Damn people.Are you pointing at just DBZ games or all in general...
HE IS MAKEING A PIRAT GAME!
Finally someone is making a orgiginal game, is doing research about the currency the real pirats used and you all start nagging "its to difficult and confuzing"
Maybe you sould consider the fact that a "difficult to understand" currency give the meaning of exp a other meaning than stupid numbers?
Keep it difficult!
Good luck on the game, hope it will turn out great!!
Fint wrote:
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Okay okay, I know it's absolute <insert appropriate swear word> , but I didn't want to waste time on something that wasn't really essential. I have done many projects making professional websites, but they often take hours, whereas this took my about 4 mins :P
I currently have a guy working on a website for me. He's doing it to save me some time, but he's not doing the whole thing. He's making the template and basic design. I would be very appreciative if, once he is finished, someone could use the template to make a really good website for me. ~ease~ |
Crispy wrote:
"Reference variable"? Nice invented term there. =) Invented term...? I've been using that term for years. |
Didn't I make a comment about how "keeping it difficult" through a clunky interface is, you know, a BAD idea?
"Well, you see, to actually fire your gun here, you're going to have to look at the number that's displayed on it right here, square it, find logX of that number, where X is that other, smaller number over there, then you'll have to divide it by that third number on the right. Then, you'll have to input that number through your keypad." |
Garthor wrote:
Didn't I make a comment about how "keeping it difficult" through a clunky interface is, you know, a BAD idea? Having a complex currency system doesn't quite factor into that, though, provided the change is made automatically through modulus operations and whatnot. It'd also be a good idea to provide a total value in the most common denomination so people could see how much they actually have. Me, I'd probably skip that whole system and just stick with a single currency type... probably doubloons, to be different from Puzzle Pirates. |
I'm beginning to lead toward a new idea which would avoid all problems with the afore mentioned. When a player captures another ship it is forced to be towed behind his current ship. He cannot use it for anything except for taking back to Port and selling. This way players don't have to awkwardly try and control 8 different ships, I don't have to think up some magic solution to my current problem, and the map becomes slightly less cluttered. The only advantage with now capturing a ship is that you can make lots of money by selling it's goods, crew and self, or you can use it, itself, if it is better than your current ship.
Unless anyone knows a method of how I can allow the player to own multiple ships without having to create multiple "captains" I think I shall stick with this simplified method. ~Ease~ |
I think I may do that. It'd make the whole thing much simpler (for both me and the player) and it'd still have a Piratey feel (being called Doubloons and all).
Thank you Spuzzum. ~Ease~ |
Ease wrote:
I'm beginning to lead toward a new idea which would avoid all problems with the afore mentioned. When a player captures another ship it is forced to be towed behind his current ship. He cannot use it for anything except for taking back to Port and selling. This way players don't have to awkwardly try and control 8 different ships, I don't have to think up some magic solution to my current problem, and the map becomes slightly less cluttered. The only advantage with now capturing a ship is that you can make lots of money by selling it's goods, crew and self, or you can use it, itself, if it is better than your current ship. So, no AI? That's something I always found sorely lacking in all pirate games, BYOND and otherwise -- a competent fleet AI for your own side. Pirates sail alone, and giving orders between pirate ships would be nigh impossible, but if you're acting on the part of a naval fleet for an empire (assuming you have such a fleet) privateers would be fairly rare. |
I had forgotten about AI. Hmm. It would take a lot of extra work (although that's not a problem, just a delay) and some thinking. (The next few lines will be rambling, because upon typing I normally see flaws, and think of new ideas) - Say you captured a ship, it would get an AI computer, unless you decided to have it, and the AI would get your old one. Then the AI would sail about attacking all enemies, and going to the nearest port when out of ammo or badly damaged. Where would it get the money for ammo and repairs? What would it do when it took over another ship or got gold from destroying another ship? What else would be available from having an AI working for you on a multiple ship? Hmmm.
~Ease~ |
AI "captains" would be officers from your own crew, so they'd sail along with you. No right-minded pirate would want to keep more than one ship operating at a time, though -- draws too much attention -- so once you got to a port they'd want to sell it off for booty.
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The more politely people frame their suggestions, the more likely other people are to consider them.
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To me that seems like, to affect, the same as towing. Apart from it having an AI captain, you are still only taking it back to port for selling.
~Ease~ |
on the subject of what to do with the other ships, how about later in the game, the ability to build/buy your own personal dock, and as you capture ships and the such, the get docked there and you can go to that dock, and select which ship to take out on your voyage.
Just a thought |
Talk to me when you want one, hehe. ^^;