Author Topic: Dominion Siege  (Read 2122 times)

Offline dvd871

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Dominion Siege
« on: July 25, 2007, 08:21:57 PM »
This is a game that I've been working on for a while.  Its been coded and recoded then scrapped and revived, then recoded again, lol!  A friend of mine looked at it on my test server and liked it and he said that I should put it up and get some beta testing going to work out the bugs and get some suggestions for some new features to add.  The game is a kings of chaos clone except that I coded the entire thing from scratch.  No code was used from those crappy KoC clone ripoffs that are floating around.  Some things are still incomplete such as clans and the player ranking, but for the most part everything else seems pretty solid.

Check it out if you want at: http://www.dominionsiege.com/

Offline Sinzygy

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Re: Dominion Siege
« Reply #1 on: July 26, 2007, 07:00:32 AM »
Bug I found:
Once a miner is trained, it cannot be untrained.
Here's the message which I recieve and it might help: You untrained 0 Infantry, 0 Phalanx, 0 Knights and miners.
Peasants: 0
Yep, no number for miners.

Otherwise it looks good so far. It will take some time to give you a better response.

Offline dvd871

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Re: Dominion Siege
« Reply #2 on: July 26, 2007, 11:11:48 AM »
There are still a few things to complete, such as clan functions, ranking, and top list, just to name a few.  I really don't like the game the way it is.  It needs more of a strategy element to it instead of attack, train, buy weapons, upgrade unit production, repeat.

The untrain bug has been fixed.

Offline Sinzygy

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Re: Dominion Siege
« Reply #3 on: July 26, 2007, 04:00:14 PM »
The base-mechanics you chose to build your game upon aren't really meant for "strategy". The current system is, as you already pointed out, a wash-rinse-repeat system.
To add a deeper level of strategy would require a fundamental change.

Strategy is mainly achieved by forcing important decisions whit a limited resource on the player. You current game-model doesn't do that. Everything is pretty straight forward.
  • Turns are only used for attacking
  • Gold is a universal resource/currency
  • Units are too similar to each other

Turns
If I understood your game correctly, you attack a player and this uses a certain amount of turns. That's it.
The way you use turns doesn't force a player to make a decision. It only prevents him from attacking every single player in the game during a short time period. This could also be achieved by adding a time-period between attacks. If you are looking to add more complexity, this would be the start.
Example 1: Updates
Let updates consume not only gold, but also money. This forces a new decision on the player (attack and gain money/exp or improve something for more gain later on). Of course this is  only an illusion since turns are regenerated every 30 mins, but if you balance it correctly, the player will have to make an important decision here.
Example 2: Building / Recruiting
Again, same change as above.

Different mechanics
As I'm writing this, some things are passing through my head and they could be used to accomplish a more decision-oriented enviroment for the player. The system will still use turns, but different types of turns.
4 types of turns:
  • Raw Turns(RwT)
  • Attack Turns (AT)
  • Research Turns(RT)
  • Build Turns(BT)
Every 30 minutes, the player recieves an amount of RwT. RwT are an unusable form of turns, meaning the player can't do anything with it. However, those RwT can be converted in the other 3 forms of turns. These froms of turns can be used just like I called them. AT for attacking, RT for researching/updating and BT for recruiting/building.
You could even add it so that the exchange rates from RwT to the other types of turns can vary and be influenced by the player.

Gold/Resources
While I'm actually quite fond of the idea of using only one resource, it doesn't promoted a lot of strategy.
If you were to split it up into 3 or even only 2 resources, the player would have to make more decisions to establish a working economy, especially if the resources are of unequal importancy. If gold is broken up in gold, wood and food the players could start traiding between them or even specialize in a certain area.

Units
Your current units only distinguish themselves in the ability to either attack, defend or do both. Again, I'd support this kind of thinking, but it isn't enought to present the player with a decent choice-catalogue. If you want to force more decisins onto the player I suggest you split up the 2 groups (attack and defend) into sub-groups.
Here's a list of what I'm thinking of for the attack sub-group
  • Unit A with attack type 1 and strong defence against 3, mediocre against 1 and weak against 2
  • Unit B with attack type 2 and strong defence against 1, mediocre against 2 and weak against 3
  • Unit C with attack type 3 and strong defence against 2, mediocre against 3 and weak against 1
Of course, this is only a very quick and hevily unbalanced list, but you get the picture of having boni and mali to each unit against a certain other type.


Yep, I think I'm done with my current train of thought. Hope this helps out a bit.

Offline Sinzygy

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Re: Dominion Siege
« Reply #4 on: July 27, 2007, 03:13:47 PM »
Hmm... After I wrote that, I started a new game based on this. I probably won't prusue this idea for a long time, but I still like the basics :)

Offline dvd871

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Re: Dominion Siege
« Reply #5 on: July 27, 2007, 06:20:59 PM »
Yea you had some good ideas in there.

Offline dvd871

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Re: Dominion Siege
« Reply #6 on: August 31, 2007, 03:02:44 PM »
First major update was made on the game a few days ago.  Many changes, including a new layout.  There is still many more things to add.

Offline Bugsy

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Re: Dominion Siege
« Reply #7 on: September 02, 2007, 10:42:13 PM »
i think the art should be remaked... just a thought... :D

Offline dvd871

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Re: Dominion Siege
« Reply #8 on: September 06, 2007, 10:03:35 AM »
Well there is not one thing on that site that I would even remotely consider art.

I am focusing on game play elements, I mean what good is a site that looks good, but the game play sucks.

Offline Zeggy

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Re: Dominion Siege
« Reply #9 on: September 06, 2007, 11:10:03 AM »
Yeah, art isn't that big a deal, it only makes it look nicer ;)

I really like your game, although it does feel a lot like Kings of Chaos, just with some more races and extra features. (Well, I wouldn't really know, haven't played kings of chaos for a year)

Offline dvd871

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Re: Dominion Siege
« Reply #10 on: September 06, 2007, 09:56:13 PM »
Yes I agree, it does have that KoC feel to it right now but that will change.  The live game that everyone plays does not really reflect what is in development.  The development game has resources added to it with research and building requirements in order to gain advanced units.  It has a player market which allows trading/selling of resources between players.  Clans have been made part of the game and things like a clan hit list and clan wars will be possible.

Offline Dasein Fiasco

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Re: Dominion Siege
« Reply #11 on: September 07, 2007, 01:45:39 PM »
Graphics are nice, but making them a key feature in a non-RIA web game is a losing proposition. PBBGs excel in their simplicity and ease of use, or at least they should. PBBGs ought to focus on these strengths, with graphical elements that help the user identify game actions and information. There?s obviously a lot of leeway here, but my feeling is that PBBG developers should error on the side of no graphics (for example those damn gray brick textures make my eyes hurt, and certainly don?t make the site ?feel any more medieval?, assuming that was the intention).
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Offline Sinzygy

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Re: Dominion Siege
« Reply #12 on: October 10, 2007, 08:12:46 AM »
Are you still working on your game?

I just checked back and it seems like now it is a more or less exact KoC-clone.

Offline dvd871

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Re: Dominion Siege
« Reply #13 on: October 10, 2007, 10:06:46 AM »
The game that is online is different than the one I am working on I just have not uploaded any of the new stuff.

 


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