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Author Topic: Tribe Of Pok - Stone Age Strategy/Simulation  (Read 9421 times)

Zangi

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #15 on: June 20, 2016, 07:52:05 pm »

There are DF fans who are also interested in these sorts of simulation games, this is definitely a good place to show it off.
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Gabeux

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #16 on: June 20, 2016, 08:26:48 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.

Are you an indie dev and do you have a better implementation available so we can discuss with the developer here if he's keen to adding more complexity to the current health system?
Have you yourself developed a game and tried to share it with like-minded people?
lol


PTW. Looking forward to taking over the stone age by throwing spears in everything, be it alive or not.
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Sergarr

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #17 on: June 20, 2016, 08:44:20 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.
DF has healthbars, lol, it just doesn't show them to you to make it feel more "realistic", same thing it does with other physics-related things (did you know that DF heads consist of more than 50% muscle by volume, and are unrealistically huge, because the physics simulation cannot really handle objects that can move away from the incoming projectile/attack?)

As for the game: I've noticed that creatures tend to "stack" in a fight over each other. That's bad and should probably be fixed.
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Parsely

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #18 on: June 20, 2016, 08:56:58 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.
Speak for yourself. Most DF fans aren't so close-minded that they would spurn someone's game just because it has health bars.
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #19 on: June 20, 2016, 08:57:43 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.

Are you an indie dev and do you have a better implementation available so we can discuss with the developer here if he's keen to adding more complexity to the current health system?
Have you yourself developed a game and tried to share it with like-minded people?
lol


PTW. Looking forward to taking over the stone age by throwing spears in everything, be it alive or not.

I don't think Cormack was being serious... I hope. As I mentioned in a previous comment there is a little complexity to the health system, in that animals/people can bleed if they are cut and bruises affect appendage effectiveness.

I totally forgot about this, but I also have something of a battle report implemented for your tribespeople so you can see what happened:

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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #20 on: June 20, 2016, 09:02:50 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.
DF has healthbars, lol, it just doesn't show them to you to make it feel more "realistic", same thing it does with other physics-related things (did you know that DF heads consist of more than 50% muscle by volume, and are unrealistically huge, because the physics simulation cannot really handle objects that can move away from the incoming projectile/attack?)

As for the game: I've noticed that creatures tend to "stack" in a fight over each other. That's bad and should probably be fixed.

Pathfinding is hard, I'm not sure how I would fix the stacking issue without causing problems in other navigational areas. I'll take another look at it though
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Ivefan

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #21 on: June 20, 2016, 11:41:43 pm »

Some games that does not prevent units from entering the same space instead makes the units glide apart if they are within a certan proximity of eachother. This way might interest you.
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #22 on: June 20, 2016, 11:56:14 pm »

Some games that does not prevent units from entering the same space instead makes the units glide apart if they are within a certan proximity of eachother. This way might interest you.

That is a very interesting idea, do you remember what game it was by any chance? Would be good to see it in action
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Cormack

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #23 on: June 21, 2016, 03:41:08 am »

I was kidding  ;D
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wereboar

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #24 on: June 21, 2016, 01:56:58 pm »

The game is being marketed as having a deeply simulated environment. I can't see it in the materials provided. Looks like a very simple clicker for a smartphone. Maybe introduction should be more in-depth, if there is in fact actual depth to this game that is.
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Scripten

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #25 on: June 21, 2016, 02:18:55 pm »

The game is being marketed as having a deeply simulated environment. I can't see it in the materials provided. Looks like a very simple clicker for a smartphone. Maybe introduction should be more in-depth, if there is in fact actual depth to this game that is.

Is a comment like this really necessary?
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crazyabe

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #26 on: June 21, 2016, 02:39:01 pm »

PTW
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wereboar

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #27 on: June 21, 2016, 03:21:19 pm »

The game is being marketed as having a deeply simulated environment. I can't see it in the materials provided. Looks like a very simple clicker for a smartphone. Maybe introduction should be more in-depth, if there is in fact actual depth to this game that is.

Is a comment like this really necessary?
As a potential customer I want to know if content matches the text on the box. So far I can not see that it does. Hence I'm letting the dev know his intro is not very well compiled. If he can elaborate in finer detail on why he calls his game a deep simulation, everyone will in fact win.
Your comment, on the other hand, was indeed completely unnecessary.
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Emma

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #28 on: June 21, 2016, 05:55:54 pm »

PTW. I've been following this for a while! Good to see it here.
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #29 on: June 21, 2016, 06:15:33 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.
DF has healthbars, lol, it just doesn't show them to you to make it feel more "realistic", same thing it does with other physics-related things (did you know that DF heads consist of more than 50% muscle by volume, and are unrealistically huge, because the physics simulation cannot really handle objects that can move away from the incoming projectile/attack?)

As for the game: I've noticed that creatures tend to "stack" in a fight over each other. That's bad and should probably be fixed.

Pathfinding is hard, I'm not sure how I would fix the stacking issue without causing problems in other navigational areas. I'll take another look at it though

Ok I messed around with the attacking AI goal and I've got a semi-solution. If an animal detects another animal on the same hex, it will try to move to an adjacent hex without any animals present. Although you can see this causes them to jump around a bit as they try to avoid eachother while being close enough to attack... not sure if it's any better  :-\

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