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Candlejack:
I definitely agree with the mouse gestures idea since I use them all the time in Firefox.

metarinka:
better scripting support for us who are making levels!

I wonder if you have any plans to document the scripting/ expand it.

visuals
slight variations in asteroid color? perhaps when a faction owns an asteroid it will glow that color (right now the trees send out beautiful spikes, they are a nice touch)

perhaps some interesting particle effects for the the seedlings themselves? I'm thinking along the lines of contrails or glows that increase with the more seedlings you have clumped together.

random back ground or asteroid color. maybe just subtle variations of what it has now? I think the game would lookg dood with a blue pastel background

Alex:
Cheers guys, great suggestions.

With the HUD, we've got some thigns in store which should help things a bit while also reducing the amount of text we're using.

The idea was to have a level scripting system, which hopefully we can still do. Currently there's not a great deal you can do. I'll put up a post now.

Visuals variation - hopefully this will get pretty interesting we got some plans and ideas. The background colour one is a great idea and is something I've considered (pretty sure Rudolf and I discussed it together, can't remember now).

octavian:
Why not make the whole thing more organic?

I can think of dozens of really interesting things you could implement in this game. I see no need for “asteroids” and “planets”, it’s supposed to be abstract, minimalistic and visceral, why not take in inspiration from all sort of places like, for instance, cell biology. Bacterial growth patterns i.e. slow growth followed by exponential growth ending with a stationary phase. Cell division would be a really interesting thing to implement.

Agent-based model? I want to see that. In a flock of birds all of them try to fly towards the centre while avoiding collision and matching speed with other birds. Three rules. Awesome visuals.

Or talk about neurons and you have discharge patterns, polarity, synapses  and the list goes on and on. You don’t even have to know what polarity in neurons is/does. It can just click in your mind, and make you say neuron polarity, heck if I know, but I know how a magnet works and it would be neat if we could implement polarity in the game. Now that’s interesting. Pesky minus seedlings attacking? Just send in some plus seedlings and watch them stick. Or send some minus ones... just because you’re feeling evil.

And there you enter the realm of physics. Again, purely intuitive, it doesn’t require research. Atoms, electrons, ionization, fission, fusion, waves, particles and so forth.

vdgmprgrmr:
Something I think this game could use is a "screenshot" function, so we don't have to go through the PrintScreen process to share pictures of epic battles. Maybe just press a key or click a button in the corner (if you're trying to keep a mouse-only interface)

Another thing that I don't really have a suggestion for fixing, but know is a problem, is that there seems to be only one winning strategy; spread quickly and destroy what's left.

Once a player figures that out, the game pretty much becomes a grind. They know what to do, how to do it, and they can do it easily, then they win. Would it be possible to, maybe, give the AI players random "strategy" attributes?

Perhaps give each team a preference for which attribute they value the most, so they'll show preference for asteroids with that attribute, and make some teams follow a "spread and destroy" tactic while some set up a stalwart spot in the belt and slowly expand, and some amass fighting forces filled with fast, weak seedlings, while others' armies consist of slow, brutishly strong seedlings, while others' might have average seedlings that can take tons of damage. But you would have to make sure that the two strategies (or more) don't easily overcome any of the others, like it is now. A good way this might be done would be to allow seedlings to attack mid-flight. Expanding on the suggestions for patrols, you might be able to incorporate it into the Spheres of Influence; mark one asteroid as a "patrol asteroid" and have a certain percentage of its inhabitants go around to each asteroid in its range, then if a large group of enemy seedlings enters any of the patrolled asteroids' ranges, the patrol would either take the whole of itself and follow the intruders or just send a percentage of itself to follow them and attack them. Of course, it might also be useful to not have seedlings chasing down enemies, if the enemies just stay in place to fight off the attack, and you don't have a huge group patrolling, but a line of smaller groups, it would form a sort of reaction; small infringements on the patrol would only take a few seedlings to take down, and the few seedlings would be able to do it before a huge back-up was caused, while large infringements would cause huge back-ups and the patrol line would naturally form into a large attack force.

A good feature for potential patrols might also be the ability to set up stationary patrols; just groups of seedlings that hang around in space and attack enemies that come near.

Alright, so now let's hope someone high up can make use of my rambley post...

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