Try this one game called Crush Your Enemies it's mostly a single screen RTS.
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>>1909726
Country simulators is that you have the luxury of long-term planning, which really harms the simulation aspect that these games are also trying to do.
Like historically when a king died, his successor might undo his progress because he was interested in different things.
So, I see countries as vehicles for politicians, and there should be a way to encourage their players to engage in activities that undo their previous progress and wouldn't do otherwise.

The working idea is to use a sort of reward card approach. Every ruler has unique "dreams", and by completing those dreams you are rewarded a random card.
Getting 3 pairs of certain card might allow you to cause an event, for example, if you get 3 Espionage cards, you can play them to cause a civil war in a foreign country.

However, that approach might be too gamy, rather than simulation.
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>>1930500
The fundamental issue here is that players are competent. Maybe not competent by the scale of "being good at the game compared to other players" but being competent in that, in the context of the role they're in, they identify what will benefit their country and pursue that (whereas a real-life ruler has other stuff to do, as you remark, and may neglect his country, or just misunderstand how to benefit it). Trying to get them to deliberately be incompetent is just fundamentally wrong. It's like trying to figure out a way to get FPS players to intentionally miss half their shots, racing game players to sometimes crash their car on purpose, etc. It's not a problem that players play like that.

Does it detract from realism of the course of the world? Sure, but that's kind of the point. The player makes their mark on history. The player leads the world to a different outcome than historical. Even the most committed LARPer, if he's playing as Napoleon, probably isn't going to fuck up the invasion of Russia just because "that was historical", he's going to play to win, and even if he embarks on the war against Russia (vs the more sensible option of just not attacking until the continent is more consolidated and unified, possibly under his heir's rule) he's going to try to actually get it done right and win because the whole point is to get an outcome that's different from history.

You just have to accept that the nature of a player-controlled country in a GSG is going to be ahistorical and equivalent to having an unbroken string of great rulers, just like you accept that the nature of an FPS protagonist is going to be an unrealistic one-man-army even in a high-fatality low-TTK "realistic" shooter. All games have their unrealistic aspects that are concessions to the fact that they're a game, and in a GSG that unrealistic aspect is the string of great rulers. You can work everything else into high realism but that nature of the game concession has to remain.
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>>1930512
>Trying to get them to deliberately be incompetent is just fundamentally wrong
That wasn't really the goal I was going for.

More like
>King A: wants you to make alliance with the Kingdom of X
>You spend a few turns carefully improving the relationship so you can make an alliance
>You are rewarded with an Espionage Card
>King A then dies and is replaced by King B
>King B wants you to attack Kingdom of X
>You break your alliance with them and take heavy losses, but win
>You are rewarded with General Card
>For taking so many casulties, larger nation of Y Empire attack you
>And you would be fucked, but you have the reward cards
>So, you spend Espionage card to cause a civil war, and the General card to spawn a god-tier general
>You now have a real chance of beating Y Empire
>And maybe later King C wants you to repair relations with Kingdom of X

Point is to steer player to interesting stories, it still requires strategy
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>>1930500
Fundamentally, the answer to the player always having a long term plan is to give him choices (possibly sudden ones so they can't be planned for) that would make him reconsider the original plan.
>The working idea is to use a sort of reward card approach.
>However, that approach might be too gamy, rather than simulation.
It sounds outright silly if I'm being honest. You need to find a way to achieve this that actually makes sense in the context of the game and isn't some magic button press.
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>>1930525
What does this have to do with players' long-term planning, though? You're just describing events happening. Events - including unexpected ones, like an enemy declaring war - happen in country simulators already. I don't really understand what the point you're trying to make here is.
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>>1930554
I'm describing deviation.
Without those rewards, player would have likely remained allied to X, which would have prevented Y from attacking them
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>>1930559
1. You cannot force the player not to remain allied with Kingdom X unless Kingdom X is the one breaking the alliance, and he will remain allied to them if it is advantageous to do so.
2. Variation already occurs in other games without a contrived cards mechanism: the AI will break its alliances with you in certain circumstances (for example, its relation to you has declined, or your military power has declined), or you may choose to break them if it is favourable for you (for example, your ally is justifying a war that you don't want to be involved in).

