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An awful thread for devs and no-devs to post their awful ideas for strategy games that will never see the light of day, etc.

previous thread:
>>1909726

I don't know why or how, but last thread bump limit, so here is the sequel.
>>
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>>2032893
> to post their awful ideas
Browser game:
At the top of the page you have a map with selectable tiles.
Under the map you have a thread / chat where you can RP your diplomacy and roll dice.
You can pick any tile and convert it to your color at any moment.
Once your "country" wins, you can request a game feature / mechanic that I will implement. Like risk threads occasionally evolved to have random stuff like nukes / forts / ships, the game will change to reflect whatever RP happens in the chat.
>>
Don't have anything screenshot worthy. But managed to build an event system that can queue up multiple events to process, and a heavily data-driven system for player schemes and events that can be extended through editing JSON (similar to how Paradox games work) instead of having to hardcode everything. Now I'm trying to add 'features' to my POIs and I'm having a dog of a time deciding how to implement them nicely. Also, making a half-decent UI is suffering. I wish I had an artist to offload the visual design to.
>>
I keep on deving.
>>
>>2032899
Man, your description makes me wish there was a board where you could embed small programs as part of the OP. Actually I guess that's just /f/ but flash is archaic... I don't even know if there's any modern equivalent to flash. I wonder if there's even much demand for something similar in the modern internet.
>>
>>2033012
Enterprise demand for collaborative tools with small in-browser/in-document programs exists. I myself try to build a platform that could be used this way, but my focus is also on enterprise.
In fact I'm thinking of creating this evolving game I've described to test that my platform indeed works and makes quick iterations easy. And to save my sanity by distracting myself with a new fun project.
I might make a board like that as well, it could be a way to acquire first customers even. But I surely won't make it anonymous.
>>
>>2033012
>I don't even know if there's any modern equivalent to flash
It's called WebGL.
Unity can export to it. Dunno if another engine does.
>>
As mentioned in another thread.
I actually want attempt making a 2d rts with EVE online elements (market simulation, pilots being spies/pricks etc).
Focusing on the aiplayers/bots.
At the moment I'm simply just trying to get "mining ships" to go to and from asteroids to a trade station, next step I guess is to make map of systems that are linked and then I'll have to figure out how to ensure the aiplayers can figure out they need to go to xyz system via abc pathing.
>>
>>2034152
No it's not, WebGL is akin to OpenGL. You're thinking of WASM, it basically lets you compile desktop C programs (among others) with minimal changes into something that can be hosted by a website and then executed directly by your browser.
And the big difference is that Flash was a full suite for making games while WASM is very low level, you have to rely on disjointed external programs like Unity that more-or-less support this (young) technology if you want something with batteries included.
>>
Ultimate Arm Chair General
Similar feel as Tropico

You play as a general in an RTS campaign similar to how the old C&C games are. You're fighting a globe spanning war and you're on the losing side. Defeat is imminent. However, you have a chance to "liberate" a lot of the country's material wealth for yourself, broker backroom deals with other commanders, or even set yourself up to become the next ruler of the country after the previous administration is deposed when the war is finally lost.

The goal is to use diplomacy to paint your setbacks and losses in such a way to make you look better and pin any other failures on other generals. Losing the war is inevitable; all you can do is attempt to gently glide down instead of crash land. Bettering your position is at odds with actually winning battles, so if you want to start setting yourself up for a postwar life, you'd better get really good at deflecting your failures on someone else.

There's several endings to the game based on how you do. You can acquire and sell off a lot of your country's stockpiles to the highest bidder on the black market, padding your bank account as a retirement fund after you desert. You can cut a deal with the invading forces to give them intel and collaborate, hoping that they'll set you up as leader when everything is over. Maybe you decide you just want to take down the people on your side who instigated the war in the first place. There's even a secret ending where you actually do your job and manage to actually turn the war around, but the government you serve takes credit for everything you did and you stay an unknown and poorly paid general whose role in the war was downplayed by your own people.

The entire game gives conflicting objectives that set you up for failure and you have to figure out how to twist the narrative to make things not seem so bad, or choose between taking care of yourself or sacrificing for your country who doesn't really care about you.
>>
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ravenfield + roblox game called "entrenched"
but instead of ww1 trench warfare, it's pre modern sieges like the siege of constantinople etc with active ragdoll AIs, destructible fortifications for breaching the walls, destructible terrain for the miners to dug a tunnel below the walls or dugging a ditch for defense against enemy's sally, naval battle and blockade, customizeable siege engines and ladders to scale the walls
>>
i know how to code AND how to draw, what bothers me the most is that I still havent found an idea i would really want to make, ngmi
>>
>>2035974
>I still havent found an idea i would really want to make
The usual way is to try to mix your two favorite games.
Or to remake game X, but with theme Y.
Or to make some cool mechanic first and building semi-randomly around it.
>>
>>2033012
It's too dangerous today (thanks Russia and India)
>>
>>2032893
It sure is quiet around here.
>>
>>2032990
That looks kickass, what’re you using for the graphics? I’m towing around with the backend for a strat game but totally lost on where to start for graphics, seems like even 2d-friendly engines like Godot are more for platforms than map-based games. I’m thinking of deving it in a TUI like Textual but it doesn’t support images (and Python is slow)
>>
>>2040947
I'm busy making my spaghetti code AI.
>>
>>2032893
For me it's completely FOSS clone of Warcraft 3, you know like ROTP for moo1
https://rayfowler.itch.io/remnants-of-the-precursors.
The problem? I can't draw or code, so yeah m a no dev
>>
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>>2041143
A wacom. Every asset except music is done by me.
>>
>>2032990
I realize this is an early version, but you'll want to go over your game's text at some point and make sure there are no mistakes. I assume you're French?
>>
>>2041266
https://files.catbox.moe/wrwgo2.zip
Here anon.
>>
>>2040947
I'm struggling like hell expanding my code to do more things without everything exploding into spaghetti.
So nothing new to show.
>>
>>2041303
Here ya go.
https://files.catbox.moe/3wjf2z.zip

There were a couple of awkward sentences where I wasn't sure what you were saying so I just left them alone, like
>The deployment of the Foxnen Synchronized Clock would give access to a precision around the meter inside the Galduen-ei.
But I fixed a lot of small typos and other mistakes (mind your plurals!), translated some French words and took the liberty to rewrite a sentence or two for better flow.
>>
>>2041303
>>2041384
Also there some stuff that's in your picture but wasn't in the text files, like Lagrangien -> Lagrangian and Objectifs -> Objectives.
>>
>>2032893
>making RTS with firing lanes (not out of historical autism, just to avoid the deathball effect)
>give units a mortar-style alternate firing mode, so they can lob shit (with really poor accuracy) over fortifications
>units in the back identify first firing line as obstacles, activate mortar mode
>deathball but now it's mostly ignoring cover on top of it
... don't know how I didn't foresee this.
>>
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>>2032899
I started with some tooling that'll be necessary to make rapid implementation of requested features easy, and guess what: I once again forgot about browser anti-fingerpriting features that can ruin the day.
Some pixels are randomly distorted a tiny bit, which is enough to ruin anything that relies on precise color values.
I'm glad I don't have to deal with it in my daily work, and I'm glad these features aren't present/enabled-by-default in Chrome, my potential players will not be affected so I can ignore it for now.
>>
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Finally got the first dynamism in the game. If there's an infestation of creatures they'll gradually build up and reproduce as they kill people in the town. That raises the danger level which in turn will eventually cause the ruler to step up patrols. Less diligent and compassionate rulers will take longer to act, causing the infestation to build up more before action is taken. The patrols suppress the creatures and kill some but not all of them, once the danger level is back down, the patrols will eventually go away, leaving the creatures able to build back up again. Quite happy with the more dynamic cycle this creates in the absence of external factors.
>>
>>2042007
Seems interesting I love minimalistic games
>>
>>2041565
cute and sexy
those old 4chan risk seshes were cool
>>
>>2032893
I want to make a game that's in the vein of 80-90s toy ad cartoons with good guys vs bad guys factions at war and made mostly of unique units that can't be replaced if they die, but I don't know if I should make it old x-com like or more like an SRPG style battle system or what. I do want to have nobody units on both sides but games run this problem of unit groups feeling less cool than individuals, i.e. 1 dragon is cool, a unit of 100 dragons is just a battle statistic. Ideally, other than the leaders, each unit could grow into their own individual depending on how you built them, but I feel like that would make them less unique due to player optimization instead of individual heroes.

It would basically be a set of scenarios you could choose from where each side had to achieve some goal like harvest energon from 5 different sites or take control of some ancient artifact and perform/stop a ritual or generic stuff like that. Due to the focus on unique characters, battles would be able to result in injuries and retreat instead of one side usually being wiped.
>>
>>2042007
What's the player's role in this game?
>>
>>2042503
To use agents/pawns to scheme and sow disorder, paving the way for the player's release and subsequent domination/destruction of the world.
>>
>>2043094
Are you inspired by games like Shadows of forbidden dogs?
>>
>>2043731
More like That Which Sleeps. There are a lot of things about Shadows I didn't like, and the top Discord clique were kind of assholes to me when I asked for modding help. So I'm making my own game, even if I'm the only one who's going to play it.
>>
>>2041226
I like that style.
>>
Never tween in or fade in clickable UI elements. You can tween or fade them out if you want (but try to make it very fast), provided they cease to be hit tested immediately, and any elements which are going to occupy their space switch to occupying that space underneath them immediately. But if a new element is showing up or entering a clickable state, it should appear instantly and be clickable instantly.
>>
>>2044668
You will like the intro even more then
https://files.catbox.moe/q3d859.webm
>>
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>>2032893
Made a bootleg Illidan.
It was mainly to test grafting entities to each other (the aura onto the unit) but the biggest hurdle turned to get the AI to pick the correct ability. Not sure but I managed to hit every single possible bug and edge-case on a simple "just pick the first thing on the list that is in-range and not on cooldown".
>>
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Was working on my hero AI when I realised my implementation of 'Creatures' was a little wonky and too vague to work with the system I'm making. Now the scheme places a broodmother entity that will periodically birth broodlings, adding a broodling feature that will do much the same thing as the generic 'Creatures'. Patrols can kill them off and actually clear the broodlings as a feature on their own, but the broodmother will continue to produce more until a hero goes in and kills her. I'd like to do more with this, like maybe the broodlings bring her back food and that boosts her reproductive abilities, and/or makes her more dangerous to heroes trying to find and kill her. But I probably shouldn't get any more sidetracked.
>>
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>>2042448
> those old 4chan risk seshes were cool
I want to recreate that coolness.
However, since I started this project by re-using the pieces of my previous experiments, I now have the layout that differs from what I had in mind at first. A simple chat overlayed over the map rather than a separate map + thread-like UI.
Guess that can work as well.
Now all I need to make it playable in its MVP form is to add a few buttons like "Conquer this province" and "Create a new country".
And the edge scrolling will have to go, it works well for fullscreen games but feels annoyingly janky in a browser window, I'll have to replace it with click&drag to pan.
>>
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>>2042448
>those old 4chan risk seshes were cool
I wonder if you are referring to my work, Fortune for the Princes in 2021, which itself was based on Age of Dubs threads.
Probably not.
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I'm getting closer to my goal
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Got my heroes doing stuff with a basic AI framework. They'll deal with threatening entities and POI features they can perceive, taking their own HP into account and spending time recovering if needed. And they can get into basic combat with the broodmother when they track her down, which they'll almost always win (although taking a lot of damage in the process). This is something else I'd like to expand on, with hero investigations into things like the Broodmother being more long-term with twists and turns the player can interfere with at the risk of losing their agent if discovered.
>>
Huh, didn't notice this thread before. Tell me, did Gouda dev ever deliver after that year long thread?
>>
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this is CTRL+U
pretty much just a techdemo for the billions of npcs procgen at this point.
>>
>>2051448
For some reason the colour scheme really appeals to me. Though I can kinda guess, what's the gameplay idea behind your tech demo?
>>
>>2051512
i intend the main gameplay will be recruiting npcs to act on your behalf in the world. basically an open-world game without a player character.
>>
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The easy part is done, the game is functionally complete.
You can draw a map, you can conquer the land.
All I need to do now is to find players.

I also need to fix trivial technical issues like the lack of re-connection once WebSocket is closed.
And of course, if this thing takes off I'll have to implement whatever game mechanical requests I get.
>>
>>2050926
>Tell me, did Gouda dev ever deliver after that year long thread?
I'm embarrassed to admit not I have not.
I have made various prototypes, but I honestly don't know where to go with development. I could put together a cookie-cutter map painter (and that's what some of the prototypes are), but what's the point?
I have been studying game development and continuously developing the setting that originated from that thread. Perhaps I'm able to collect my thoughts at some point.
>>
>>2051659
surely you want a world map as default
discord? and or link to gsg. i wish to play this
nap time anyway
>>
>>2051448
ui looks well done
>>
>>2032893
I have this autistic idea: "Road manager"
>player manages roads for a fantasy kingdom
>king gives player budget and the player has to use that money to build/maintain roads and bridges
>put on toll booths
>send people to patrol roads so they travellers don't get robbed
>if player fails to protect travellers, the people will complain and the king might reduce the budget
>patrol officers can be bribed my smugglers and if smugglers get caught later, player might face corruption charges
>occasionally, goblins start raiding certain area, and player has to hire knights to exterminate them
>>
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Implemented WebSocket reconnection, server restarts became almost unnoticeable.

>>2051815
> surely you want a world map as default
Sure, alas I couldn't find any annotated map with permissive license, so I started with these poorly-drawn islands.
Now I'm generating the world map using Natural Earth data — I still have to manually define [in-game province -> real world administrative units] mappings, and there is a lot of them to define, but at least the map-drawing part is automated with realistic borders and coastlines.
Manually drawn maps would be possible to use in custom scenarios eventually, if this feature will ever be requested.
> discord?
I'm a fossil, I didn't even consider using Discord.
I don't know how much self-shilling is tolerated on this board, so I'm not going to post the link, you can take it from the screenshot.
>>
Are there any good video series focusing on the programming/putting all the functions together part of it? Using Unity
>>
>>2055517
Just grab any random unity tutorial to get started, then if you have question/need search for that (or ask here).
There isn't much point getting too formal of a coding education, since vidya coding is the land of "fuck company's best practices, we are here to shit fast code".
>>
>>2042489
unironically play Original War
>>
>>2033012
>I don't even know if there's any modern equivalent to flash
I think these days distributing EXE's on itch io is the way most people do it, if not uploading whatever broken mess you made onto Steam as early access. Feels weird to think about how there are less choices now than there were 20 years ago.
>>
>>2058285
export to wasm, host on itch or even on a self-rolled github page
>>
>>2032893
A modern day mod like GPS5 but with good war system (like HOI4 but updated to modern era) and centred in economics, with POPs and Stellaris-like character system.
>>
>>2040947
i'm frustrated with the designs i come up with, nothing that i throw at the wall seems to stick. will rope imminently. week or two to implement a minimum demo of a mechanic and it fucking Sucks
>>
>>2058285
>I think these days distributing EXE's on itch io is the way most people do it, if not uploading whatever broken mess you made onto Steam as early access.
That's a distribution method - any upload/download service would suffice for that. What I'm conceptualizing is a small program that can run in-browser and can be attached to posts (whether on 4chan, or any other social media site), in the same way that images and videos can be attached to posts. I will use polls as an example to explain how this could change the way we interact with websites.

Some social media websites will allow you to setup polls as part of your post. These polling systems are integrated into the website itself, and thus, both the poll creator and the poll taker are subject to the formatting and requirements of the website's specific system. Some websites might present the information poorly, or not have certain features, like multiple choice answers. However, if there was a system of the sort I described previously, where one could attach programs to posts, it would be possible for poll creators to attach a polling program to their post, and host the poll through that. While this doesn't technically stop the use of poor polling systems, it certainly allows for the use of better ones, reduces website development costs (since the website developer does not have to develop a polling system themselves), and gives users more freedom to customize their experience.

Another example: Thread games. See >>2032899 and his pic of a risk thread. These were (and still are, I would assume) played manually by editing the map in a photo editor, but much of this could be automated - perhaps a program in the OP post could auto-read the posts and then update the map accordingly. Now, there is a potential loss here - since these games weren't tied to any sort of strict program, the OP of the thread could really do anything he wanted - it can function much more like a tabletop RPG than
1/2
>>
>>2060223
2/2
a video game, but there are theoretical solutions to this - give OP the option to halt the program, change it's functioning, or just save a picture to start manual photo editing again. Even if this turns out to be impractical for risk threads specifically, there are other uses, like a thread where users share a paint/word editing program with a single canvas/document for example.

