View unanswered posts | View active topics It is currently 04 Nov 2024, 22:32



Reply to topic  [ 5 posts ] 
 Question 
Author Message
Ensign
Ensign
User avatar

Joined: 31 Aug 2008, 15:55
Posts: 109
What is the hardest thing to due when building a game like this? Is it the code? or just the time constrictions?


28 Jan 2010, 18:16
Profile
Ship Engineer
Ship Engineer
User avatar

Joined: 10 Jul 2006, 01:00
Posts: 5130
Location: Space is disease and danger, wrapped in darkness and silence!
Getting the time to learn by doing.
:borg:

_________________
Image


28 Jan 2010, 19:45
Profile
Chief Software Engineer
Chief Software Engineer
User avatar

Joined: 11 Aug 2005, 01:00
Posts: 2688
Hardest parts are finding the time and designing a game that's actually fun to play (it's harder than most people think). Writing the code is pretty straightforward.

_________________
Lead Developer of Star Trek: Supremacy
253,658 lines of code and counting...


29 Jan 2010, 07:09
Profile WWW
8 of 9, Tertiary Adjunct of Unimatrix 001
8 of 9, Tertiary Adjunct of Unimatrix 001
User avatar

Joined: 17 Dec 2009, 01:47
Posts: 249
Location: Le Canada
I concur with Mike. To make the game fun to play, it has to provide a variable degree of challenge, to suit all different kinds of players. Also, the game dynamics have to be vast, without being too vast. In addition, The AI has to provide a variable degree of challenge, without acting too straightforward. :borg:

_________________
We are the Borg. Prepare to be assimilated. Your creative distinctiveness will be added to our own. Your creative minds will adapt to service us. Resistance is, and always has been, humorous.

Image


May... now with expectedly warm weather!


02 Feb 2010, 15:44
Profile
Genetically Altered Manual Labourer
Genetically Altered Manual Labourer
User avatar

Joined: 17 Aug 2009, 01:31
Posts: 2083
Location: Passed out on the floor after math mistake discovered by Hawking
What I can see coming are a lot of changes to things like shield strength and beam weapon strength and other scalable things once people start playing the game. We are going to find out that such and such is too strong or too weak and so makes something too easy or two hard. One example already exists in the game where it takes a hundred turns to build a space station. This is where making it fun to play will require finesse. At least with Supremacy, we already have the example of the original game in terms of whether it is fun or not. This is where I always feel a sense of caution in how much we improve it or add things to it. We liked BOTF 1. At what point is it a better upgrade verses not the same game anymore? I think everyone is doing a good job so far.

Captain Bashir

_________________
Supremacy Manual (http://botf2.star-trek-games.com/viewtopic.php?f=13&t=3298)


02 Mar 2010, 15:53
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 5 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by STSoftware.