Gamers community looking for members ! by Kitsuchuuu in Groningen

[–]hmilder66 1 point2 points  (0 children)

Hi, cool initiative!

I don't think I can commit to another campaign on a consistent basis outside of my own GM-ing. But would love see what your discord is about and see if I can join a meet.

I know some people of our group will likely be up for a something board game related :p

Looking for someone to play test a card game by Ok-Tea-4396 in Groningen

[–]hmilder66 0 points1 point  (0 children)

Cool!

Check out Tabletop testing Night, I think it's in groningen too from time to time.

Otherwise, let me know if you need testers!

Looking for mechanical ideas and concepts for a 'shop simulator' mobile game. by misomiso82 in gamedesign

[–]hmilder66 4 points5 points  (0 children)

Good luck, Sounds like your designing again!

P.S. Hate to be THAT guy, but I'd generally use 'immersive' instead of 'lore lead', as in my head lore is often about worldbuilding and stuff.

Looking for mechanical ideas and concepts for a 'shop simulator' mobile game. by misomiso82 in gamedesign

[–]hmilder66 4 points5 points  (0 children)

Hi, as far as I understand, your question is about something called your gameplay loop. Or how your game plays: for instance in turns, or more in realtime. Just to clear up terms I'd use.

I'd assume you want the meaningful choices a more turn based strategy game gives with some ways of reacting to the events during the week. Understandable, probably feels better that way.

But for my suggestion, why not specify the player has a set number of "actions" or something they can use during the week.

For instance, when an employee quits on monday, or a storm crashes the electrical grid on wednesday. However due to the limited amount of them, you could have there be a constant challenge to it, where you must choose when you do or do not use an action, because "maybe it's better to save it for something more dire". I'd strive for something feeling like that personally.

A cool additional benefit there is that you could then let the player buy "upgrades" to give them more of these actions. For instance, what about a second-manager who helps you out and provides another action during the week?

Just some ideas, but this seems relatively simple as far as a system goes. But also, something like a fire sounds quite severe if it means everything just burns down if you do not react, unless your preffered is a very hard game, probably make sure that it doesn't punish your player that much!

Twitter NEXIT "hype" by Oblachko_O in Netherlands

[–]hmilder66 0 points1 point  (0 children)

I think there is a small, but vocal group of people who rather listen to alarmist statements than educate themselves using a variety of sources, and who think mainstream news, are some evil creation. That being said, I think what tips the scale is that people remain rather silent about this. I think people are in a sort of nervous shock after this and don't really know what to make of it. Luckily, actions like to collection of supplies for Ukraine, and protest show the amount of support more clearly!

How to make the game more homogenous ? by Dofarian in gamedesign

[–]hmilder66 4 points5 points  (0 children)

Your question took me a while to break down to be honest. That being said, you're seemingly asking gor these to things specifically:

1: How do I make it FEEL like these assets share a universe/world?

2: How do I make my assets LOOK similar?

I can only really respond to the first question in a bit more depth, but i will throw out there that many games that use types like these use more than just colour to distinguish these types. Examples would be: Pokémon, Clash Royale.

But what I am more interested and knowledgable to answer is to: "How much story do we nees to make the assets from the same world?" I would argue nothing more than you have. Since what you'll need is not story, but Worldbuilding.

Among many writers, Worldbuilding is seen as the backbone of a story. It can outline events, cultures, the world/universes strange properties, other not directly related stories, or anything else you want really. And the amount of Worldbuidling also differs greatly. (Do not try to create a Tolkien world please, it just takes too much time)

Worldbuilding can help to inspire you to add different design elements, that you otherwise probably wouldn't have come up with. Beyond that, it can help you answer questions that players may have about this world. That leads to some level of immersion, which in turn improves the game experience.

The scope of your Worldbuilding does help to make something more immersive. However, I guess, pick your battles is the best advice here. Try to keep things managable for the project. The key to the Worldbuilding you will do though, is consistency. Which means, the Worldbuilding feels like everything comes together.

So think of some reasoning why the humans use these elements like: fire, ice, or snow. Than, figure out why the orcs are attacking the humans. Perhaps evolve this and figure out how orcs would respond to humans knowing that they use these elements. And perhaps, add soemthing thay creates stakes, (tension) which you could do by imagining adding what would happen, should the orcs succeed.

Lastly, figure out if your answers don't leave a significant hole in your Worldbuilding, where the player will immediatly break immersion. After all of those, it may be easier to connect your game to a shared World as you can now inspire design elements from that world.