Now there are issues with all my examples so far, and that is the data storage. They all require some form of it, so where exactly is the data for these programs being stored? Probably just on the sites themselves. These programs aren't meant to be particularly persistent, and if websites can handle users uploading images and videos, they can handle assigning a few megabytes of storage space to a program. I decided to check how big my RimWorld save file is, and at 893,490 lines of uncompressed XML, it's only 26.8MB. Storage space should not be an issue.

Of course, programs don't need to store data to transform how we interact with the internet. Personally, I am of the belief that most websites today are drastically under-utilizing the capacity of computers in regards to their ability to present content - whether entertaining or informative - to it's userbase. It remains mostly in older formats, and what innovations there are exist to transform the older formats, but to optimize them - hyperlinks to send you to different text, algorithms to show you the 'best' videos, text, and images. There are exceptions, but there is still more room for innovation. In this way, I think Flash was ahead of it's time. Many Flash 'games' back in the day were glorified animation viewers, but this was a new form of content - art, really - and a form that could only really be achieved via computers. There are potentially new ways of creating art that we are ignoring because we don't have the tools to create and share them.

I don't know how to finish this well & at 2000 chars - Adieu!
>>
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Bunch of small improvements:
- updated map-creation tooling to support offsets for port and fortress placement;
- added fortress creation and destruction buttons.
It all looks a bit janky now, I also need to add offsets to icons/glyphs, as it is now their placement visually changes when you zoom in/out.
And I need to somehow make it clear that these features only get rendered when you zoom in. Or maybe I should always render them, but then the zoomed-out entire-world view would get messy.

>>2060224
I wish this all was not as time-consuming to implement, sandboxing alone is not trivial to get right. Like, you not only have to make sure that no rogue program can't steal users' cookies, but also these embedded programs should be provided limited resources to avoid "it's just a prank bro" infinite loops and other fun stuff.
>>
>>2060525
what's the gameplay (going to be) like
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>>2060554
Just like in risk threads, there is no real gameplay — the gameplay is whatever people want to do.
RP as a great conqueror, roll your moves, paint the map, come up with new features, alter the landscape — that's what people do in risk threads.
Just instead of waiting for OP to read the thread and post an updated map you have an interactive map that you can update effortlessly.
Maybe I'll add some "real" gameplay later, maybe I'll add bots, maybe I'll turn it into a Victoria 2 clone like I originally intended years ago before realizing that I'm not a fan of opaque systems. I'll just keep adding features that come to my mind. Or maybe I'll acquire enough players to get feature requests from them.
>>
>>2060597
sounds neat, more like TTS than a game itself. best of luck anon
>>
i know nobody's gonna play any game i dev so i might as well make myself comfortable. gonna be programming on msdos (djgpp on gcc 12.2) because why the fuck not nobody's gonna care anyway. wish me luck
>>
>>2054561
sounds good for a flash game or similar
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>>2062191
A mobile a game?
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>>2054561
>>2063430
To me this sounds like a potential evolution of tower defence games.
https://www.newgrounds.com/portal/view/587194
>>
>>2063443
Maybe. To me, it would be a first genre that I'd call
>middle management sim
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Asking for feedback on my game if some anon are caring about it.
https://bluesanddev.itch.io/galduen
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Working on my Hitler RPG. Party Menu is a work in progress. I am to eventually simulate everything possible.
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>>2065028
>I am to eventually simulate everything possible.
Including large amount of hostile time travelers?
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>>2065369
Surprisingly yes!
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>>2065002
>Asking for feedback on my game if some anon are caring about it.
I'm not into orbital autism so won't bother judging the gameplay.

However your artstyle is ... eh.
It's fine for environments, but your aliens are ugly.
Not funny ugly, not weirdly-sexy ugly, not horror-ugly, not cool-ugly. Just ugly.
Removing them completely would be an improvement, if you don't have any idea for an actual redesign.
>>
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We VR now.
>>
got an aspie idea for a space combat sim
>engagement distances in the hundreds of thousands of kilometers
>your ship can't go faster than light except for warp, which requires extensive charging that drains from shields/weapons
>you can only see enemies when light from their ships hit you, they're actually a few seconds ahead in actuality and you have to aim for their future position
>subspace signatures can show their energy levels in real time and vague location but has an error too great for targeting anything
>your beam weapons can only travel at light speed, so you gotta lead
>once you see enemy charge their weapons, you're already fucked because that means they fired at you and you'll be hit before they're done charging (cause relativity)
>shields are dogshit that can withstand one or two beams, but not much else
>you can use torpedoes that travel FTL but they're limited and are instantly seen because timespace bs that allow for countermeasures
basically nebulous but FTL relativistic speed weapons and relativistic engagement distances. Ships flying 0.25C or 0.5C that you gotta figure how to aim while you can't see their real position because light speed is light speed
>>
>>2066134
>aspie space combat
https://store.steampowered.com/app/476530/Children_of_a_Dead_Earth/
Not sure if it has relativistic time dilation and other wacky visual effect tho.
>>
>>2066177
I was thinking more in the style of classic star trek/star wars but show how batshit insane those weapons are if they were depicted accurately
>>
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>>2065860
Could you pinpoint which part are ugly?
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>>2066378
I'm afraid it just the overall lineart. You are at that point were you clearly aren't a beginner but it's not good yet either. And since they have pretty normal normal proportion/coloring/etc you can't hide it behind having a specific artstyle.
And those full-dark shadows make it much worse. I know some artists use that, but generally they make their entire art about the light&shadow play, not for regular scene.

Then again I'm not really an artist either, just a faggot with opinions.
Maybe one of the drawthread could help, but those tend to be either hugboxes or shitbox, rarely a useful in-between.
>>
>>2066378
If this is the art in question I think it looks pretty charming. Though I agree that the black shadows are little too much.
>>
>>2066384
>>2066401
The black shadow are meant to be like on the moon where the shadow are extremely harsh, it also help integrating the portrait on the mostly dark background
>>
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>>2066419
Example with the background
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>>2066422
I work well for backgrounds, no issue with that.
The problem is that your characters still have the other side "lit", as if you were overdoing rim lighting or something. It look wrong and dirty.
Some of those make sense for parts that are actually saillant and thus should catch some light, but most of it shouldn't.
Pic related, 10sec in mapaint trying to show what I'm talking about.
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>>2066422
I don't care what the other anon spergs, your art is nice.
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>>2066134
That's something I have toyed with as well. Something like the battles in Jack Campbells The Lost Fleet book series, with huge fleets, 3D formations and complex battle orders.
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>>2051448
getting closer to a new feature release by the minute

>>2054407
thanks and i'd hope so, it's gonna be the entire game so...
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>>2066378
Opinions of other artists:
1:
> you know how a good grilled cheese sandwitch is much better tasting usually than a very complex dish made with undercooked and not properly seasoned ingridients? Like many beginners, your drawings are too ambitious for your skill level. It's fine as long as you're learning and having fun, but I assume you are holding yourself to a way too high of a standart, and feel bad when you can't reach it.
> Don't, just keep drawing, learn the fundies and make simple artworks when you want to feel good about yourself, and hard and complex ones when you want to learn more and get a critique to know what to improve. It's all about having right expectations, good luck!
2:
> It's a little stiff, could lean more into exaggeration and using curves, especially on the arms, ears, and tail.
(see pic)
3:
> Pose is fine and proportions as well, mostly improve the lineart with more confident lines and weight. Not a bad drawing just a little boring and that's a good step in the right direction
> Use a more dynamic pose and change curves on the limbs to break symmetry
4:
> I mean it looks ok
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>>2066554
gettin closer
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>>2066998
introducing CTRL+U world's one and only social media monopoly: yapper
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>>2067004
>>
Any tips for designing rules for mass combat? Abstract (not a tactical map) but I'd like something more complex and interesting than simple paradox combat or something.
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>>2067704
im not a big fan of combat in games and havent played much of any combat strategy games to have a good comparison of what is and isnt played out but my first instinct for it would be to have offensive-attack-first-to-win units and defensive-get-attacked-to-win units and make their types indistinguishable hidden information so that to gain a winning advantage requires an upper layer of information warfare to figure out which units are which.
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>>2067704
>more complex
Paradox's combat can get pretty complicated.
In game design, complexity is rarely correlated with being good.

>Abstract
>and interesting
Those two will directly conflict if you want to have any kind of grounding into reality.
Are you willing to go full chess or does shit still need too be vaguely tied to real combat?
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>>2067704
The two main systems I'm using for inspiration are from Shadow Empire and Emperor of the Fading Suns. SE is more realistic, with combat mostly being about pushing enemy units back until you can encircle them, with casualties being relatively low without high firepower units like light tanks, artillery, or other support vehicles. You can attack a single hex with units from multiple hexes, which is a feature I like (there are bonuses for surrounds).

EFS is simpler: you attack with a stack of units and yours and the enemy stack go through combat rounds with each unit attacking an enemy unit based on some priority rules. Battles are pretty much to the death. The system is deep enough to encourage combined arms (for both games).

I don't really have any tips, except that I've come to believe that how information is displayed has a very large impact. It doesn't matter how simple or complex the system is if the UI fails to convey it in an understandable (and intuitive?) way.
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>>2032893
I have this about resource management.
>player assigns their underlings resources
>their performance is based on 50% RNG and 50% on skill
>but their skill stats are hidden
>The amount of resources assigned determines potential reward
So, the goal is to find skilled underlings by trial and error.
My only problem is that this isn't much of a game; it's just random guessing.
I guess a potential solution would be to break resources into less specific resources, like manpower, time allocation, etc. That would impact the outcome.
But I don't know, wouldn't the core gameplay still be just blind guessing?
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>>2072753
This is analytics and it's what autismos like me find fun.
>wouldn't the core gameplay still be just blind guessing?
The fun begins when it stops being guessing - when you have a large enough sample size.
Let's say you get 5 minions and give them all the same assignment with the same amount of resources, if you do that enough times the RNG will even out and you will be able to discern which one of them are skilled or not. To make this a 'real' game instead of guessing you need to base it around this process happening 100s of times and not just once or twice.
And to add depth to it you need to add different kinds of situational skills: maybe this guy you think sucks doesn't actually suck, he is just a specialist in gathering desert resources and you've been sending him to the plains, that kind of stuff.
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>>2072753
>RNG
Don't.
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>>2066134
>>once you see enemy charge their weapons, you're already fucked because that means they fired at you and you'll be hit before they're done charging (cause relativity)
how does that even work nigga. if you're looking at the enemy and you see them charging, let's say it takes 20 seconds to charge, but the distance between you takes 30 seconds to update, yes, it would mean they've shot at you 10 seconds earlier, but it would still mean you have 20 seconds to dodge from the moment you see them starting to charge because the light from the beam would still take 20 seconds to reach you
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>>2072785
Glad I'm not the only one who thinks the idea has potential.
For me, it's all about mimicking historic experience.
From Alexander to Genghis Khan to Napoleon, great men have owed their success to handpicked subjects. And finding those people came at an opportunity cost.
Either way, I'm thinking of focusing on having multiple skilled minions.
If you only find one and use him for everything, not only would you be bottlenecking yourself, but becoming reliant on him would mean you would be doing two things:
>1. you are fucked if he dies/retires
>2. he might recognize his leverage and start demanding more money, until hiring him is no longer sustainable
Another aspect would be keeping the underlings happy, they could possibly dislike other underlings and threaten to bugger off if you don't fire the other guy.
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>>2072753
>>but their skill stats are hidden
... why?
What kind of fucking lord/manager/etc are you that you don't have at least a vague idea of what your underling is competent at.
If you don't want to show hard numbers just use descriptors (Dogshit/Bad/Average/Good/Godtier).

>>2073235
>And finding those people came at an opportunity cost.
Except not.
You only land in front of the local supreme ruler if someone can vouch it's a good idea to entrust you with resources.
Napoleon didn't grab a random-ass peasant and gave him troops and an objective.
Gengis didn't pick a random-ass horse every morning and pray it wouldn't be the runt of the herd.
All that stat-figuring-out job is done *before* you reach the serious part of the game - not that it's fullproof nor that fate/RNG/luck/etc can't fuck it up, but the ruler will have at least a vague idea of your talents.
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>>2073601
Imagine you are a medieval king, and you have to pick a general among three nobles. How do you do it?
>none of them has ever commanded
>wargaming hasn't been invented
>there military academies
>they all tell you, they are the best
>they all have high-ranking relative who vouches for them
So, under what possible merit can you grade them from bad to good?

Also, Napoleon's grooming of the marshal absolutely did come at cost, for every marshal he found, there was probably 9 general who were given the same opporunity and fucked up.
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>>2073221
No because the object is flying to you at light speed. Once you see them charging, the shot's already headed your way and it'll hit as soon as it shows they fired because it's moving at light speed.
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>>2073601
> What kind of fucking lord/manager/etc are you that you don't have at least a vague idea of what your underling is competent at.
My manager can see the outcomes of my work, but:
- he generally doesn't even attempt to verify that I completed the task;
- he hardly ever asks what exactly have I been doing;
- he never looks at how I approach my work;
- he doesn't have a knowledge of real complexity of the task;
- he have no way to know if I completed the task myself or with some external help.
My manager is a competent one, I have a plenty of data points for comparison.
Until things go really, visibly bad, he won't be able to tell whether I'm a lucky master bullshitter or a solid professional.

Now imagine the same, but with a lot of logistical / communication challenges.
If I was assigned a general, and I returned claiming victory with minimal losses — is it because I'm a great general, or because the enemy had their own issues and handed victory to me? You can't tell unless you are an omniscient ruler.
https://en.wikipedia.org/wiki/Battle_of_Karánsebes
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>>2073627
>>How do you do it?
Whichever has the highest title, unless you seriously want to upset the entire nobility.
>they are all barons
Whichever will swear to commit the biggest amount of their personal resources to it.
>they are all exactly as wealthy
Tournament.
>it's only draws
At that point it mean you are dealing with a garbage writer doing some meta-bullshit story and the competency of your generals is completely irrelevant. Just pray it's a old-style fairy tale and there will be at least some moral to your fate.

>for every marshal he found, there was probably 9 general who were given the same opporunity and fucked up.
Yes. *Generals*. People who got there because other people repeatedly judged they could handle it.
He didn't pick his marshals by throwing dice and picking among first-day recruits.

>>2073722
>You can't tell unless you are an omniscient ruler.
I'm not telling you to tell the player their IQ stats down to the twelfth decimal.
I'm telling you that Sir Fuckupalot should have at least a "diplomacy rating:poor" in his bio, and Baron Chadington should have at least a "warcrime efficiency rating:glorious" - even when the game just started.
It's fine if it's not really accurate, and it's even fine if a rare few have "public" rating completely independent of their actual value thank to luck/propaganda/exterior intervention/etc (insert special event/action when you reveal the truth).
Just that starting with everyone being complete unknown is dumb.
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>>2073739
Tourney doesn't have anything to do with military command.
So, you might as well be hiring the best fighter but the worst strategist.
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>>2073722
>>2073739
One compromise would be to let a character's skill at a given thing not be visible until he's performed that task for a while, or if he comes with a reputation.