I do not see what you hope to accomplish here or how you view this as superior to existing mechanics.
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>>1930500
>>1930512
>and there should be a way to encourage their players to engage in activities that undo their previous progress and wouldn't do otherwise.
>but being competent in that, in the context of the role they're in, they identify what will benefit their country and pursue that
You can combine both in a nicely realistic (if very dark pilling) way: https://www.youtube.com/watch?v=rStL7niR7gs
The vid is a bit overly optimistic on Democracies, but it give a nice "gameplay" as to why rulers pretty much always act like insane, nonsensical psychopaths.
Make that your game, and suddenly you will have your "player need to undermine its own progress or make its country worst" just because the keys under him demand stupid shit (or a rival want to orient the country in another direction so you need to either sway his key by doing a part of his program, or double down on rewarding yours - both case taking stuff away from what you wanted to do).
Ignore the keys and you get a game over way before you could even start painting the map.
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>>1930594
After living in a managerial democracy I am quite comfortable dismissing anyone who says "democracy is a better system" as an idiot not worth listening to, so I shan't be watching it, simple as.
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>>1930604
>"democracy is a better system"
More like "coincidentally less worse, and not for goodness-of-their-heart reasons". Watch the video, dumdum. At least the first half on dictatorship, since that's going to the one most relevant to your gameplay.
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>>1930608
No, anyone who thinks it's "coincidentally less worse" is a braindead retard. It is most certainly not "less worse" in any way. Democracies consistently deliver the opposite of what the middle class wants - they do so even more frequently than autocratic governments.
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>>1930612
>Democracies consistently deliver the opposite of what the middle class wants
... and that's exactly the fucking point of the video to tell you why that happen.
Look, just forget about it. This was supposed to be a discussion about game design for internal politics and the ensuing King/Dictator/President anti-nation/population behavior. Not about wtf your triggering is about.
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>>1910336
>Godot
I'd seen it on some amateur dev lists and read jokes about it years before I learned of existence of 2 games made with it. I wonder if it's connected to Unity's recent fall from grace.
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>>1930621
Godot was a joke up until not too long ago, when it finally got a serious 3D upgrade - that's why there isn't many worthwhile games made with it yet.
Nowadays it's roughly a Unity side-grade, trading technical capacities for no-string-attached-to-the-turbokikes-at-Iron-Source.
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>>1930617
It's simple, don't link to utterly brainrotted cretins' videos.
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>>1916053
Makes me think of Diplomacy, the board game
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>>1921875
You should show this to any retard who claims Total War has no competitors because doing an engine capable of around non-identical 5k soldiers is too hard.
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>>1921875
Are the schoolgirls okay?
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File: Airship 2.webm (3.33 MB, 640x360)
3.33 MB
3.33 MB WEBM
>>1921875
Got interrupted by autism and had to spend a bunch of days coding 3D fractals. I'm good now.
Currently expanding General Abilities with some non-damage stuff, since raw damage is supposed to be only the MC's faction gimmick.
First one is a player-controlled flying drone: let you scout as much as you want (unless you get shot down) balanced mostly by the fact you can't control your army while doing it - on top of the usual limited charges & cooldown. Which mean I now have code for potential plane/heli/etc, although I don't think that will be used much for this game. Also helped me realize a ton of buildings had their height set wrong.
Second one will be a classic spy balloon: can't realistically be destroyed once up in the air, can't be moved, effectively revealing a small chunk of the map permanently.

>>1931089
In their defense, it's not exactly easy either, and it add a lot of game design & art workflow constraints. It's kind of an all-or-nothing feature that you need to wrap your entire project around.
Also Total War (at least WH1, the most recent of their game I have) has way more detailed models. The fact that I can kinda get away with unshaded lowpoly models thank to animu style does help significantly with getting the unit count high - getting the CPU to handle 500k units won't do much if the GPU slow everything down to 3fps whenever the camera get too close.

>>1931189
Nothing duct-tape and pharmacy alcohol can't fix.
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>>1909726
Came up with another brain fart.
>dynamic text game where you play as a nation
>you start off as a nomadic pastoralist
>every turn you decide on some strategic action like if you want to steer your civilization to more egalitarian direction at the cost of stagnating population growth
>eventually if your people are able to learn agriculture they can settle and transform into a tribal confederation
>player continues playing as one of the tribes trying keep the confederation together
>with time, the tribes within the confederation start drifting apart, and cities emerge
>eventually the confederation has disappeared and the player has to choose one of their tribe's city states to play as
>each city state starts developing their own identity and philosophies, some start conquering other city states
>player's priority shifts into preventing their city from being conquered by other city states
>if player's city state is successful it might unite other city-states into a kingdom
>kingdom can then start expanding
>eventually the kingdom, will start developing Roman-like problems and decline
>this goes on until the modern period

Essentially Suzerain but you play abstract entity over centuries and everything is dynamic so no play will be the same
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>>1931271
>Nothing duct-tape and pharmacy alcohol can't fix.
Good!
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Shilling our general on /g/ >>>/g/103813308
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>>1932261
>I'm gonna invite the "general thread" schizos over!
Please delete your post there before this thread gets ruined too.
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File: 1733266612719380.png (456 KB, 713x754)
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456 KB PNG
Strategy games are for boring nerds
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>>1932281
They do cater to different people.
Personally I find unifying Scandinavia more interesting than shooting fireballs in Skyrim.
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unify this
*gropes testicles loudly*



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