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Author Topic: Diplomacy Simulator 2014 (In development)  (Read 22719 times)

Kofthefens

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #75 on: February 18, 2014, 09:29:23 pm »

Also, are you still going to make this on Unity or are you using a different game engine?

Still using Unity. I'm experienced with it and it works well. Late this evening I'm hoping to have something that gives a basic idea of what the game would look like. (Depends on whether or not I get sidetracked doing something else)
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wer6

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #76 on: February 18, 2014, 09:43:36 pm »

neato
PTW!

Also, Im not sure how hard this is, or if you already got it tracked down, but make it a chance of either Generated, OR a handcrafted name
Or a mix of both((I know that sounds very hard, form a coding perspective))
But i whould be happy with A chance for both happening :)
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WillowLuman

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Re: Diplomacy Simulator 2014 (Now with some code!)
« Reply #77 on: February 18, 2014, 09:47:20 pm »

Perhaps checking a dossier on a country in front of a representative of that country could be considered an offense?
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Tawa

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #78 on: February 18, 2014, 10:16:16 pm »

This sounds epic.

The game needs an ultimate goal. It should be from a list of random objectives; there would be a few modes; Easy would always have one objective, normal two, and hard three. "Prevent humanity's untimely demise" is always an objective and is thus the only one for Easy.

I can't code, but I'll gladly write conversation, story objectives, and concepts.

Objectives would include the following and each would have game effects after accomplishing them:

-Forming trade agreements (would make ambassadors offer you more help)
-Forming key alliances (ambassadors of that country would assist you in arguments)
-Only on hard, assassinating other ambassadors (you would need to hide the body)

If need be, players should be able to choose from "standard" mode, which is good old decorum, and "brute", which is harder and focuses on intimidating others to achieve political goals while not seeming outwardly aggressive.

Apologies if my wording makes me seem "bossy".
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Kofthefens

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #79 on: February 18, 2014, 10:19:40 pm »

Also, Im not sure how hard this is, or if you already got it tracked down, but make it a chance of either Generated, OR a handcrafted name
Or a mix of both((I know that sounds very hard, form a coding perspective))
But i whould be happy with A chance for both happening :)

I'm not sure that I follow. You're saying that it has a chance of selecting a handcrafted name, but otherwise gives a generated one? If I understood you, that would be pretty simple. Write me up a long list of names and I'd be happy to.
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WillowLuman

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #80 on: February 18, 2014, 10:48:55 pm »

Why do people keep wanting to make this an assassination game? I think the consequences would be obvious, in a world where nukes fly over table manner violation. Even someone going missing would probably be considered rude.
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Tawa

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #81 on: February 18, 2014, 10:58:48 pm »

Meh, good point.

I remember reading the original post.

Hard mode should involve you being drunk from the start, except that's your sober. You can get drunker, IF THOU DARE.
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hector13

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #82 on: February 19, 2014, 12:43:39 am »

I thought the original idea was just to avoid the nukes flying?

If there are difficulties, then the other diplomats' tolerance for mistakes is vastly reduced.

"You performed the greeting of my people in the wrong order! It is handshake then bow, you uneducated cur! You must be annihilated!"

Other objectives should be optional, with a range of difficulties, but increase your score or something. I'm not sure about the idea of assassination, though. Like HugoLuman said, the premise of the game is that people go mental at slightest mistake, so murder just seems a bit pointless. Unless there's a separate mode in which the idea is you're an assassin and have to remove someone (or more) without it being discovered, and escape.

Some suggestions as to traits:

Isolationism would sound better as openness, their willigness to discuss things with other diplomats. While isolationism is the name of a political policy basically isolating yourself from other nations (North Korea these days, for example, or the US between the world wars, or Japan before the Europeans arrived) I'm not sure it can really be applied to people. That is, of course, unless we're using these as national traits as opposed to describing the individual diplomat.

Serenity should be patience or tolerance, though should be exactly as you describe (their quickness to anger if you do something wrong)

Influence sounds perfect though.

If there's likely to be alcohol involved in the game, perhaps alcohol tolerance should be another trait, basically how much alcohol they can consume before they get drunk, and if they keep drinking, how much more drunk they can get. Also a random chance of the kind of drunk they can be (aggressive, depressive, happy, lusty etc.) which can influence how they interact with others.

Are there likely to also be relationships between the different npc diplomats? Not sure how much effort you want to put in at the moment, but if you're getting on well with diplomat A, and diplomat B doesn't like diplomat A, you find it harder to get on diplomat B's good side, kind-of-thing.
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Kofthefens

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #83 on: February 19, 2014, 01:30:40 am »

I made a VERY rough prototype. Download links here: http://www.marshlandgames.com/diplomacy-simulator/ (While I'm having the downloads hosted through my website, I will be sure to credit everybody in this thread when it become closer to release. I am not trying to steal this idea, and it will always be free to play)

It has programmers graphics for now. You can click on any other diplomat (colored cube) to get some information about them. You can use the arrow keys to carom into a diplomat to interact with them. You answer the questions with a slider, and then it displays the effect it had on the relationship between your two countries.

Obviously it isn't playable yet, but it gives you an insight into what I've been doing with your suggestions. I'll work on adding a ton more tomorrow, but at least I have a framework to build off of now.

What I would like from you guys:
* More syllables, adjectives, etc for country name generation
* More types of diplomatic interactions. I currently just have: Where do you hold your glass? and How full do you fill your glass?
* Graphics for the interactions. Eg a wine glass graphic that I could show x% full as you changed your amount.
* Models for the people.
* A logo
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LordSlowpoke

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #84 on: February 19, 2014, 01:35:02 am »

idea confirmed for adopted, update thread title pls
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WillowLuman

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Re: Diplomacy Simulator 2014 (In development!)
« Reply #85 on: February 19, 2014, 02:25:07 am »

We'll have to manually do it when we post, the OP abandoned.
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blazing glory

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Re: Diplomacy Simulator 2014 (In development)
« Reply #86 on: February 19, 2014, 06:38:26 am »

Kofthefens will lead us into the promised land! (aka a land with diplomacy sim)
« Last Edit: February 19, 2014, 06:42:50 am by blazing glory »
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Nienhaus

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Re: Diplomacy Simulator 2014 (In development)
« Reply #87 on: February 19, 2014, 10:17:37 am »

You can use this for now.
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Tawa

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #88 on: February 19, 2014, 02:09:50 pm »

Darn, you didn't make a Linux version.

Ah well, I can wait.

Couldn't sleep last night, telling myself how dumb I sounded with the assassination idea. I read the entire topic before posting, so all the other assassination-suggesting people must have corrupted me.
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Kofthefens

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Re: Diplomacy Simulator 2014 (Orphaned Idea)
« Reply #89 on: February 19, 2014, 02:18:37 pm »

Darn, you didn't make a Linux version.

I'll make a Linux version for the next release (hopefully sometime this evening). You didn't miss a ton - just trying to keep people excited about this.

I've also updated the page on my website so that it gives a better idea of what's going on. While the information there is for the most part in this thread, it's useful to have one place to keep track of it all.
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