If the player is expected to just infer the skill of his characters based on results and actually keep track of that shit for every character with no UI help, that's going to be tedious and unfun.
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>>2073669
>flying to you at light speed
but the light of the enemy charging their weapon is also at light speed. for the beam to hit you before you see it charging it would have to travel faster than light. if everything is traveling at normal speeds then only the beam itself would have the illusion of travelling instantly, because if you're seeing the beam then it means its light has already reached you (your eyes). the surprise effect only works if you shoot nearly instantly/hide that you're charging weapons, and the object needs no further acceleration (unlike a missile), the object/bullet gets shot at near light speed from the get go
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>>2074102
Why not just have win-rate?
E.g:
You selection would look like this
>Name: Bob de Bobville
>Number of battles: 3
>Win rate: ~66%
>Wage: 10 gold

>Name: Chad of Chaddington
>Number of battles: 6
>Win rate: ~83%
>Wage: 50 gold

>Name: Stacy von Stacyburg
>Number of battles: 12
>Win rate: ~58%
>Wage: 20 gold

Because Stacy has such a large sample, it is fair to assume she is at least average. Bob's sample is so small, it's hard to figure that he might be better than Chad.
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>>2074102
Here's another compromise: you don't know the traits/skills of this NPC, but you can see his track record and decide if he's a good match for the job.
More assignments — more data points.
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>>2074137
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I'd like someone to develop a game that plays like Mount and Blade but with more focus on developing styles of battle. Some sort of Army Chief of Staff management sim where you recruit, promote, and set tactics for an army in a kingdom and try to paint the map one color. Each soldier has a few basic personality traits that dictate how they fight and you can promote any soldier you want. You only watch battles in an overhead angle and can zoom in to pick out soldiers you want to reward or punish afterwards. Winning battles grants influence which can be used to expand army capacity, encourage technological advancement, and push for war against neighboring kingdoms. I'd like it to lean heavily into medieval themes and include courts, estates, religion, and cultural differences to create a distinct starting point for each kingdom.
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>>2074137
That sort of overview history was my initial idea.
But I feel that when you are dealing with dozens of characters, scrolling through all that history would get exhausting,

>>2074197
Not sold on the ability "watch battles play out", but otherwise fun idea.

A dilemma I have with map-painters is their nature of blobbing and how they get easier the more you blob. Player will eventually reach the point where they rule over most of the maps and nobody can challenge them.
Far as I'm concerned, there is only one solution:
>war of succession
It would work something like this.
>every country has two factions
>each faction has a preferred heir
>when the ruler of a country dies, a war of succession triggers between factions, if the disparity of their power is less than 50%
This would mean that in order to prevent civil war, the player has to make sure one faction is significantly stronger than the other, by showing favoritism towards one, and trying to weaken the other
When the war of succession does trigger, half the country defects to the rebels.
And if the war goes on too long, it will result in permanent partition.
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>>2074268
> But I feel that when you are dealing with dozens of characters, scrolling through all that history would get exhausting,
Analyzing the track record of each character might be exhausting, but a condensed form that lets you know at a glance whether a character made too many blunders might be sufficient for non-critical tasks.
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>>2074304
I can see it's visual appeal.
But I wonder how AI would read them?
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>>2074329
As AI always does: using weight and biases with combinations of many IFs.
E.g. assume a book move scores +1, good = +2, inaccuracy = -1 and so on. Assume that a blank slate character has a score +5 in each category. Pick a random idle character with a score >0 in the relevant category for non-critical tasks, pick the best idle character for important tasks, fire a character if their scores drop below zero in every category.
The harder question is how to determine blunders/book/brilliant moves.
And while it's hard, it opens a potentially fun can of worms that can turn into a deep game mechanic on its own. Imagine characters self-evaluating the outcomes of their actions — a mid general claiming he made a brilliant decision when it was really a book move, but you can get the true evaluation if you waste the time of an additional character to act as an inspector/spy, or spend gold to collect testimonies of witnesses.
Or just make a simple evaluation based on some similar metric, like comparing the relative losses of each side.
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>>2074088
In this specific case the fact that winning the tourney mean you are decent-ish at a specific form of fighting that won't see much use for a general is irrelevant, it's only about picking according to criteria that the non-picked vassals won't be able to legitimately complain about - best having them defect or become uncooperative does matter, especially if they will probably all suck equally at the actual task.
Historically shit never happen in a vacuum. If you are a king and need to pick someone to handle your army among people with no military experience, the choice will still be "obvious"... just driven by non-military stuff like politic or economy.

So don't make your argument for making a bad game design "it's more historical", because historically it wouldn't at all happen like that.

>>2074124
>>2074137
Both are much better than everyone starting blank.
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>>2032893
https://www.youtube.com/watch?v=S1Eho3-5m6U

Released a small update on my game today, showcasing the population tab (piecharts, population ledger, regional edicts)

It's a Victoria 2-like, but with regional pricing for goods, transit costs, embargoes and proper protectionism; among other additions like military logistics
Setting is 1700-1815
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>>2032893
Started working movie studio manager.
Most of the actors' stats are hidden, so the player has to make their decision based on their listing.
I was thinking listing worked something like this:
>D-list no nominees
>C-list has at least one nomination
>B-list has been nominated twice
>A-list has won at least one awards

Actor nominations are done without player input, but they are impacted by it.
In essence, NPCs will save money from their roles. And once they have reached 1 mil, they will spend it on "For Your Consideration"-campaign.
The board will then select 4 actors with the highest performance score to be nominees.
And select one of them at random to be the winner.

Either way, I dunno if pic related is enought information to for the player to make strategic decision who to cast.
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It was too hot to add any cool features, the only meaningful progress I could make was splitting countries into smaller provinces. I don't enjoy asset work, too bad you can't make a game without assets.
I hit a wall with Natural Earth dataset as it only shows level 1 administrative divisions. For Voltaire's nightmare I need more granular subdivisions, so I had to change the map generator — now I can use geometries from multiple datasets. Modern, historical, fantasy — whatever comes in a shapefile will work. Here I'm using geoBoundaries DEU ADM2 for Germany with everything else still using Natural Earth geometries.
I want to tinker with shaders a bit more before I start advertising the game, it doesn't look like I want yet, but I noticed that I already have at least one player.
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>>2067648
post searching in
next is follower/following/viewers listings (all of which are already generated i just have to UI it)
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>>2076253
>Either way, I dunno if pic related is enought information to for the player to make strategic decision who to cast.
I think that's a good start.
>>2034231
>mfw a month later I've got the most basic thing down
next step is to have trade stations store dropped off resources
>>
Colonization/exploration game in a randomly generated world where you never see the true world map and rely on hearsay and often inaccurate medieval-style maps. It would mainly be an exercise in imperfect information, e.g. why did people think California was an island until the 1700s? why did it take so long for english and french traders to sail to china when the portuguese were doing it for 200 years?

It could be fun to try and piece together ship’s logs, different (even stolen) maps, statements by pilgrims etc (think Papers Please), before deciding whether to send a caravel to port X carrying gold or port Y carrying guns, to try and sell for spices. Is port Y 20 or 30 days away from X? which way do the winds go?

Taking world gen as a given, one could imagine a starting point as simulating the route of a travel to and from a destination with slight randomness in the path, then define everything they would see on that path (e.g. an island), add X% of the information known at the destination (he heard at port X that port Y lay 50 miles due east), add a layer of obfuscation (different island location, another island that was actually a cloud, etc) then present to the player.

Could have upgrades that reduce obfuscation like naval technology or putting translators on ships.
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>>2078604
>randomly generated
Don't. Random worlds are soulless slop.
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>>2078605
To me the excitement is taking risks, Columbus had no clue how big the Atlantic was, but the player will. But I agree. Perhaps a randomized new world so you still have spain-england rivalry and so on. That also means I only need to generate empty land with a few civilisations instead of the whole world including the player’s origin.
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>>2078604
The main problem I see with that plan is that exploration costs need to be hella high for the incomplete information gameplay to even matter.
Otherwise player will just do the usual "send one of the cheapest shit you have into each direction and forget about them" technique.
A single expedition going down the shitter should mean a near game over if you want "Island B was 150 miles north instead of 100 miles NE" to be anything but an inconvenience so minor the player didn't even realize it happened.
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>>2078604
>Papers Please
sounds more like Obra Dinn's puzzle of reconstructing information.
sounds cool but as a puzzle not in a strategy game way so i expect people here would naysay on that expectation.
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>>2078605
>>2078607
Maybe a good middleground would be something like what EU4 did with a collection of handcrafted new worlds of which a random one is selected. Could even do something comparable for other regions of the map too.
>>
>switched my main data types from AoS to SoA since a lot of sim stuff didn't need everything in the struct so there was a lot of cache missing happening
>big performance gains (shaved nearly 30% off of simulation tick time) but it's now awkward and ugly to handle the data
fug
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>>2041226
Looks great. It reminds me of Deep Sky Derelicts.

>>2041565
Hey, I just had the fingerprinting problem with brave, it ruined my whole system as most of my data comes from textures.
What I did was start using a library (png.js) to load my data textures instead of relying on the browser.

>>2042007
>>2043094
That sounds amazing, I'd be willing to try that.

>>2044731
Kawaii Illidan uwu
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>>2066378
My advice would be to use 3d models as a base to get used to anatomy. Also work on improving your line art, it could make a world of difference. I think the black shadows are fine imho, gives it that comics style.

>>2066422
Actually, your background art reminds of Curious Expedition 2, I really like it.

>>2074124
In my opinion this is the best solution for this particular scenario.
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>>2074329
They could just see the exact stats, and add some rng for variation.

>>2077781
You should go somewhere with AC or get a fan, anon.

>>2078604
>>2079052
I would love to play this. I'll add it to my list of ideas I will probably never revisit but might check if I ever run out of projects to work on.

>>2080333
If the performance gain is worth it, do what you can to adapt. But if the difference isn't noticeable you should probably stick to what makes you comfortable.
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>>2080616
>They could just see the exact stats, and add some rng for variation.
But you have to think how to analyze them
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>>2044081
This is the first time I hear about That Which Sleeps, and thanks to you I have just fell into a 2 hours rabbit hole. So sad there isn't even a prototype to play, it just looks so good on the youtube videos.
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>>2076253
Working plan is:
> simultaneously turn, every turn is a quarter of a year
>There are 12 AI-run movie studios named
>AI studios start operating in year 1900
>There are always total of 120 actors
>Actors can marry each other and produce nepobabies
>If there are not enought actors, new are generated
>Every quarter 10 actors are reserved for use of studio at random
>Player's 13th studio enters the game in 1920, after AI studios have been operating for 80 turns
>Which means there is plenty of data on actors, and some of studios might have gone bankrupt
>Goal of the game is to outlast the AI studios, which might take a century
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>>2032893
Here is a general question for general discussion.
The fun of map-painter comes from conquest; however, most people stop playing once they are the strongest, because there is no longer any challenge.
Therefore, the only way to prolong the fun value is to introduce setbacks like corruption, rebellions, plagues, and succession wars.
However, the reason why devs are afraid of making these setbacks meaningful is, they are afraid players will rage quit when these things occur. Because recovering from them would be difficult and not fun.
They aren't fun because there is no progression. When you conquer stuff for the first time, there is visible progress, but once you lose some of your conquest and later reclaim it, the law of diminishing returns is subsequently applied to your enjoyment.

Does anyone have a solution for this dilemma?
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>>2081261
That's a flawed preposition. Those types of "setbacks" are unfun for the same reason any mechanic that exists exclusively to frustrate and stall the player is.
Being the strongest should be the player's goal and he should be happy quitting after achieving it.
Your ultimate design goal should be making that a challenge. Rebellions and whatnot should exist only as organic mechanics that the player can bilaterally interact with, not as punishment for success.
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>>2081261
I long came to conclusion that grand strategy is a cursed concept.
https://www.youtube.com/watch?v=8uE6-vIi1rQ

Power fantasy of becoming the top dog VS conquest getting harder — a problem that cannot be resolved without changing the nature of the game.
Some ways to change the game:
- replace sandbox conquest with clear objectives. You achieved X — you won, game finished, further slog impossible.
- reduce the scope of your control. E.g. instead of controlling your entire country you control only some "frontier" portion of it, essentially you play the entire game as a 5/10/whatever-province minor, while the previously conquered land becomes your "metropole". You keep expanding "your" country, you just don't get involved into its politics that much, and you get limited benefits from it so you don't get too strong.
- switch from direct control to gardening, from strategy to management sim and story generator. Imagine Rimworld, but grander.
- redefine "top dog" to make it more varied/ambiguous. Like in Civ games you have culture/religion/science/etc victory conditions, so in your strategy game you can have multiple parallel planes of "conquest". You conquer land in political map mode, but somebody else dominates the trade map, while a third player has successfully painted the religious map, and to be a true victor you need to make these parallel authorities submit to you. It's like NG+ within the same game.
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>>2081261
I think that it's all about what the player came for. You could make a game about conquest, or you could make a game about managing a large empire, and each game would attract different kinds of players.

The problem with putting both concepts into a single game is that you're not appealing to both player groups, but a subset union between them (player that like BOTH conquest AND management).

I personally play HoI4 and Anno for two vastly different reasons.
>>
>Have the basics of my my map coding done
I know there's a lot of unknowns but I think now it's a matter of fleshing out how bots interact with the map
>Trade / determining value of transport
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>>2081532
I think after that the next step is some basic market and further crafting scripting.
Once that's complete I can look at making the spaceships more than just a ^ that moves from a>b>c with goods
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>>2078499
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>>2081261
Regarding internal conflicts, players usually find this less annoying the more there's a specific entity they can interact with. Dealing with unruly vassals in Crusader Kings is usually fun, it's an actual character or group of characters you're dealing with and you can interact with them using the game's designed mechanics (whether that be trying to assassinate a particularly annoying vassal, or civil war, whatever). Dealing with brigades fracturing in Victoria 2, or even most rebellions in Victoria 2, is not fun. There's nobody to really interact with, no rebel leaders, no rebel breakaway state (except in civil wars which players usually enjoy more), just shitty army micro or rebel army cleanup.

Try to concentrate the internal setback stuff mainly on "actors" that they player has to interact and contend with, be that rulers of substates, or just factions, but if they're factions at least make them a concrete ingame entity that the player can interact with and not just a nebulous modifier.

One of the problems in map painters is states being represented as unitary / totalitarian. IRL historically most states were either a bunch of separate states bound together by personal loyalties (feudal system), or were federations, or were nominally unitary but in practice local governors effectively ran substates (Rome & China were both like this). Try to avoid this unitary/totalitarian system. And make sure it's like this on release because as Paradox discovered with Stellaris, when they initially tried to implement sectors, players will get mad if control is taken from them, whereas they'll be less upset if they never had great control in the first place.

cont.
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>>2081594
I think, and in my GSG will be implementing it such that, there's a very limited range from a capital city at which land can be governed, and beyond that you'll quickly lose control strength which will increase promotion of criminal pops. So the idea is that you CAN govern everything direct from the capital if you want, but in practice if you do this and your country isn't small, most everything you rule will barely be under your control, there won't be much rule of law, low taxes, and your pops will be upset because of banditry. What you'll want to do is hand away internal regions to local governors. Who then have control from their own capitals, thus letting them administer the land better, but they are Actors, so they have primitive decision-making and may do their own stuff like rebelling if they're unhappy. And, the further their capitals are from yours, the less control over them you have and the more lax you'll need to be.

Basically, when you're small, it'll play more direct state control, but as you expand, you'll be focused less and less on your borders & neighbours and more on the states inside your state, and your ability to expand further will decline as you get bigger - plus you'll get virtually no benefit from distant territory. You can't administer it yourself, and any vassal/substate governing it will not pay you more than a trivial pittance in taxes, and might even tangle you up in wars you don't want due to their autonomy. The main path towards power will be a combination of cultivating your core territory (through setting the correct laws & policies, and maintaining good trade access for your markets) and through maintaining hegemony over your region - which is not necessarily through conquest, but rather things like making sure your religion is dominant in the area or your language is the region's court language.

cont.
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>>2081597
Last of all going back to avoiding frustration, try to prevent sudden/unexpected catastrophes, RNG, hidden undermining, etc. If the player's going to have a rebellion they should know what kind it is and when it'll happen. If this leads to them being able to prepare TOO well, then design around them being prepared. I think CK3 did their noble rebellions and such fairly well; while rebellions were annoying, they USUALLY (not always) felt reasonable and not arbitrary - but being Paradox games they still did have some RNG for timing and in some cases were nonsensical.

If you're going to have a natural disaster, even - give the player forewarning.