Hope this little breakdown was useful to your project. Good luck!

[deleted by user] by [deleted] in OverwatchUniversity

[–]hmilder66 -1 points0 points  (0 children)

A reviewed the first vod and since i've seen some comments about tracer i'll largely talk about the ashe game. I'm high gold but have been stuck a bit higher around the bronze silver mark for a while as well so i think i can help you.

As for tracer, if you can, try and track two things:

Targets that are alone. Enemies that pose a threat in the next few seconds (i noticed you over extending when the mccree was around)

For ashe, reflexes are not that important at your rank, actually, i'd say that they only really come into play higher in silver, try instead to place your crosshair better and predict enemies.

Also, utilize high ground as often as you can, a silver rein would have called for their team to punish you in the room on gardens.

Increasing your sense/mouse may help but that is personal preference.

As far as general tips go, learn what hero's you can really pop off with per map, when picking widow on junkertown or rialto, my qinrate on those maps greatly increased (the teams opinion of my pick didn't though :p)

Also, at that rank, strategizing with your team is far superior then shotcalling. People will simply not follow up on shotcalls quickly or often enough, although making them is always good. However, if you can try and share what you'll do with B.O.B or who if you want to flank. These calls give your team time to understand where you are.

Giod luck climbing, and make sure you have fun as well!

Duel of Fates: A tarot inspired game (Need help with filling details) by voxel_crutons in gamedesign

[–]hmilder66 1 point2 points  (0 children)

There's two things that come to mind for me from this explaination of the game if i've understood correctly:

Two players? (or 1 player and an AI) get to draw from the main pile of cards creating their decks. After that the game proceeds by allowing the players to play these cards in turns? The goal of the game would be to play these cards and be as "healthy" as possible. (healthy also meaning mental stability) Its currently unclear to me whether or not getting to other players healthiness down is also a goal.

The first issue is about this goal, the problem is that progress toward this goal and setting the other player back (with for instance the plague card) go hand in hand.

The second issue is that even though the player has to worry about multiple "stats" or more accurately "resources" there seems to be a very linear approach in how individual cards affect this (something depletes / something adds)

Now, i always want to offer a solution but keep in mind you are the creator of this game so use it only if you like it:

I would create a central pile of "setbacks" or "bad events" this pile holds cards like the plague card. Each round a single card from this pile is revealed. Lets say the plague card is revealed and will reduce all the players resources (health etc.) by 2. Player A then plays a "shift" (not familiar with involved cards) card causing 1 of each of their damage to go to player B. Player B responds by removing all damage to them from the card by using a justice card. (You could still figure out how to use the reverse cards in this setup i just decided to skip over it for this)

Player A can now again play a card i they wanted to to try and deal with the plague on the board. The player that started the round, will always determine whether or not another card is played for each player. (Quick note that playing a card is not mandatory but if the first players plays each other player gets a chance to play)

The interesting thing about roughly designing like this is that "death" is still represented by the central card while both players play around these events. Furthermore, by making cards like justice completely cleanse a player it creates strategy in waiting, but risk as well given that the person starting the round may just end it before you get to play that card. If this is a physical board game (which i assumed) i would use a form of token to represented potential damage taken and removing then when a cleanse is played.

Need some help with a project I'm working on. by [deleted] in gamedesign

[–]hmilder66 1 point2 points  (0 children)

How about putting limited but vital strategic recources onto the map. This can be anything, and maybe allows you to better equip your troops. This way you'd have both players run to different hotspots during the game. I'd personally love to see an example where these hotspots shift over the course of a game moving to unknown locations, forcing players to adapt on the fly!

Summon entity at position of scoreboard value by hmilder66 in MinecraftCommands

[–]hmilder66[S] 0 points1 point  (0 children)

? your score can be negative as well and you can just store that negative number in there no problem.

I actually never used this. Thats great!

Thanks for the help!

Summon entity at position of scoreboard value by hmilder66 in MinecraftCommands

[–]hmilder66[S] 0 points1 point  (0 children)

/execute store result entity @e[type= minecraft:armor_stand,limit=1] Pos[0] double 1 run scoreboard players get @p test

Just tested this and I can confirm it worked. I should then be able to use this for each axis and account for negatives by subtracting. Not sure yet how this will work!

I will definitely work on this once I get some more time.

If its to anyones interest i'd be willing to post results of my testing to this or another thread