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Author Topic: Diplomacy Simulator 2014 (In development)  (Read 22497 times)

Graknorke

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #15 on: February 09, 2014, 09:40:30 am »

For gameplay purposes I would suggest it being grid-based, so that you can force the player to be more precise without having to make the things the characters do ridiculously specific.

D:

have you played surgeon simulator?!
Yes.
Being a diplomat does not require the same level of dexterity as surgery.
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Mech#4

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #16 on: February 09, 2014, 09:49:36 am »

He does if the diplomat comes to the international meeting drunk out of his mind.  :P
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Nienhaus

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #17 on: February 09, 2014, 09:49:46 am »

For gameplay purposes I would suggest it being grid-based, so that you can force the player to be more precise without having to make the things the characters do ridiculously specific.

D:

have you played surgeon simulator?!
Yes.
Being a diplomat does not require the same level of dexterity as surgery.
Eating does. So make only the eating not have a grid type system.
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Urist McScoopbeard

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #18 on: February 09, 2014, 10:07:37 am »

why would we have a grid system, that takes about 99% of the finesse out of the game, unless we're concerned only with facing one of four directions.
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Nirur Torir

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #19 on: February 09, 2014, 10:37:21 am »

I dislike the idea of a grid system. Maximum hilarity demands poor controls and standard etiquette.

I'm out of practice with Unity, but I could probably help with something or other. Unless this is going to be a JS-only project, in which case not because I only ever learned C#.
I can read Unity's languages equally poorly, so yay.


I came up with a few ideas while desperately trying to stop laughing and sleep. Different diplomats should have different triggers (greater and lesser. Some would instantly cause nuclear freak-outs, others would drain 25-50% of their desire to let the world survive), with randomized seating. One could generally be chill, with a few interesting triggers (picking up your soup and slurping it, pouring your water into his/her alcohol, etc), while the French diplomat could be .. less forgiving.

I want to put my steak in a pocket to enjoy later, and, depending on who's looking, get away with it. I want to be able to pour my hot soup into the French diplomat's pocket for him to enjoy layer, and possibly get away with it.

Eating a bowl of soup one spoonful at a time isn't fun five games in. Food should just be stabbed and shoved into the PC's mouth all at once. Soup included.
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KingofstarrySkies

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #20 on: February 09, 2014, 12:28:44 pm »

Yeastus Mice, this is genius.
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Tsuchigumo550

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #21 on: February 09, 2014, 01:59:31 pm »

PTW
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itisnotlogical

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #22 on: February 09, 2014, 03:08:27 pm »

How about giving the player random objectives? Some are actual diplomat-type stuff, whille others are picked from things that trigger the other diplomats (like eating ribs with your left hand instead of right).
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WillowLuman

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #23 on: February 09, 2014, 03:32:26 pm »

I imagine multiple objectives, such as talking to different people, navigating through waiters precariously holding platters of hors d'ouvres, shaking hands with people in the right order. Damage control could include discreet chloroforming of people, necessitating getting people alone to have conversations, but naturally leaving unconscious people where they can be found is a major faux pas, and getting caught in the act is a bigger one.
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KingofstarrySkies

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #24 on: February 09, 2014, 04:08:29 pm »

But we can't forget, that there could also be an assassin. As in, with slightly different controls. I wonder how it could work...
Multiplayer would be amazing. Imagine combat with Surgeonsim controls.
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MonkeyHead

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #25 on: February 09, 2014, 04:16:43 pm »

PTW and play, once playability is in place.
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Eagle_eye

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #26 on: February 09, 2014, 04:20:26 pm »

I could program bits and pieces on irregular occasions. I'm also a semi not bad writer, if you need that.
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WillowLuman

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #27 on: February 09, 2014, 04:55:39 pm »

But we can't forget, that there could also be an assassin. As in, with slightly different controls. I wonder how it could work...
Multiplayer would be amazing. Imagine combat with Surgeonsim controls.
I think an assassin would make it a different game. Unless murder is used only to eliminate evidence of rude conduct and thus avert nuclear armageddon. I think a better antagonist might be some kind of suave super-spy type trying to get drunk and have a good time.
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KingofstarrySkies

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #28 on: February 09, 2014, 06:14:15 pm »

But we can't forget, that there could also be an assassin. As in, with slightly different controls. I wonder how it could work...
Multiplayer would be amazing. Imagine combat with Surgeonsim controls.
I think an assassin would make it a different game. Unless murder is used only to eliminate evidence of rude conduct and thus avert nuclear armageddon. I think a better antagonist might be some kind of suave super-spy type trying to get drunk and have a good time.
Oh god, yes. That'd be hilarious.
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Sigtextastic
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Lightningfalcon

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Re: Diplomacy Simulator 2014 (Shortish community game project)
« Reply #29 on: February 09, 2014, 06:57:13 pm »

I might be able to help, through I would be limited to helping with debugging.   I don't know enough C to do full development.   
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