Same thing goes with espionage. Try not to represent it as hidden mechanics and such. It's one area where you can go abstract / gamey. If someone's doing an assassination plot on your leader for example, it should be visible and you should be able to counter it. Yes, it's unrealistic - but "hidden undermining" is so hard to balance and always feels unfair, it's why espionage systems in games are generally either useless gimmicks or rage-inducing or even both. If you'll have them at all (and you should have them as an alternative to war and as a way for smaller / weaker nations to undermine the big empires) they should be abstracted, gamey, and not hidden, with clear and concrete effects.
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>>2081398
>- redefine "top dog" to make it more varied/ambiguous.
I had this idea of top dog not being the end, but a means to end.
For example, your ruler would have ambitions. Those ambitions might align with your empire, but your priority is filling them. And your empire is just a way to get those things.
Ambition could be something like building a gigantic palace, but to get funds for it, you have to conquer half the continent,and you would still go bankrupt. Your palace would be completed, but it would allow a series of revolts which might destroy your empire.
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>>2081581
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>>2081601
>If you're going to have a natural disaster, even - give the player forewarning.
Is that really realistic? There was no foreshadowing on Lisabon's earthquake
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>>2083432
in real life, while you might not get a straight early warning system you do get experts saying "we expect a X event within the next Y years, we should prepare for that eventuality" and in those same talks leaders often get (and ignore) warnings of all types of critical infrastructure that would require extra investment to be engineered to withstand or bounce back from that event.
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>>2083432
The problem with having surprise/random events like that is that players will only find them frustrating.
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>>2082710
added pov feed to yapper profiles (by clicking home but in future it should be a proper login/hackin event) so that you can see their account from the perspective of being logged into it which includes a feed of their posts, posts from following accounts and posts fed to them by their algorithm.

next up is DMs.
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>>2074197
>I'd like someone to develop a game that plays like Mount and Blade
I'd like something between CK and M&B.
M&B really highlights how important castles are and how expensive capturing them is.
Meanwhile in CK, siege are cheap and effortless.
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>>2084667
that is really cool but those page buttons should never move while the mouse is hovering over it
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>>2084667
I agree with >>2086575 about buttons moving.

Otherwise I really enjoy seeing you posting your progress, keep up the great work anon.

>>2081536
Any new screens to share? Even a WIP is fine
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>>2032899
4chan risk was fun 15 years ago.
>>
Do you people publish on the /agdg/ demo day?
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Hey fellas, I am kinda new into gamedev and I have an idea on my mind (guess what, another Banished copy) I have been trying to learn this mechanic of designating X,Y areas (like farm plots, or restriction areas, etc.) with a click and drag mechanic but with no avail, do you guys have any tutorial (video or written) in how to achieve this mechanic?
>>
If any of yall are interested in understanding how CTRL+U generates it's npcs i've been writing an explainer series of the novel technique i invented for it (this is somehow cutting edge tech despite being something that probably could have been done on an SNES) in between dev...
https://www.patreon.com/posts/lambournian-grid-133322960
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>>2090066
> i've been writing an explainer series
Please re-explain it because I keep looking at that page and it just look like you found an incredibly inefficient variant of "x = rand, y = rand".
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>>2090158
the problems with "x = rand, y = rand"
1) multiple could produce the same result
2) how are you inversing it? most rand(seeds) cannot inverse and the ones that do are pretty shit

the key is the process is reversible and local:
any id put through an id2pos will produce a position that can be put through the pos2id and be back where you started.
so without having anything in memory except the defined world grid and population box you can accurately get any id for any position or vice versa

there is no publicly available algorithm that does this btw and im not sure there is a private one either given every open world game i've seen forgets an npc exists if you stop following them for a minute. the closest thing i've seen is nomansky's herds of some animal npcs but that's i assume done the same way they do planet orbits.
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>>2074197
This reminds me a lot of my idea.
>>2032893
I've always wanted to see more pike and shot games, the era around 1500-1700 is pretty underrepresented. Though I can get why they aren't very popular, and how the combat could become stale once you get to pure pikes + shot and cav.

The idea I had was more of a mercenary company management game. You'd focus more on "small war" engagements, making money through spoils of war, raiding, battles etc, and keeping your force powerful. Kind of like Mount and Blade, but I want to add in a lot of small things you can get into to influence events + the outcome of battles. Large battles and sieges would be a rarer thing, but come with high risk/reward.

You'd have to balance things like pay, morale, trying to follow the contracts you're given, characters with different needs/wants etc. Maybe a lord contracts you, and expects you to show for a battle. But you learn from reports that joining the battle will make you lose a lot of trained men and cash. You might try to weasel out of it and take a hit to your reputation, just go and take the loss, or force a win.

The battle system would be somewhat like total war, but i'm not sure if I want a TW RTS or something turn-based etc. You'd also have to contend with changing times and tech leading you to change your force composition and tactics. Early game would be late medieval combat with firearms, mid-game would be proper pike and shot, and late-game would introduce early line infantry etc. No tech trees, just "soft" factors that influence what works and what doesn't. Like cannons and muskets becoming lighter/cheaper, allowing you to employ more + move them around easier. Or flinklocks becoming common increasing ROF/reliability when you replace your muskets. Any opinions on the concept anons?

(harquebusiers are cool, always wanted to shoot a pistol from horseback)
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>>2090590
>pike and shot games
>underrepresented
If feel like that's 99% of all indie RTS projects in amateur dev threads, be it here or on other websites.
They never deliver past the initial idea guy stage tho, not sure what's wrong exactly.
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Economies fucking suck.
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>>2090744
As a concept?
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>>2090744
Removing economies remove resource collection / securing, and also remove a good chunk of base building.
At that point you already lost 3/4 of the RTS playerbase because it's not business as usual enough.
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>>2032893
I had this autistic idea where every battle has 15 subcommanders, whose stats determine the outcome of the battle instead of single one.
Is this too much autism?
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>>2090823
>15 subcommanders
At that level it's just a regular squad leader.
>Is this too much autism?
I would argue even stuff like DoW1 did it, when attaching special units like a Commissar or Priest to boost a regular squad.
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I wish I had a billion dollars to make my dream porn RTS hybrid game. I don't know how to code and since my concept is already fucking retarded as hell it would be a sin to not just go all out.
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>>2090825
It's more like:
>every army has a general
>every army is composed out of 3 wings
>every win is commanded by a subgeneral
>every subgeneral has four colonels under them
>subgenerals and colonels have all commanded 1 regiment, totaling 15 regiments

>every officer has a hidden strategy and tactical skill
>general's strategy skill impacts 50% of the strategy output of every regiment
>other 50% of strategy input is determined by the subgeneral, but only influences their wing
>50% of a regiment is determined by its colonel's tactical skill
>other 50% of tactical skill comes from the subgeneral

>armies subdivide their men equally, so if an army has 30,000 troops, every regiment has 2,000 men
>each regiment's "effective deployment" is determined by:
>regiment strength × strategy (avg. of general and subgeneral's strat) × tactical (avg. of subgeneral and colonel)

>during battle, all 15 regiments are paired against a random enemy regiment
>regiment that has a higher effective deployment wins a skirmish
>because every wing has 5 regiments, the wing has to win at least 3 out of 5 skirmishes

>similarly, the ultimate winner of the battle is the side that has more winning wings
>if army wins all three wings, it triggers a "rout"
>during a rout 20% of the enemy army is captured

So, this is like Risk with autism, and the player's goal is just to study the officer's past records so they can be promoted to the right place.
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>>2090703
>that pic
glorious
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>>2090841
>has a hidden strategy and tactical skill
Oh God, not this shit again.
Major stat being hidden suck fat nigger ass as a mechanic, especially when the only "gameplay" you offer about it is trying to guess the DM's dice rolls done behind his screen.

That said, my main problem with the gameplay you described is that there is 0 strategy nor tactics.
Picking which officer goes were is a very simple math exercise, since Regiment vs Regiment is random and only use a generic "Regiment" strength, meaning you can't really try to do anything clever about your army comp, or the enemy's, or the terrain. Just getting the fattest raw multipliers together and pray RNG doesn't get extremely retarded.
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>>2090896
I mean, the record will be the officer's kill/death ratio, so after a few battles, it will resemble stats.

>Just getting the fattest raw multipliers together

Understand that strategy stat will be multiplied by all regiments, so if the general and all his subordinate generals have strategy skill of 10 (our of 100), it mean entire army will at best fight at 10% strength.
Thus, if you give 100K men to completely incompetent generals, they might defeat an army of 20K run by competent generals.
So, simply throwing resources at a problem will just end up wasting them.
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>>2090833
How porn-y and retarded as hell are we talking about, exactly? 'cause I might be somewhere on that path too.
Tell me more.
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Is this the place where people talk about their ideas for games that they'll never ever even get around to making? If so I would like to blow some time and talk about my super cool bloated idea that I'll never get around to.
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>>2091018
yes, that is literally in the OP
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>>2091018
There are a few actual devs in here, but sure.
Tell us all about your pike&shot game featuring a lot of hidden information.
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>>2091048
>>2091051
Well alright, here's my super cool idea: a mix of PDX GSG in general and Alicesoft's Daiteikoku. It would be set in China from approximately 1920 to 1949 and you would be able to start as any one of the warlords. This would be a not!China where most of everything outside of the characters would be the exact same as in reality, they would instead be cute anime girls that just happen to be similar to real persons. The mood of the game would also be quite light, with events and decisions being skippable VN-ish sections of a few thousands words each, the former popping up naturally and requiring you to pick a choice in it, the latter having you pick the choice first and see the event later. The map would be up to Mongolia in the north, Turkestan and Tibet in the west, Korea and Outer Manchuria as well as possibly Japan to the east, and Taiwan as well as Hunan in the south. It would be fairly granular. The gameplay proper would focus heavily on the economy and administration of your territories. As the player your final objective would be uniting China, although the specific country you're playing as may have different ambitions and thus a different "final objective" which marks the end/last stage of "story" content. I am thinking to make the interaction between countries fairly loose, allowing you to just rampage should you have the capability to do so. The combat and military system would be perhaps similar to HoI3, but adapted to suit the era and background as well as to fit in with what I think to be good.
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>>2091122
I want every country to have playable content, and for them to have maybe two leaders each. Who is leading would determine the chances of certain outcomes of events and decisions, as well as whether they will appear or not. The AI would be able to pick their own options during these, and I'm hoping that a large number of these existing for each country and being delicately balanced would allow the game to progress and end in many different ways. I would also like content for many interesting/stupid scenarios such as the communists losing and ending up exiled to Manchuria or Taiwan under Soviet support, Qing restoration, a new dynasty, a sort of disgusting union of the communist party and KMT ala Muvluv, total Japanese victory(possibly due to player support) and so on. Some stuff like the march northwards or the Japanese invasion would happen in almost all cases if the player does not intervene, but others like the KMT elections or whether Chiang has balls or not would merely lean a bit towards history, and ahistorical outcomes would properly impact all the stuff that happens afterwards.
I need to think about pretty much everything more in depth, but I think to do that I would first need to prepare a tech demo or something so that I'm actually forced to do so. The pain in the ass that is developing this, as well as the possibilty of this game having some base contradictions in it also require thought. Does a light hearted atmosphere filled with cute anime girls really match with gritty war? Won't the actual simulation part of the game being forced to rely on a system of many connected events lead to contradictions? Won't the AI be too passive and peaceful because of them trying to match reality too much, or the game too boring because as the player you'll be mostly stuck sitting on your ass reforming shit until shit finally hits the fan?
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>>2090703
Huh, then I haven't lurked here enough. Then again if they never deliver past the starting stages, then there's still a lack of games lol.

Still I think it's better as a setting rather than the focus of the game. I think building the game around the mercenary company management is a better way to go. If you're bored with mid-game combat with only pikes, muskets and harquebusiers, then you'll still have to handle the problems of managing your company. Pay, casualties, training, equipment etc. There's a lack of games that let you manage a merc company that fits what I like. I like everything being really granular and having small decisions add up.

It's more fun noticing balance changes in the world, like muskets making shot-proof armor too expensive to field since their piercing ability goes up. So you'd discard armor naturally like they did post-1650, etc.
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>>2091413
>The battle system would be somewhat like total war, but i'm not sure if I want a TW RTS or something turn-based etc.
TW RTS gameplay would probably be ideal flavor-wise, but that also not the kind of scale a beginner dev should jump in.
Although Unity has been pushing DOTS a lot recently, if is kinda made for this kind of stuff, but I dunno if there are any tutorial that's *actually* in reach of a beginner yet.

>Still I think it's better as a setting rather than the focus of the game. I think building the game around the mercenary company management is a better way to go.
Then you really need to decide if it's a combat game with a management side, kinda like tactical RPG do, or a management game with a combat side, in which case you should probably take inspiration more from things like Dungeon Keeper or an heavily reskinned Theme Hospital.

>I like everything being really granular and having small decisions add up.
It's starting to sound more like a Theme / Tycoon type of strategy game then.

How much experience have you with coding, how much free time do you have for this, and do you have any strong opinions about 2D/3D, real-time/turn-based, engine, etc?
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>>2090946
I guess it's not that crazy gameplay wise. I just imagine it playing like DoW1/CoH but everyone is a sexy girl. Health is their clothes and instead of dying they get embarrassed/cum and then faint. Main reason I thought of DoW was because of the cinematic sync kills and and over the top the setting is. Like melee troopers have big dildos and for the sync kill the winner holds the loser down and finger bangs them till they cum. That classic jav video of the cart racing is how I pictured the mechs and vehicles, or along those lines where they are exposed or have to strap in by having a dildo shoved up their ass for some reason.

As for audio I always hates anime porn acting so I figured why not just hire actual porn stars and fuck them to get real, authentic orgasims. Film the recording sessions and you can sell that too on top of the game.
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>>2091703
The game is more of a concept at the moment, so I haven't figured out much past ideas I've written down and some research. TW RTS would be ideal but definitely past my coding experience at the moment.

Combat game with management sounds more like I had in mind, just wasn't sure of the best way to put it into words. I don't just want a battle simulator, I want to make a lot of decisions outside of a battle that lead up to influencing the outcome. I'm not a fan of tycoon games etc, mostly wanted to add another dimension to the game rather than just have it purely be about combat. TW ends up being too simple for my tastes, I want to do stuff like pick unit sizes, ratio of shot-pike-other arms in a unit etc. Or make decisions like raiding for supplies/profit instead of joining battles/sieges etc.

I'm a beginner coder, but I've got a whole lot of free time for the rest of the year, so I've got time to learn and try putting together a concept. I'm personally a fan of 2D graphics, mostly cause I'm not good with 3D, but if I learn or get help I'm open to it. RTS is the goal, but I do recognize it could be hard to code, so turn-based is a possible alternative, maybe simultaneous turn-based combat like Lines of Battle. For the engine I'd assume Unity would be ideal, and Unreal would be hard to work with.
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>The steam page is finally up
>Now onward for the steam fest.
I once again ask if any anon want to beta test my game and give me some feedback.
https://bluesanddev.itch.io/galduen
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>>2093632
No plans to release for macOS as well?
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>>2093715
I need to find a way to export to mac
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>>2093763
you'll have to buy a mac mini, dox yourself and shake your hand with the devil or have some service port it for half the price of mac mini
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>>2093763
Yeah anon, think about the 0.00001% of the market your passing on!

By the way, you're based for having a Linux build. Congrats on getting this far, I hope you make it.
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>>2066378
they look sloppy
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>>2096338
>>2094412
So, Apple ask for selling your soul to them. So n MAC version and if you have a mac, you partake in Moloch.
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>>2093632
On a brand new game, Research financing is set to -400000. It doesn't seem to actually detract the money, it only looks like it will. Can be fixed by just moving the slider a bit. Also there seems to be a bit of a problem with the sliders, when my production first increased from 1 to 3 the slider for it still saw me as only having 1. That was also fixed by just moving the slider a little, but if I hadn't noticed then I would have ended up wasting some cash/production.
Maybe make the Q and E keys shortcuts that allow you to lower/raise the game speed respectively?
It would be nice if there was an option in the settings for the game to pause automatically when an expedition report pops up.
I know you can queue by selecting a tech that requires others to be researched before it, but I think being able to queue completely unrelated techs like Fuel Tank and Rail Integration would be great.
In the mission control screen, sometimes a new design doesn't immediately show up and you have to close and reopen it to see the new design. Also, if you have too may designs they end up looking unsightly and being hard/impossible to select.
After saving and loading my mission changed? Previously my main mission had been to send a probe to Foxnen, after loading it changed to first crewed fly. Story tree still doesn't have the mission for Foxnen completed.
There's no description for the tech "Manoeuvre Thruster"
The notifications on the bottom left seem to disappear after a story dialogue occurs? They only return if you load a save.
Being able to modify existing designs is something I really want to see. Since I'm basically just picking specific missions and designing spacecraft solely around fulfilling them I end up with a massive amount of designs, and of course tech adds in to the variety. As a result of this I end up designing like 15 new spacecraft every hour and having to routinely delete them all just so I can keep track of what is what.
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>>2100699
The fixed component "Landing Thruster" doesn't apply to existing probe designs.
Bug where sometimes a design with a crew compartment has crew set to false. I think it only happens with Artemis? Also it's only like 20% of the time.
Mission Synchrone Clock says it unlocks the "Risk Table" technology, but you can research it even without doing the mission.
The main colony mission doesn't display any of its objectives.
Contract "The Three Orbit" only requires reaching Incuben, when judging by context it should require orbiting all three moons instead.
Fully upgraded load bearer costs -1100 and gives -1 building time.
I feel like there should be more inflation of cash rewards for seasonal contracts, they stay at more or less the same amount while spacecraft prices keep rising higher and higher and some of the objectives are replaced for harder(and thus more costly) ones. By the time I finished walking on all three moons I found myself sitting at 0 cash all the time and having to go into deficit just to do missions. Is the player expected to make as much use of selling construction points as possible? I personally pretty much never bothered with it. Speaking of which by the way, I've been thinking that it may not be a bad idea to switch it over so that you always use all of your construction on building ships, with selling construction being automated so that it sells whenever you're not building a ship, without player input.
And also, it feels like there's not much of a point to the research you get from shrines. 3 research a month is quite steep when you're being made to pay 600 for it, and it feels meaningless to even bother when you can just do some missions and not only get 50-100 research for it but also get paid. I feel this should be rebalanced.
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>>2100704
Forgot to mention but I am playing on the default difficulty. Played up until the part where you send probes to other solar systems, had to stop there since despite having all tech I couldn't find a way to do some of the missions. Missions for colonizing the moons didn't appear for me, presumably because I had to finish the probing of those systems first?
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>>2100699
>>2100704
Your gui is very Flash, I like it.
But I kinda wish you added bit more glow to it
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>>2032893
I had this idea for a game, your actions all about building reputation, even ifit means making a stupid decision at great cost, for example.
For example
>if you avoid battles, you will earn a reputation as a coward
>and when people your cowards, your men start to desert your army
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>>2106934
that would be simple to program and you can ai to generate the choices and event chains and all
or you can just play the game in gpt altogether
also this mobile game is the closest to that concept, you're given two choices and your choice will impact the self explanatory icons at the top and you have to balance them if one goes down it's game over
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I will be a strategy dev one day and I will make games the likes of which have never been seen.
For the moment I'm stuck with my shooter game which I have to finish to prove to myself that that I'm a dev and not a delusional neet
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>>2107813
>I will be a strategy dev one day and I will make games the likes of which have never been seen.
I read this and Pokémon's S1 Opening started playing in my head.
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>>2107762
I don't see how that game is tied to reputation.
I find it curious how it is being mentioned here more than once. Regardless I have meant to try it
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>>2032893
I guess this is good place as to discuss how a game should depict a failed landing?
Like Spanish tried to invade England four times, but three out of four times they were wrecked by the weather.
How would that kinda stuff even be simulated?
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>>2100699
>>2100704
Thank anon, you are giving me some work to do.
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>>2090946
That is gives me an idea
>Sengoku Rance + Crusader Kings
>your generals school girls
>you select panties for them to get different bonuses
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Dunno if it counts since it's just working on assets instead of actually programming a game, but lately I've been experimenting with province density. I keep seeing people on /vst/ wanting a Total War game where movement is locked to being province-based like in paraslop, so I'm trying to make something where the game would be one month per turn, and each month you can move to one adjacent tile (maybe there'd be tech that'd let you move by more tiles later on, that's out of scope for now). The controversial part is that many of the tiles don't match up with IRL province borders, and I'm intending to have every major river follow province borders instead of cut across them like what happens a lot in Paradox's maps (as well as irl subdivisions). I'm doing this because I noticed a lot of fantasy maps for games like these tend to never have rivers cut across provinces, as well as most provinces being about the same size, so that's what I'm going for here, a map of OTL that's structured based on how players would want it to be structured as opposed to reality. Not sure if that's something people will actually enjoy.

I'm also trying to have larger province density in South America and Africa, but just in general everywhere where it's possible. In a lot of older games these areas just had enormous blobs (for example EUIV, but especially in Darkest Hour), so I'm trying to have the same province density everywhere where there's at least some people living there. Kinda like Imperator's map, except I think the density in that game's map is too high, especially for my plans of moving one tile per month.

TL;DR: r8 my south america
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>>2117319
Looks great, a high-density of similar-sized provinces is basically the ideal system to have in a game, hexes are more common simply because they don't take too much effort to make.
A few issues with the movement though: you're disregarding terrain, which is honestly fine if you're going for TW style army movements as opposed to simulated wargame battles, but you still need to make crossing a mountain chain harder than walking over to a neighboring city somehow. And this is more of a nitpick but one month is a crazy long timescale, even with a huge army it's not gonna take more than a week to travel such a small distance.
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>>2117441
>hexes are more common simply because they don't take too much effort to make
They're easier to work with, but the real reason they're more common is simply because they're the superior way to divide land for a strategy game. Each cell is the same distance from every adjacent cell as opposed to when you use squares and allow diagonal movement, and each cell has the exact same area. But when it comes to something like Paradox games, simulating alternate history is prioritized over strategy so it's more important to have France actually shaped like France instead of everything being hexagons that don't evoke historical province shapes.

>even with a huge army it's not gonna take more than a week to travel such a small distance
For this, I unfortunately had to use vidya for reference. I looked at how long it took an army to cross Britain in M2TW, but also assumed a turn in Med 2 was half a year and not the actual year and a half that it represents. Looking it up now, looks like the average army during the medieval period could cover six tiles on my map in about three months, so maybe each turn can be two weeks instead. We could call the game Fortnight because of it lol

>you still need to make crossing a mountain chain harder than walking over to a neighboring city somehow
I'll probably do this through some penalty to a unit's organization or something if it just got done moving. I wanted for the turns to be simultaneous like in Diplomacy, so I'm trying to keep everyone's movements on the map the same speed and apply penalties due to terrain through other means. However, with the amount of distance that a unit can cover per in-game month now being put into question, I'll need to rethink this.
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>>2117481
>the real reason they're more common is simply because they're the superior way to divide land for a strategy game
Well, no, not really. Irregular shaped tiles are better because they can match actual regions of land. You can just adjust travel time based off the real centroid to centroid distance of tiles. Hex tiles usually have really shitty movement mechanics because it's some x tiles per turn rather than x days to go from tile to tile.
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>>2117319
> I keep seeing people on /vst/ wanting a Total War game where movement is locked to being province-based like in paraslop
Personally I would prefer it to be like in HoMM.
Province-based always feel too abstract and really limit what actual map design you can do, since everything will be more or less passable.
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Bump because i'll definitely make my game, someday
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>>2032893
This more of RPG, but combat system would be like this:
> turn-based battle
>player has two options
>a) attack
>b) run
>both enemies only have one attack
>but it's effectiveness is randomized
>4/7 chance of it being a base attack
>2/7 chance if doubling the damage
>1/7 critical chance of tripling the damage
>once a player knows how much they WOULD cause, they have option of forfeiting their attack
Why would player forfeit their attack? Well, the enemy's DMG actually doubles if player damages their HP beyond certain threshold, those thresholds being 51% (double damage), below 21% triple damage
Which means, the players wants to avoid passing the thresholds as long as they can, so their enemy doesn't get double dmg.

Example, player is fighting a slime. Both have 100 hp and a base attack of 20. If the player gets critical and decides to use, the slime will lose 60, which means their health is below 51%, and their attack will be doubled. If the slime attack is critical (20 × 2 x 3 = 100 dmg). Which means player will lose in one turn.
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>>2125473
>Random number generator
>You can choose to participate, or don't
Where is the strategy?
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>>2126149
maybe I explained it poorly, maybe this flow chart explain it better
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>>2126176
Yeah I got it, you can attack or run.
The novel aspect being the enemy doing more damage beyond a threshold.
This doesn't really enhance the binary decision making where you are just choosing to participate or not.
>Choose "Fight"
>Damage on both sides
>Choose "Fight"
>More damage, damn I'm in danger here bad odds
>Choose "Walk away"
Now you have low health, so you won't be participating in any more combat since you obviously don't like the odds.
You refill your health and decide to take a new approach: This time I choose Fight and hope for a better result.
If you can't refill your health arbitrarily you will have to Fight when you'd prefer to Walk, if you can refill your health arbitrarily the entire combat system is a chore of leaving to heal when your health is low and choosing Fight again.
It's not a very compelling idea because your whole hook adds nothing to the decision making process of Yes or No, it just changes the calculation so you have a lower risk tolerance.
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>>2126201
I feel you still didn't understand it.
There two choices per turn, first one is fight or attack.
Second one comes after you rolled.
When you roll you are told how much DMG you WOULD cause.
You are given the chance of canceling the WOULD-BE-attack, but that means your lose a turn your enemy hits you.
If your enemy's hit take out below DMG threshold, it means your DMG for next turn might be multiplied.
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>>2044731
>I managed to hit every single possible bug and edge-case on a simple "just pick the first thing on the list that is in-range and not on cooldown".
me too but not on a programmed entity just when I'm trying to play
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>>2126247
You have two choices, Yes or No, everything else you're saying is just extra calculation on top of the Yes or No.
I don't know why you're not getting it, a Yes or No decision is not an interesting mechanic no matter how much math you stack on top of it.
All that the player must do is perform a more complex calculation, but they can only choose Yes or No.
It doesn't have nearly as much depth as you seem to believe. It also isn't really a strategy game mechanic, it's more like something you'd find in a text based rpg.
Prototype it and try it and you'll see how boring a binary decision game becomes.
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>>2126960
>It doesn't have nearly as much depth as you seem to believe. It also isn't really a strategy game mechanic,
How would you define strategy mechanic?
Isn't it all about taking risk?
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>>2127051
There should be some element of planning ahead. What you have described is more like running quick math on each given Yes/No decision. The only way to progress is to say Yes. You can only defeat enemies with Yes, if you say No you walk away and may be worse for wear. Then what? You go back and say Yes when you're ready to accept the odds you walked away from at cost.
What other plan is there to approach any situation beyond saying Yes, then?
I noticed you pivoted to defining strategy instead of defending the mechanic from the assertion that it has no depth and that binary decision making is boring.
Prototype the mechanic, it should take no more than an hour because you only need Yes and No.
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>>2127113
>Prototype the mechanic, it should take no more than an hour because you only need Yes and No.
Okay I did that. It's promising.
What I out that if you always attack you lose 80% of the time.
But if you strategically hold your attacks and avoid passing the threshold that would multiply enemy attacks, you have a win rate 80%.
Which means 20% of battles are unwinnable. Dunno if those are acceptable.

>What you have described is more like running quick math on each given Yes/No decision
I'm actually thinking calcuting the odds for the player and letting them ake the decision.
For example, if you chance of hitting enemy with 60 dmg (which would double their attack) and you have 80 hp. Your odds of getting knocked by your enemy's attack would be 42%, because they would roll 7, and if they roll 5-6 theyr base attack of be 40 would be multiplied by their HP threshold to 80, and with 7 it would multiply 60 to 120.
But if player witholds their attacks there is 0% of getting knocked out by them, because max dmg they could do is 60.
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Took me a few days, but I finally managed to get movement at a basic level. The model bases of formations are capable of dynamically resizing no matter what size the models are, and lines can be drawn out with the mouse ala Total War. It's kind of clunky, but it's a start.
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>>2127697
Based, it reminds me of spring engine unit drawing lines
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>>2117319
you may try Brigandine system where cities or points of interests are connected by roads and movement is only possible between cities on them, essentially a risk style but no need for border autism
you can even make empty camps with nothing(no income/production etc) just to make some areas harder to traverse/empty and ability for player or AI to give ground
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>>2135978
Thanks for the suggestion, I've never heard of this game but will definitely check it out (I looked it up just now and was surprised to find out it's NOT made by Koei despite being very koeipilled).

I've considered a path-based approach before where the map is a graph instead of blobs (in my case thinking of how Nobunaga's Ambition did it, or for that matter how Total War does it to an extent). Each node would be a settlement you can do improvements to such as add fortifications or special buildings to, and each path could be improved by building roads and railways, the key difference being that in this approach road improvements aren't done to settlements like in paradox or total war games but to the paths between them. From loosely keeping up with the wars in Syria and Ukraine and seeing how territory changes hands in reality, I also feel like this is the more realistic way of doing things. However, there are two reasons why I didn't do things this way:
1) Sunken cost fallacy. I never finish any of my maps because halfway through I always think of some improvement that'd require for me to start over. One of the reasons I'm doing this map is to just finish *any* map so that I have something on hand when I want to make a mod or game or whatever. While I'm open to suggestions for it, the way I'm making this map is set in stone, and the suggestions from this thread will be considered for whatever map I make after finishing this one.
2) In my initial post, I mentioned that with this map I'm foregoing realism in favor of what I feel like players would want based on prior observations. From what I've seen, the alternate history autists who used to be the core of paradox's fandom perceive territorial control as capturing chunks of land instead of settlements, so I went with blobs instead of paths. A combined approach where cities would have associated blobs would just devolve into the player perceiving the map as blobs, as is the case with Victoria II players.
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>>2136098
Brigandine is nice game, especially the PSX one.
Anyway if you stay on province based map you could consider impossible to cross borders(even Med 1 have it). Whatever it can be - Mountains, swamps, rivers, jungles etc.
Other thing worth considering is fast travel(or faster travel) by water(alongside rivers(if you have boats) or coast) and railroads or even forced march in easier terrain.
Also you may consider making some provinces worthless or low importance so countries can concentrate more on fighting/defending important provinces where the low value one can be abandoned at ease.
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>>2135978
I had the same idea, but I ran into a problem.
Basically, there would be two types of territories, villages and town.
Towns have 3-4 roads, and those roads would connect them to villages. But the villages themself would only have two roads, both leading to different town.
The problem with this limitation is that there are not enought villages, but there ends up being a similar number of towns as villages.
I have thinking that instead of:
>town-village-town
It should be
>town-village-empty-village-town
So that empty would be a crossroad between 4 different villages. Then again, it would make travel time between cities three times longer.
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>>2136130
forgot the diagram I was going to include
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>>2136122
>impossible to cross borders
That's basically what the giant unlabeled provinces in Para and Amazonas are (I've added more provinces there since my initial post, but there are still large impassable zones there). I think what you're thinking of more is how for example in CK2 you can't go through the Pyrenees but have to maneuver around them, I might do something like that where mountains are initially semi-impassable (you can go into a mountain province from a prairie province, but can't move from mountains to more mountains or something like that) until you research some tech.

>water
Haven't decided how that's gonna work yet. It will probably be similar to land movement as it was described earlier ITT, but the water tiles will be much larger.

>some provinces worthless or low importance
I definitely have plans to do something like this, dunno if it will be as autistic as Victoria 2 but I definitely want something beyond just "development" like in EUIV or Civ. Capturing the more developed provinces should give significant resource or logistical bonuses so there's incentives to capture them, otherwise this can easily turn into a repeat of the blobfests you see in Victoria 3 or HOI4.

>>2136130
What's the reasoning for there only being one village between each town? Between major "towns" IRL there's usually more than one "village", and sometimes there aren't any at all. For example, Liverpool and Manchester are so close to each other that I'd put nothing between them if I'm making my game's map a graph like yours.
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>>2137797
>What's the reasoning for there only being one village between each town?
To depict limited road infrastructure.
What made cities special was the road that emerged to connect them, and villages sprawled around those roads.
Sure there should be more villages but issue is how do you depict them without giving every settlement connection 6 other villages?
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>>2137851
>how do you depict them without giving every settlement connection 6 other villages?
You would simply depict them with connections to 6 other villages. IRL, there are small back roads that give each "village" that many connections, with cities being connected by major roads. Even before rail, the major roads would be paved stone or something, with small villages connected by shitty dirt roads that were hard to travel on. You could have dirt roads between villages and then paved roads connecting cities, and it'd be faster to use the paved roads so players would be incentivized to use them instead of making weird paths through small villages and the dirt roads connecting them.
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>>2127697
>colored squares with arrow in front of them
i must play this for 1000 hours
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>>2140601
plz no bully. Also because I'm never happy with anything I make, I'm already thinking about changing formations from rigid square bases of models, to free-moving models that independently move as a formation instead.
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>>2140571
>You would simply depict them with connections to 6 other villages.
Then you would have just same system as PDX game, where every province is connected to 6 other provinces

>RL, there are small back roads that give each "village" that many connections
I really don't think road infrastructure was as advanced as you think it was.
The thing is, roads require constant maintenance so they don't get reclaimed by grass.
Another factor was that roads were dangerous because of bandits and stuff, so people tended to travel in large groups, which further limited which roads were used, in a sparsely populated society where peasants didn't travel a lot in the first place.
The idea that every village was connected to 6 other villages is just overly optimistic.
There is the factor of what road is suitable for a sizable army; a dirt track that a dozen peasants can travel through a few times a year might not end well for a large army with a lot of wagons.
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>>2032893
Finally got around coding something, even if it's a placeholder GUI.
So pitch for this game is:
>You are the son of a merchant, your father has bought you an undeveloped piece of land
>It's up to you and your descendants to develop your land, purchase more land, and rise through the gentile ranks

So, the game is about land management (in an abstract sense). You cut down the woodlands and decide who to lease the land to.
Whatever the tenant is, free tenant (who pay their rent in bushels of wheat), serfs (who pay their rent in labour), or serjeants (who pay their rent in the form of military service).
Your product of the land isn't currency, but bushels, and you can sell the bushels; however, the price of bushels fluctuates every year, and bushels expire in 3 years.

The game is made of the following units
Yards -> Holds -> Manors -> Baronies -> Counties
A yard is a representation of 15 acres of land.
Hold is what the player begins with. A hold has 8 yards, or 120 acres.
A manor itself is made of 10 holds. And a barony is made of 10 manors.

There are social tiers based on annual income (avg. of 10 years):
Husbandman -> Yeoman -> Gentleman -> Esquire -> Knight

You start off as a husbandman who owns a single hold.
Your first step towards progression is obtaining a manor.
However, nobody will sell you a manor unless you are a knight.
Therefore, you have to become a knight.
You can become a knight by the distraint of knighthood, which means having an annual income of 20 pounds.
However, with your single hold, you will struggle to maintain that.
Which is why you have to send your sergeants to raid other holds, so you obtain more bushels, sell them, and buy more holds, and develop them until you earn 20 pounds a year.
You can then buy a knighthood and find someone who sells you a manor.
As a knight with a manor, you can start building social reputation by attending your liege's court and finding a wife.
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>>2140848
That sound... neat, for deep medieval history simfags, but where is the fun?

Is this going to be a cookie-clicker style thing were numbers go up?
Is this going to be a gambling simulator where most actions have a high-risk / high-reward option?
Is this going to be just an excel spreadsheet with buttons?
Do I at least get a cute windows showing the peasants working and dying under my stereotypical evil baron's reign?

Like, in concept/lore I'm sold, but as an actual vidya to play, not really.
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My game is done, on steam and will release next month for free.
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>>2032893
I'd love to play a space pirates game where you have to manage your logistics empire.
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>>2142465
>Is this going to be a cookie-clicker style thing were numbers go up?
No, there is no cookie-clicker inspiration.
>Is this going to be a gambling simulator where most actions have a high-risk / high-reward option?
Gambling is certainly core gameplay, but I'm trying to provide players with plenty of low-risk opportunities.
>Is this going to be just an excel spreadsheet with buttons?
Possibly. Graphical input is always going to be minimal.
>Do I at least get a cute windows showing the peasants working and dying under my stereotypical evil baron's reign?
Probably not.
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i'll bump this thread because it's worth it
>be a working man
>start making a game prototype that i want (after considerable learning period) and some silly prototypes
>it's actually super difficult, which i knew but i get discouraged after a while
>switch to what i think is a much easier prototype (a different game)
>it also takes a long time to flesh out even the basic stuff
i'm begining to think i should have just spent 10 years on the original project without branching out like that, but now i already have a prototype that actually has some extreme basics that are working
so in short, i'm in the middle of complete decision paralysis. i feel like no matter what kind of decision i'm going to make, i'll sit here and overanalyze "what if i made that other decision? or some other decision?" and become more and more paralyzed
not really asking for advice, just wanted to get it off my chest in case it helped

pic kinda related
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>>2146627
>pic kinda related
If you are making an RTS with maids and silly weapons, please talk a lot more about it.
'cause I'm working on something vaguely in the same vibe.
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>>2146691
sure anon, why not. just understand that this is millenial-tier donut steel writing
i went through various ideas, like some isekai suicide hell denpa story, but right now i've settled on something like this
>due to some people fucking up, whatever is thought up by people may end up actually being willed into existence, like if enough people think superman is real, he'll become kinda real. the original outbreak is called the helvetica incident and it made various things into existence, but since then it's much more difficult for new things to appear
>also version 2.0 of this event is looming on the horizon with catastrophic consequences
>because of that various organizations have started emerging and fucking shit up. things are looking grim
>you play as a sort of in-the-shadows organization that is secretly funded to deal with various threats and the overarching catastrophe. sort of like original x-com
>twist being, every soldier you have is sort of a "a lot of people thought this is a cool character and now it exists" type of soldier. examples including:
>a heavy weapons nijiura in full victorian
>p90 loli
>spas-12 assault jirai-kei
>sniper rifle wielding antisocial shutin
>cqc melee-only superfast catgirl (with a huge hairdo a'la dominion tank police)
>and so on so forth, various different archetypes that came into existence cause "i wish anime catgirls with aks were real" shitposts on 4chan actually worked.
>enemies aren't fleshed out too much yet but i thought to include various classical stories like the red riding hood, some mahou shoujo org, akuma guerillas, cinderella, hansel and gretel etc, every enemy org would have a theme in line with the original story/character
>e.g. red riding hood based around animals etc, kemonomimi characters would be susceptible to mind control, final boss battle having the woodcutter and a giant wolf, if the woodcutter manages to strike the wolf(in different parts of map), then RRH comes out and shit gets real
cont.
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>>2147304
>mechanics
>geoscape is standard x-com globe for now. sorry, don't have anything exciting here yet
>battlescape is something that i call interval-realtime, that is you have a squad of anime girls, you give them orders like "attack move here slowly", "run to this spot", "overwatch" etc, and then unpause the game - the game runs for X seconds, and the girls do what you told them, with you being unable to interfere. after X seconds the game pauses and you can give orders again
>every unit has a vision cone, so when you move, the units can't just omnidetect things behind their backs. vision is blocked by trees, buildings etc etc
>i think that gives the game a layer of tactical thought where you can't just attack-move shit and hope for good results
>sprinting somewhere might be a good idea(cause you're harder to hit), or it might be a bad idea(cause you have a narrow vision cone and can't just "oops move back" the unit until X seconds have passed)
>so you need to actually think ahead what will happen in those X seconds. you could provide overwatch cover for the runner
>if the unit dies it will be resurrected at the base - they're not actually real, they're concepts
>however units dying might gain some negative traits, cause they keep dying, or lose positive ones they gained.it's better they don't die
>right now the idea is that every girl has a unique skill tree which you traverse to level up, with some unique traits for every girl that noone else has. so for example, the heavy weapon "platform" nijiura maid
>trait 1(princess maid) extreme mental fortitude, doesn't break morale, but won't run, kneel or do anything "unsightly"
>trait 2(Ice Hail) Has better accuracy and bonuses, but can only use ranged weapons that have auto mode and only in auto mode.
>then you can branch into different playstyles based on what you want. on death some tree elements get reset, some can be respecced
>every girl can change the loadout, which you research or buy or salvage etc
cont.
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>>2147342
>mechanics cont.
>equipment is the standard x-com style grid for now, 2hands backpack belt straps quickdraw etc
>stats also kinda standard for now, except there's no TUs, cause it's "real time", so some units are quicker some more accurate, some are super cowardly and some are tanky and so on
>want to incorporate magic into it at some point, so to have some sort of battle mahou shoujo in operator getup / frilly dress combo, but can't figure out how to do magic loadouts yet so that makes sense and is balanced
>research would be a combination of your org capturing stuff and maybe reverse engineering it, or building something new based off it, or taking the concept of the helvetica incident even firther, that is actually trying to will technology into existence
well there's more but that's the basic idea. i made a very simple flat geoscape with a simple base that could build buildings and then a very janky prototype of enemy entities being spawned and patrolling around or doing other things using a state machine, with my ship i could spawn to intercept those.
i also made another battlescape prototype with the "move-stop" mechanic, vision cones and some extremely simple movement, vision cones and raycast "shooting" inside a shooting cone. as a prototype it worked kinda well, could detect enemy in vision cone, but couldn't if it was obstructed and so on
mostly worked on some basic stuff like state machines, controllers
since i have job i could only do it for like an hour a day, so at one point i got discouraged and switched projects to something i thought would be easier (it isn't)
i also have a spreadsheed with a lot of technical ideas, some example unit writeups, enemy ideas. also have a "stream of consciousness" sheet where i dump everything that comes to mind at 23:30 in bed. it's actually quite handy

and that's it, as i said donut steel level of writing competence, however in my defence i just love anime girls, i wish they were real
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>>2147382
oh, i actually forgot about one "mechanic" thing, which is the height of my hubris honestly, that is i thought that i actually could make this game and not only this, it would become known and have a following(not some huge hit, but A following), and then i'd be super smart and tie the ingame "wil things into existence" event into real life, so that when people would talk about "what new things would anon put into the game next?", i'd take those ideas and incorporate them, cause that would mean that people in real life actually made things "real" because they thought about them, which i thought would be very cool and smart cause it's totally like the scenario i made the game about! ain't i smart?
with the close second hubris peak being me wanting to put actual currently existing anime girls into the game, cause if they're super popular now, then they'd be real in game after the helvetica event, and if i ask twindrill very nicely, they totally will let me put kasane teto in game as a boss or some shit, right?
embarrasing
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Been working on a liberal crime squad/mount and blade crime strategy thing for a little bit now. Hate Godots UI controls.
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>>2147405
It's okay to dream like this
I also think about who I would collab with If I was successful
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>>2148009
>when you already have planned your GDC speech about what you did to make such an amazingly well-running game, despite your shit currently missing 99% of its features and being bug-ridden beyond recovery
Wouldn't be me.
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>>2147405
>if i ask very nicely, they totally will let me
This kinda of collab-type stuff is pretty common in Japan, especially with gacha games.
...but afaik, only between established titles from jap companies.
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>>2146627
>i'm begining to think i should have just spent 10 years on the original project without branching out like that
This is what I did and I still have nothing to show for it. Sometimes it works out, sometimes you basically have a wasted decade (though I guess the things I learned from my forever project weren't a waste)
>>
Are there any copyright-free province maps that I can use in my game anywhere? I generated one using a hoi4 tool but it looks like shit. I like natural borders.
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>>2148009
>>2148938
>>2149149
thanks anons
well, i guess i'll work on a project some more tomorrow then. if i won't, who will?
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I have no idea what I'm doing with this development.
First, I drew the overworld by just drawing international borders.
Then I focused on individual countries and drew its geography (rivers, mountains, highlands, wetlands, forests)
Then I divided into 11 regions, which I further subdivided into a total of 83 counties heavily influenced by geographic borders.
Next step is cutting the provinces into a mesh in Blender, so they can be imported to Unity. I don't know why I bother. I want clean meshesh, but fbx export is probably going to fuck the mesh up either way.
Regardless, the working goal is something like a mix of Suzerain and Sengoku Rance.
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>>2152413
>Next step is cutting the provinces into a mesh in Blender, so they can be imported to Unity
Why? Isn't that the province map in the top right? The point of that is to generate the province shapes at run time, hand drawing provinces as meshes is not only insane but will look much worse.
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>>2152427
Not that anon, but converting bitmaps to vectors programmatically tends to lead to dogshit tile borders, as seen in Paradox's games. They end up either weirdly blocky (like in Vicky 2 for example) or weirdly blobby (like in EU4 for example); to get it to work well requires a very high resolution bitmap map, at which point you'd be better off just doing the vectored borders yourself by hand.

Also if you look at the top right he actually has border lines present rather than just the tiles, so it'd be pretty awkward to do anyways because he'd no longer have an exact clean boundary between different coloured tiles but now an ambiguous line running between them too.

I personally found Illustrator -> SVG export -> custom importer worked best for tiles. For the size of the world depicted there, and the tile density, I don't think doing it by hand would take an unreasonable amount of time. I would guess it to be around a thousand tiles in total.
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>>2152427
>Isn't that the province map in the top right?
yes
>The point of that is to generate the province shapes at run time
For me it was just sketching.
What you are describing is the process of vectorizing raster images so they can be rendered as a mesh.
By manually doing the vectors, I'm just cutting out the conversion process.
The reason why I'm doing it like this is that raster-to-vector conversion is an absolute pain. I have tried to create a converter (pic related is my previous attempt). It's tricky because determining where the vertices should be placed is difficult. If you place a vertex on every corner, it is going to look pixelated, which is why some of the corners have to rely on diagonals, but even then, they result in a pixelated look.
It's the bane of vectorization, and even PDX maps with high resolution still suffer from it; that's why their games hide the provincial counters, either under thick borders (which draw as paths).
I believe the main reason why PDX does its map this way is for moddability.
Because I'm not going to support map moddability, I don't see why I should go with auto-vectorization.
>hand drawing provinces as meshes
Why? It will take its time, but think it is going to be worth it.
>but will look much worse.
We will see, but it is going to be a lot smoother than auto-vectorized raster map.
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I have been experimenting with maps for a couple weeks now. Originally my game did the bitmap to 2D polygon conversion but when a tile isn't connected it was giving me headaches. I was planning to do some with the shaders instead since that what coding AI told me, but maybe I'll look into rasters since doing individual province borders like I want seems like it won't be handled by shaders.
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>>2152442
>to get it to work well requires a very high resolution bitmap map
Exactly!
>no longer have an exact clean boundary between different coloured tiles
That's wild speculation. Of course, I have the contour overlay and province map as their own layers. I just showed in top of overlay, because I thought it looked bit more interesting.
>I personally found Illustrator -> SVG export -> custom importer worked best for tiles.
Maybe Illustrator is more advanced in that than Inkscape, because I always found its autoconversion of multiple colors awful.
Regardless, even vectorization isn't the issue. If I had SVG of the map, when I import it to Blender, the SVG is going to fuck the province's internal geometry by having multiple faces.
>I would guess it to be around a thousand tiles in total.
I'm not sure if I even do the rest of the overworld, as is not going to be a map-painter/state simulator. More of character-based adventure system like M&B.
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>>2152451
The other anon is right that using a vectorized format from the get go is better, what's insane is using Blender to draw it then exporting that data through multiple 3D file formats before it gets to your game. A map is a 2D concept, it doesn't matter if you will eventually render it with 3D terrain or not.
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Has anyone ever tried using QGIS to make maps with? I was recently using it to make a bitmap but I wonder if there's a file type that's simple enough to use and convert into my game.
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>>2152475
>I wonder if there's a file type that's simple enough to use
Simple? I doubt it, in my experience these mapping/scientific formats are all very complicated and full of extraneous data and features you won't need for games. I bet you could get some accurate and nice looking borders with professional mapping software, but it's infinitely more complex than bitmaps or SVGs.
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>>2152477
You would think since websites use them there would be something that's more lightweight. Maybe geojson?
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>>2152483
>geojson
Looks pretty straightforward. Even the complex map formats should have easy to use parsing libraries if you really want to use one, it's less about being lightweight and more about the mental overhead of understanding the data and what exactly you want to extract from it.
The biggest advantage of using a mapping format would be the authoring tools (for you to draw in) and compatiblity with existing maps of the real world, but at the end of the day most of these formats (including SVG) aren't all that great for defining borders, you usually end up with lots of overlapping polygons that you eventually have to merge when you process the data.
It wouldn't be crazy to roll your own internal format and your own tools that work perfectly for your game, but it's too common in hobbyist gamedev to lose yourself in complexity when you could get work done with a suboptimal solution.
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>>2152465
Looking into, you are right, I don't know what i was thinking.
I can use Unity's Vector package to convert svg into Vector Sprite.
Only issue is the svg itself, raster to vector causes too many holes, at least in inkscape. So, I still have to redraw borders manually.
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>>2152464
By Illustrator I mean hand placing the vertices, not using Illustrator's vectorization (which will leave gaps, most likely). Personally I did the initial sketching of my world map in Illustrator and never had a bitmap phase, but I can attest that the pen tool works well enough for a one-vertex-at-a-time approach, and the Pathfinder can be used to skip a lot of vertices when a tile's neighbours have already been drawn. This sounds tedious but it's really not that bad; personally I was able to do a few hundred tiles per day so for a 1k map you could comfortably do them all in under a week, I would think.

The only problem with Illustrator is that it doesn't handle (IIRC) holes in polygons nicely (it'll generate a different object format for those shapes in the SVG) so having little island tiles out inside ocean tiles doesn't work nicely; they have to be at the boundaries of ocean tiles. There are workarounds but I didn't bother with it.

There's also the option of just implementing primitive drawing tools in your engine itself. I actually had this at one point but removed it - but I'll probably reimplement it some day so I can go back and add more small islands, tweak tile geometry, etc.
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>>2076253
How are you differentiating your game from the Hollywood Mogul series?
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>>2044081
I thought they were pretty helpful. Then I never really did any modding beyond learning how challenges work
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eu4 clone on a globe with anime girls wdyt
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>>2152551
I'm not familiar with that game series.
But central idea is focus on simulation, e.g. there are competing studios that can go bankrupt and purchased by player.
Also, the character system is generated, so actor, producers, and directors will marry and have children.
Furthermore, the player itself plays as the owner of a studio, and not as the studio itself, which means the player has to marry and have children, in order to pass their studio to the next generation.
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>>2152517
>By Illustrator I mean hand placing the vertices
Oh, you mean that drawing vectors, you map locations for points and codify which point connects to which point to form a face?
I have tried the base approach, which is nice in execution, but the sheer number of points you have to place is insane.

Either way, WIA, this is stupidly time-consuming, mostly because I insist on splitting things around rivers, which means constantly moving things from the river layer to the province layer.
The churn process does fill me with ideas about the gameplay and lore.

Like in this game, the player is a traveling emperor trying to keep his empire together.
By working on this map, I have come up with the idea of "high seers".
Seven high seers reside across the empire. The emperor's legitimacy comes from these seers.
Therefore, the player must maintain the support of at least 4 of the 7 seers by traveling to meet them, bribing them, arresting or replacing them.
If the player loses support of most of them, they will crown a rival noble as anti-emperor, evoking a civil war, which will end only after the anti-emperor has been defeated.
>>
>want to try paradox slop
>You need to paint provinces one by one
nvm
>>
>>2152824
We already have that, it's called Eu4 with Chinese made mods
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>>2152824
I've tried something like that before, globes are fun. Hopefully you'll make full use of it, like for example animating nuclear strikes like in Superpower 2 if your timeline ends up extending to the nuclear age.

>>2154434
That tends to be the easiest part of making paraslop, assuming you did the prep work for it properly (you already planned out the provinces and what ID's and colors they'll have). Find some day where you're free, put on your favorite music, and paint away; if you prepped correctly you'll be surprised at how much you can finish in one afternoon.
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>>2154463
>2017
huh?
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>>2153337
WIP
By traveling to every province's capital, the player is able to set sliders and address issues, essentially like in the Democracy series.
Every province has issues like:
>crime rate
>impoverishment
>availability of goods
>purchase power (provincial wealth / population)
>corruption
The only issue is figuring out the workflow for all these. Like
Both Corruption and crime rate decrease the availability of goods, and this, in turn, impacts happiness, and low happiness means more people will emigrate, which in turn diminishes provincial tax income.
Player only has 12 provinces so dunno if this sort of management is overkill.
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>>2156928
This specific prototype was something I started right after college before I entered the workforce, but I've since abandoned it long ago. I didn't have a plan for how I wanted everything else to go, so once the globe was working I didn't know how to continue. Now I'm planning everything else out before doing the actual implementation so that I don't have a repeat of last time.

Yes, it's taking me over eight years. I'm still living out the rest of my life, this is just something I work on every once in a while when I have good ideas, I'd probably be done by now if I properly locked in but I refuse to do so due to reasons.
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>>2159575
Good to hear you still haven't given up on your dream
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So what is the difference between using polygons and using textures for provinces? I already coded polygon method, but i'm worried I won't be able to get the HoI look. I'm not very familiar with how shaders work.
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>>2154438
modding has its limits
>>2154463
animating ballistic arcs is something I want to work on early on, yeah. I believe I saw your posts on agdg back when you were first working on it, glad to see you still around.
I think USA vs Japan in ww2 is a good 1v1 scenario to begin with
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>>2160314
>>2159741
>I believe I saw your posts on agdg back when you were first working on it, glad to see you still around.
Don't forget, you're here forever!
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Another month, another attempt at a new game that I will likely give up on.
It will be a fun ride, hopefully this time I'm able to put together even primitive gameplay, once I figure out what maybe.
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>>2163360
for me i code like one week a month. Spend the rest of the month overthinking stuff. Rinse repeat for the last 2 years. My initial goal was to just combine hoi2 and vic2 no idea why i do this to myself. I spent the last 3 months fucking screwing around with map projections.
>>
Don't balance games. Matchmaking is retarded, make the balance stupid and broken and fun. Gameplay doesn't need stability, it needs chaos, if they start catching on, add more chaos. Nerfs should only be used in the case of total game breakdown and at that point it's bugfixing. The arms race should be crazed and unsustainable and the players should be laughing like lunatics on their fast lane to the abyss. When there's nowhere left to go and you still want to breathe life into the game, rework it fundamentally, completely deplatform any dominant strategy by rejecting even the goal of a match. Balance is for chumps, chaos is for chads. If it's singleplayer then it just becomes even easier since you only placate one side.
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Is this where we post our abominations?
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>>2165055
You need to follow a routine and have established short term goals and deadlines, set aside a few hours every day 5 days a week to program.
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>>2165055
this but for the last 5 years
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damn this thread still going huh...

i went and completely redesigned how i generated posts from before >>2084667 because having to wait minutes to populate a profile didn't feel right. DMs are in now too.
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>>2166394
yeah it is a slow board
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That's enough progress for today, time to play games
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>>2163360
>4 days
And this is how little progress I have made. Setting up even a conceptual GUI takes a surprising amount of time.
The goal here is to make CK3 without graphics.
I'm thinking of calling it:
>HAGSG - Highly Abstract Grand Strategy Game
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>>2167594
>CK3 without graphics
So sister/mother fucker 3 without portraits?
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>>2167772
Well, focus more on appeasing nobility while weakening them.
But there is also a focus "life satisfaction", one which includes sexual satisfaction. So, if marriage is unhappy, it will make the character depressed. Which is why they have picked a mistress. The mistress might grow extremely unpopular, and vassals might demand the execution of the mistress.

My point is that I believe even a text-based approach can tell more interesting stories than CK3.
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>>2167594
>HAGSG
Love a Hags G
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>>2168003
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>>2152413
I'm beginning to think I'm just addicted to map-painting.
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>>2167836
>My point is that I believe even a text-based approach can tell more interesting stories than CK3.
I had a similar idea a long time ago that I posted in /weg/ at one point; you'd run a colony in which every person is simulated and those people can have sexual encounters with each other. It was mainly inspired by the Dark World mod for CK2, except I wanted to leave out the cringy writing and just describe what sexual acts were committed by which people in your colony. But I wasn't sure if a purely text-based approach like that would be fun, so I abandoned it.
>>
>>2032893
>post your ideas so we can steal them
No!
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>>2171780
Ideas are cheap.
>>
I've been playing a lot of HOI4 recently and kept thinking to myself, "Man, I kinda wish the whole game was just the micro aspect, because the managing production and 'diplomacy' is kinda ass more often than not."

So now - after I'm done with my current FPS project - I'm thinking of making sort of a roguelike game where you play as a general dealing with battles in various scenarios. Like, you could select playing through a peer conflict, counter insurgency, civil war, etc. and they'd all have their own background nuances that are reflected in how the battles/operations are fought. To that end, I've been thinking a lot about the things that bother ME personally with HOI4's combat system and I want to make sure I'm not misunderstanding something that actually makes sense as being broken before I make an attempt at fixing it.

1. 'hardness' feels stupid
The way I kind of interpret how division hardness works, it seems to work under the presumption that every brigade in the division is roughly equally likely to be hit by a given attack. I understand that the hardness percentage determines what percentage of damage is taken from the soft and hard attack of the attacking division, but this still feels really dumb to me - as it would make no sense for towed artillery to be at the FRONT of the attack. Again, I understand that the brigades themselves are just how the divisions get their stats, but every time I open the division designer I can't help but think that where I place brigades should be informed directly by my choice in doctrine.

2. The division designer itself is a monkey's paw.
I've never been a fan of games that let you design your own units, because usually what happens is that there emerges a clear 'meta' choice that overrides everything else. No one is putting 6 line artillery into a division outside of meme runs unless they don't know what they're doing - and it usually just leads to the AI not being able use it properly, leading to a lot of spam.
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>>2172436
I personally have not played HOI4, so i cannot comment on tweaking those mechanics, but what you said sounds solid.
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>>2172436
You should play some real wargames and get a feel for how they do things instead of wasting a good idea by coupling it with Pieces of Shit 4's combat system, improved or otherwise.
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>>2035974
Don't be like me anon. I can do everything but do nothing since the sleep disorder set in a decade ago. Make your shift now. Steal an idea. Clone one. Be the Pepsi to somebody's Coke. Successful people don't innovate. They steal an idea from somebody and made something.
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>>2172473
Fair enough, I suppose - any recommendations?
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>>2172483
Gary Grigsby is the golden standard for wargames, all things considered the combat is not all that complex and it very much feels like a war'game'.
CMANO is more of a single-battle simulation as opposed to a full scale map game, and it doesn't have a big focus on infantry/land combat.
And of course there's HOI2 and 3 as well.
Even if you end up sticking with the HOI4 system in the end you should familiarize yourself with how the genre has evolved instead of basing your idea on the latest iteration of it without giving any thought on how things became that way.
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>>2172506
Ironically enough HOI2 was my first Hearts of Iron game - though I haven't played it in well over a decade. When I say 'HOI4' esque system, I suppose I really mean that it's real time pausable and the components of a division/unit actually matter.

I've heard a lot about Gary Grigsby but was always intimidated by its complexity (and price tag). I'm just not quite the autist I need to be for a game like that. Ideally the thing I'd make would be in sort of a middle ground.
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>>2172436
I had this same thought about HoI since ive been dreaming about a Vic2 and Hoi3 combo game. Right now I am prototyping something like a simplified wargame sim with a eu4/vic2 aesthetics to use for battles instead of how it is currently done in HoI. Right now im a bit stuck on if should stick with divisions and the smallest unit or use brigades and brigade attachments for deeper tactics. I am mostly inspired by Pike & Shot game so just doing napoleon era stuff for now. I am also super lazy though so i haven't gotten very far aside from a battle map you can move units in and writing my thoughts down.
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>>2170158
>describe what sexual acts were committed by which people in your colony.
pretty based
>But I wasn't sure if a purely text-based approach like that would be fun
Everything can be fun
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>>2174795
The way I envisioned it, it would have been a chatlog-like feed of "[person A] performed [sex act] on [person B]" and maybe describing the intensity instead of pages of text describing the acts in detail like what most porn mods do. It would have been a very autistic approach to sex.
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>>2172436
>1. 'hardness' feels stupid
I can't comment on hardness specifically, but from my own attempt to analyze and replicate HOI4's combat system (I posted it a few times in /agdg/ about two years ago and someone called it a stackwipe simulator) the conclusion I came to was that HOI4's combat system is this Rube Goldberg machine that makes the autistic assumption that war is this carefully orchestrated thing when in reality there are so many variables that can decide how a given unit performs in a battle that it might as well be abstracted into weighted dice rolls in a simulation. You don't need all this soft attack and hard attack and whatever other stats HOI4 uses to calculate offense when a simple (dice roll * mult + modifier) formula would work (with the multiplier and modifier being replaced with whatever concepts the game designer sees fit). Terrain and river crossing modifiers are still good, it's all the bloat that comes with the unit itself that I feel is unnecessary.

>2. The division designer itself is a monkey's paw.
I largely came to the same conclusion as you here, things like that always end up with there being one "correct" build. The initial naval designer was yet another feature ported into HOI4 from East vs. West's corpse that was an attempt to make naval combat more fun, and from there this designer concept was then ported to tanks and planes because they needed more features for their DLC bloat.

>>2172506
My understanding is that HOI3 and HOI4 largely have the same combat system, it's just that HOI4 streamlines a lot of it with a more intuitive UI so that it's actually playable without needing severe autism. HOI4's big selling point back when it first came out was basically that it was a playable HOI3, but they overshot with how hard they went into streamlining the UI in general to where what most people remembered at the time was "draw arrow to the enemy's capital to win".
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>>2175395
>You don't need all this soft attack and hard attack and whatever other stats HOI4 uses to calculate offense when a simple (dice roll * mult + modifier) formula would work

I actually disagree with this. I don't think the problem is that HOI4 assumes too much coordination on the part of units - I think it actually assumes too little. Whether or not a division take hard or soft attacks is determined entirely on the hardness percentage of the division itself. So if a division has 20% hardness then 20% of the attacks it receives will be from the attacking division's hard attack stat. This makes a certain level of sense... if you assume that the whole division is just walking abreast in a big line and every battalion has a roughly equal chance of being hit. I - for one - think this is dumb.

The way I'm imagining it in my system - every unit would consist of 3 parts: the spearhead, the main force, and the reserve. Sub-units, then, would be using different parts of their stat sheet depending on what phase they're placed into. The idea, though, would be that the main force and reserve need time to get up to full strength, and that the spearhead - by its nature - would be taking the majority of the damage until that happens.

I imagine, then, that you could spec into specific doctrines that place certain bonuses on certain phases of the battle (more defense for spearhead units, more mobilization speed for reserves, etc.) that would then inform which units you buy/receive from your superiors. To balance this, you could have it such that spearhead units require full supply/maintenance points at all times to maintain full combat readiness, whereas main force units would always start offensive operations at 25% or 50% readiness (in defensive operations it would work kind of like entrenchment currently does in HOI4).
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>>2175395
>in reality there are so many variables that can decide how a given unit performs in a battle
Exactly.
In PDX games, if you have:
>better general
>better quality men
>more men
You are guaranteed to win
But in reality, even under the best circumstances, no victory is guaranteed. Because the generals are humans, so are their pawns, and they all make mistakes and have limited information.
It isn't enought that a general is a good strategist; the ability to coordinate units is really difficult. So, is communication. An order might not get delivered, or be misunderstood, or the sub-general might just defy them.
There are also smoke screens. Caesar literally only won in Alesia because the Gauls mistook Caesar's suicidal cavalry charge for Roman reinforcements and panicked.
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>>2170141
Started weight painting and I'm immediately regretting it
>>
I've never made a game with a map before, but I'm planning on making a Mount and Blade style game without big battles. I want an interactive map with cities/towns dotted around the place that load urban maps when you interact with them. Does anyone have any pointers for the best way to do this?
>>
>>2178837
Conceptually that's the same as a level select screen that you can find in all kinds of games - click button, load level. And the overworld itself is just a simple plane with 2D movement and path finding. I don't know what kind of pointers you want but try implementing each of those things individually then combine them and you shouldn't have any trouble.
What M&B does is freeze the overworld state when you're loaded in somewhere and that's probably the best and simplest solution for handling time passing and state changes.
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>>2067952
>EFS is simpler: you attack with a stack of units and yours and the enemy stack go through combat rounds with each unit attacking an enemy unit based on some priority rules. Battles are pretty much to the death. The system is deep enough to encourage combined arms (for both games).
Don't forget ranks. Some units are in front, some in the back (officers and nobles for example). Assassin units target the back ranks for instance and you can have meat shields and such for your artillery. It's actually rather deep but elegant.
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>>2176247
In fairness, that's off to a nice start.

>>2172436
>>2175395
Correct me if I'm wrong (I haven't played HoI4 in ages and was never crazy into min-maxing it) but I was kind of under the impression that "hardness" was meant to be a generalized representation of how much armour your army had present, and that "hard attack" was stuff for killing tanks and vehicles, "soft attack" was regular small arms fire and shrapnel. So an infantry heavy army was vulnerable to both soft attack and hard attack whereas a mechanized or armour heavy army was only vulnerable to hard attack (because people were either in or able to shelter behind vehicles, and just because your average target was more likely to be something that shrugs off regular bullets) and while soft attack could gradually wear it down, it wouldn't be very effective.

And an army with a ton of soft attack would be great at killing meat waves, but struggle against armour heavy forces, while an army with a ton of hard attack would be much better able to handle armour heavy forces, but would be way less effective at killing meat waves than a soft attack focused army (it wouldn't be unable to beat them, it just wouldn't be so overwhelming).

Which feels like a decent abstraction, if only to represent the fact that tanks require different counters than big infantry heavy forces do. I personally like it better as a stat that emerges out of your army's composition than as scripted "unit type counters" like in CK3.
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>>2179594
From reading the HOI4 wiki - it seems like units ONLY take damage of their corresponding hardness. Which means that - in a hypothetical scenario where infantry battalions had literally zero hard attack - then tanks would be literally impossible to counter. The hard/soft attack stats of a given division are the *number* of attacks/dicerolls being done against armor and HP (strength) to determine how much damage is actually done. Then the hardness % of the defending division determines what proportion of the total number of attacks comes from the soft/hard attack values of the attacking division. I don't have an issue with that, necessarily, rather - I take issue with the fact that the way HOI4 handles combat doesn't seem to take into account much of any positioning or maneuver.

If there was a mechanic where certain doctrines (i.e.mobile warfare) made it so that tanks were the first units to take damage or if individual battalions had to target specific other battalions then I could see it. But as it stands it seems to work under the assumption that a division's attacks are spread evenly across the entire defending division - which strikes me as silly, as if there'd be any reason to keep heavy armor in the back line. The way HOI4 does things just makes me ask too many stupid questions.
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>>2180367
>If there was a mechanic where certain doctrines (i.e.mobile warfare) made it so that tanks were the first units to take damage or if individual battalions had to target specific other battalions then I could see it.
That seems too high resolution. Things are done at the per-army scale.
>But as it stands it seems to work under the assumption that a division's attacks are spread evenly across the entire defending division - which strikes me as silly, as if there'd be any reason to keep heavy armor in the back line.
No, it's just that they don't represent things to that level of detail. You can set up an army's composition, but once that's done it's one atomic unit in combat, basically.
>>
Has the rise of LLM's popularity helped you in development in any way at all?
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>>2181263
Honestly, I've tried using it a lot, and no.
I have never gotten code that makes sense, let alone any that compiles.
Whenever I try asking it for design or architecture suggestions I end up regretting it and having to change everything down the line.
It has helped me with math, I guess, since I'm not very good at it. Because if you google anything math related all the results are awful poojeet tutorials that don't make sense. I have my own books and learning resources but it helps to test my understanding against the AI and see if I have any misconceptions about a topic.
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>>2179594
>In fairness, that's off to a nice start.
Thanks, motivated me to keep going.
>>
Been demoralized and doing nothing for a few months, but I think I found an acceptable way of handling variable purchase category weights (needed to accommodate famines and such, so pops don't spend their money on other things while starving or homeless) and can move on.

>>2181263
They're good for proofreading, rubber ducking, and reverse lookup, as long as you keep in mind that they're stochastic parrots rather than AI, and that they are inexact, and that most of them have been tuned to be obsequious rather than blunt/honest
>>
>>2147304 here
i've decided to restart the prototype casue i figured out i'd rather work on something i'd like to do, instead of something i think i should do
after 2 days of looking through my shit code i am now in a full decision paralysis mode
so off to a great start
i have some questions to ask i hope won't be out of place here, so i'll ask them when i'm out off the office today, hope it's not a bother
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>>2182400
allright.
anons i'd like some advice regarding coding a system for holding data about soldiers and their data, and then loading/saving this data, instantiating the soldiers and so on. here's what i'd like to do
>game starts, loads all the initial soldier data for all soldiers (they're all unique with unique names skills etc).
>then the game loads the saved data, so soldier "john doe" has a basic HP stat of 5, but he leveled up in the meantime and in the save data HP is 7 so he gets setup with 7 instead of 5
>when battle occurs, a soldier prefab gets instantiated, and then that soldier data with hp=7 gets "loaded" into that soldier
i'm going to be honest that i'm a bit lost. i have a basic system but it's like i have a SO called EntityDataTemplate, then EntityData to create a mutable class, and then there's BattlescapeEntity that's a monobehaviour that takes the EntityData. and this is not even considering stat templates, inventory slot templates, item data templates....
the worst thing is that i have a datastore to hold all these SOs, but it's all dictionaries with string keys and i feel like i'm looking at a badly designed NodeJS app. the string identifiers are honestly my biggest gripe, i fucking hate string identifiers and have to deal with them on the regular at work. i'd rather have anything else than shit like statTemplates["STAT_HP"]
i'd greatly appreciate some sort of a write up or something, or better yet a github repo that has some code examples, i'd be eternally grateful
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>>2183071
This isn't the answer you want and maybe someone more experienced with Unity/C# can give you a better one (it sounds like that's what you're using), but this is my wild take anyway:
Why are you doing all of this? All this complex architecture with SOs, templates, systems, databases, it looks like even you are having trouble understanding it, to me this is all a design trap. The system you are describing could be defined with simple structs.

struct
{
int default_hp;
char* name;
} soldier_unique;

struct
{
int hp;
// other hot/mutable data
soldier* soldier_data;
} battle_soldier;

// every battle start
battle_soldier load_soldier (const soldier* data)
{
battle_soldier soldier;
soldier->soldier_data = data;
soldier.hp = data->default_hp;
}

// usage
battle_soldier->soldier_data->name
battle_solder.hp -= 5;

On another note...
>string identifiers
That does indeed sound pretty bad.
Why can't you do
define STAT_HP 1 ... data[STAT_HP]?
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>>2183163
thanks anon, appreciate it
>Why are you doing all of this?
right now i'd like to have a sort of 1:1 equivalent of a soldier from X-COM, mechanically.
>define STAT_HP 1 ... data[STAT_HP]?
i honestly think i'll just do a Stats class and define every stat separately without a dictionary or anything, as a sort of named collection, then just have a StatTemplate that will initialize those, then have a save/load object that will, well, modify those on save/load. i'll try it out tomorrow morning
>to me this is all a design trap
well, yeah. i'm not very good with game design, i do web apps poorly.
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>>2183213
>right now i'd like to have a sort of 1:1 equivalent of a soldier from X-COM, mechanically.
This makes even less sense to me then, I thought you were simulating a battle with hundreds of thousands of soldiers and loading/unloading was a memory requirement.
>well, yeah. i'm not very good with game design
The question I was leading to was: if you're not comfortable with this kind of design why don't you use something simpler that will be easier to write, read, and perform better?
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I'm technically making a spiritual successor/demake to space empires IV. It's going poorly, mainly cause I'm self taught and have no idea how to do data storage and retrieval properly in C#. The stuff I do works, it's just really computationally inefficient.
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>>2183748
Might post a screenshot, but the project was shelved for a while. I'm sure my issues are easily solvable, but I'd need to start over, lol.
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>>2183748
>data storage
Like saving and loading a game?
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>>2183282
>This makes even less sense to me then, I thought you were simulating a battle with hundreds of thousands of soldiers and loading/unloading was a memory requirement.
no, it's single soldiers on a battlescape a'la xcom, kind of. i changed some stat scripts around and it looks kinda better, i'll work on it some more and maybe post more questions when i'm stuck, no need to shit up this nice thread. thanks anon.
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>>2181263
my game is using thousands of lines of generated text for content so very much yes for that + it's been useful in creating some functions that i know would have taken me 50x longer to solve myself (ex. generating a series of numbers that would fulfill the results of a set of modular equations: n%x1==y1 && n%x2==y2)
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>>2183755
yeah, also storing unit info and doing AI commands. I got very far for being self taught, but I need a cheaper way to store info for thousands of individual star ships moving around the map on a fairly large coordinate plane. Ironically the coordinate plane is not expensive to create and run, and can get crazy large, but running all the moving parts lags it to heck if I have 20 empires with 200 ships each by turn 5. System works, with acceptable pathfinding, but currently ship count max is like 200 per empire before lag is killer. I could sacrifice on scale, but I'll just pick it up again later, I'm doing school kind of. Still neat to see all the ships moving around and doing stuff, even if it's just a console. I also had a prototype for Vicky style pops, but that one also was shelved cause it's really time consuming to design and program supply chains like that.
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>>2183748
check out DataContainer library which was initially made for project alice, it might inspire you with ideas how to properly store game data unless you are doing crazy computations which would require integration of Eigen or any other library for numerical computation
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>>2185217
Just a few general observations
Even if your way to serialize and deserialize data to files is slow it's not a big deal because you should only be doing IO very infrequently. If autosaves are making the game lag then you could make a copy of the game state and run the slow function on another thread with that copy while the actual game can keep running.

You do need to set a realistic scale to work with, and if you want it to be very large you'll absolutely need to do some research on specialized data structures, CPU caching, and all that stuff. But generally speaking 20x200 'things' is not that much and if you optimize your code a little better you should be able to handle a much larger number with whatever your standard library has.

What you're probably doing is running too many things on every tick - or you have too many ticks happening per whatever time scale your game runs on. The biggest optimization you can have is not doing something. You don't need to update your AI or recalculate everything 100s of times per second. And always remember to profile and benchmark so you know what exactly which functions are slowing everything down.
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>>2182315
Progress.
Took me far too long to get to clickable provinces.
I had to manually draw collider polygons and textboxes, which wasn't too bad for 32 provinces, but I'm still wondering if this vector approach is worth the performance. Using mesh colliders would be like 10 times the performance, then again they would cover 100% of the province instead of 90% percent.
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>>2187491
Ideally you want to auto generate the collider and and text positioning. Hand placing things is fine for a proof of concept but later down the line when you might want to redraw something it can get pretty messy.
>I'm still wondering if this vector approach is worth the performance. Using mesh colliders would be like 10 times the performance
Do you mean rendering performance? What exactly is the approach you are using? This is probably a case where even if another approach might be relatively more performant the computation time is still going to be insignificant when you factor in caching and culling.
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>>2187500
>generate the collider
I looked into it. I have no idea how to do it in Unity. The solutions I came across were shoddy. SVGs are barely supported as it is.
>Do you mean rendering performance?
Yes, it is probably insignificant, but it's probably not great to use a great amount of performance on click detection.
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>>2187503
>I have no idea how to do it in Unity.
Me either, but click detection is fundamentally a collision problem, so you can solve it using math, where your mouse represents a 2d point and the province represents... the correct answer depends on how you define them, since it sounds like you're using SVGs then you probably have a list of points you could use to define a concave polygon - preferably ignoring curves.
Alternatively, the simplest solution I can think of involves rasterizing the provinces to a surface (possibly downscaled) and then reading the contents of pixel [x,y], where those coordinates would be equivalent to absolute map positions and the result would be a numeric ID for the province. Basically, generate a 'province map' that's used exclusively for collision and not rendering. Performance wise this would be the fastest way you can achieve this (one lookup), at the cost of possibly quite a bit of memory.

>it's probably not great to use a great amount of performance on click detection.
Because clicking happens so infrequently compared to everything else, it really doesn't matter. If you want to implement hovering, for tooltips and such, that's when you should start paying attention to performance.
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>>2187512
That's something I didn't actually consider.
I could technically make a script that detects the svg coordinates for every svg, saves them into a separate text file, and make a c# script that uses those coordinates to draw polygon coordinates for every province. But I feel like it might result in overlap because these provinces use Bezier curves, while polygon colliders do not use any curves. The question is how much overlap there would be.
I do not like your idea of rasterization; I feel keeping the province coordinated and consistent would become troublesome.
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>>2187526
If you have curves then you would want to flatten them into lines, like this for example. I would be less worried about overlap and more about it not totally covering the province.
https://graphicdesign.stackexchange.com/questions/142798/how-to-convert-bezier-to-lines
You could either implement your own algorithm to flatten the curves as you read points off the files (not as hard as it sounds), or use your SVG program to (automatically?) generate a temporary copy with the curves already converted during your script.
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>>2185217
>and doing AI commands.
you mean like shift clicking to give a unit multiple commands? i'd assume you could just do a list of Command classes or whatever. and then just change the state
>>2187512
I have no idea how to do it in Unity.
you can use CreateFromSprite(), so i'd assume you could just feed it the png version of your svg, then discard it.
alternatively, are those provinces going to change shape? if not, you could just create some super high res versions of those, create a polygon collider, then GetPath() it. it returns an array of vectors which define the collider outline. save those into a json and then on runtime, load them, create a polygon collider, then SetPath().
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>>2188030
>CreateFromSprite(),
Wow that actually worked, thanks.
I had to go write a script to use CreateFromSprite and go to sprite editor -> custom shape -> generate. I still have to it manually for every province, but at least it is very precise and 80% less work.
>alternatively, are those provinces going to change shape?
no, base goal for now is a Risk, and next step after it is a character system, which I have been baking.
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>>2188696
>Wow that actually worked, thanks.
glad to have been of some assistance
>no, base goal for now is a Risk, and next step after it is a character system, which I have been baking.
got it, then why don't you just save the collider data? you just have to generate it once and that's it
well, if generating it every time works too and doesn't take much time i would just leave it as is and maybe add it to a refactor list
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Having made blobs for 99% of habitable landmasses on my map, I have moved on to subdividing the seas for naval units. The big challenge is how to name each sea tile, since usually only coastal areas have names. My current plan is for coastal tiles to have proper names like Gulf of Guinea, and then tiles that don't have any islands in them would be called something like "Pacific Ocean (18°N, 155°W). Thoughts? I think in HOI3 they had names like "Northwestern Northeastern Pacific Ocean" which I'm trying to avoid.

>>2181263
When it comes to programming in general and not just gamedev, it's helped me with making boilerplate code for when I'm working in Python, but not much else. I've asked it to generate lists or rules for combat simulations before and it returned a bunch of slop that are suggestions at best but definitely something you don't want to lean on too much. Asking it for game mechanic ideas can also be somewhat risky since it's just pulling other people's ideas out of its learnset, you're basically counting on whatever it spits out to not be copyrighted if you're doing that.

>>2187491
>>2188696
Looks like Hokkaido lol
If you're worried about performance, my solution to tile collisions was to precalculate all of them and store them in a CSV when the game is first booted (subsequent boots check if the CSV file exists and just read the collision data from that). This is also what Paradox games do when you delete their cache.
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>>2191358
Game mechanics, or ideas in general, can't be copyrighted. Ideas need patents, and no one is insane enough to patent video game mechanics (unless you're the Shadow of Mordor devs, lol)
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>>2191358
That's a good solution, but I think it would look a little wordy if you had dozens of provinces named Pacific Ocean (X, Y) all next to each other, that's only assuming their name shows up on the map and it depends on the province count you're going far so maybe it's not an issue.
You could leave them without any map text, so the sea tile names only show up in alerts and battles, but it could be confusing if you want to look at province 18N 155W and you don't know where it is by heart.
My ideal solution for sea tiles would be:
Far away zoom: Pacific Ocean
Medium zoom: nothing
Close up zoom: (X, Y)
Alerts, messages etc.: Pacific Ocean, (X, Y)
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>>2188802
>got it, then why don't you just save the collider data? you just have to generate it once and that's it
That's have I did, I manually generated it for preload, the game doesn't have to do it after starting.

>>2191358
>Looks like Hokkaido lol
Why is that every map I made is compared to Hokkaido? This looks even less like Hokkaido than my last map.

Either way, somethign I have been thinking is changing how movement works.
So, in Risk-like map you move from province-to-province.
However, what if "borders" existed between provinces?
So, the movement would be province-to-border-to-province
A border location could only be accessed from the two provinces it borders. It would be linked to one of the provinces. Armies could enter it, but it would provide no economic benefit.
So, what would be its point? Fortifications, the player could build a wall within these border provinces, which would prevent armies from the other side of the wall from crossing into the province, at the cost of high maintenance.
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>>2192601
that border idea depends entirely on implementation but it sounds okay. you could have different types of fortifications, or have slots for garrisonning troops or some such
now that i think about it, you could make it so that if a fortification is present, a movement point needs to be "wasted" on it, so the enemy can't move into your province in one turn - that way the fortification would serve as a delay element, where you could move reinforcements into a province in time
you could then have saboteurs that would disable fortifications as sabotage or some such. like shinobi in total war
sounds like a nice concept to build on a graph
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>>2191358
it's called the gulf of america now



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