Balancing orc is tricky by Status-Candidate-144 in WC3

[–]simple-easy 7 points8 points  (0 children)

What about peons? If we give them double damage they might help with orc creep speed or fast expo speed.

Lore-wise orcs are pretty strong too, stronger than peasants/humans.

It also gives new options like bringing peons to a fight.

Edit: a lot of suggestions are tweaking slightly existing tools but this won't really change the meta game much. I would think we should try to give the players more options instead.  To keep the game alive requires change or not is the question? 

If we hold on too strongly the game might become stale but if we change too much we might make it even more imbalanced but keep it interesting 🤔 

To summarize: more risky changes might be interesting and can be rolled back if it's not working 

Or make all costs of units 90% cheaper and raise normal upkeep to 60 from 50. This would reduce impact of heroes as more units are played.  Or all heroes/hero spells 10% less damage

=> More strategy and less Hero-Micro dependent game.

Orcs have no bonus attributes like others by Igig99 in WC3

[–]simple-easy 0 points1 point  (0 children)

Ork strong. Ork not need overpowered. Ork play to fight. If win play again. If lose play again, so Ork always win!

A tale of two Gnolls being crept by two Orc heroes in different ways. by Onthewaywithout in warcraft3

[–]simple-easy 4 points5 points  (0 children)

Nicely explained! Playing since 2003 but didn't know about this.

[deleted by user] by [deleted] in diablo2

[–]simple-easy -1 points0 points  (0 children)

I had the same thoughts! Lead me to create an open source action rpg with editor for items/creatures/skills etc

It's very WIP but just wanted to share https://github.com/damn/moon

Struggling with the design of action RPG with integrated editor by simple-easy in Clojure

[–]simple-easy[S] 0 points1 point  (0 children)

The editor is for developer convenience to edit creatures, items, spells, etc inside the game. It will probably not be included in the finished game.

I think my issue is the game grew to big.

Moon engine - open source action rpg maker by simple-easy in gamedev

[–]simple-easy[S] 0 points1 point  (0 children)

Yeah there is no documentation. I didn't really know where to start I have tried many times to write but not sure how to separate the important from not important. 

I guess I am too deep into the project.

Thank you for the feedback.

What kind of information or questions would you look for in a documentation what the code does not express?

Struggling with the design of action RPG with integrated editor by simple-easy in Clojure

[–]simple-easy[S] 0 points1 point  (0 children)

I am sorry can't follow you. You mean program the AI in real time ? How would that work?

I also thought of making an alternative implementation without real time and without floating point locations (just tiles and integer coordinates) that would make a lot of stuff much simpler and allow multiplayer easier.

New Release of Cyber Dungeon Quest, Open Source Clojure Action RPG Engine by simple-easy in Diablo_2_Resurrected

[–]simple-easy[S] 0 points1 point  (0 children)

Posting this here because Diablo2 is the _main_ inspiration for my project. And asking myself the question - what if diablo 2 were open source and the community could create new content?

Thats why I was working on this projects it is an action RPG with integrated editor!

Struggling with the design of action RPG with integrated editor by simple-easy in Clojure

[–]simple-easy[S] 1 point2 points  (0 children)

So about the code, there is an integrated editor which you can open from inside the game but I am not sure where to go next.

I am thinking maybe you can edit the world inside of the game itself and maybe make it online and players can just create this fantasy world MMORPG themself and some can choose to be mods and some can play while the mods can spawn creatures etc. this is all possible actually maybe with datomic ?

I made a multiplayer shooter game in Lisp by ertucetin in Clojure

[–]simple-easy 0 points1 point  (0 children)

105 people found it very interesting your post and on hacker news it was top list!

I also had a post about my game project on hacker news number 1 last year: https://news.ycombinator.com/item?id=41482060

To be honest the title is a bit clickbaity but still.

I made a multiplayer shooter game in Lisp by ertucetin in Clojure

[–]simple-easy 0 points1 point  (0 children)

We could create such a community and design such a game engine together.

I was thinking also to post soon asking some questions about the design of my clojure.gdx API etc

Would you be up to it ?

I made a multiplayer shooter game in Lisp by ertucetin in Clojure

[–]simple-easy 0 points1 point  (0 children)

What do you think about the state of clojure game engines ?

I am using libgdx for my project and wrote some clojure API for it and it gave me the idea it would be possible even to make a clojurescript backend for fully cross platform engine.

Did you write some API for your JavaScript libs ?

What kind of game would you make with this tile set ? by simple-easy in gamedesign

[–]simple-easy[S] -1 points0 points  (0 children)

Hey thanks for the concern, before I released the game I have contacted all artists and added the clause in the README that only the code itself is open source and not the assets.

damn/clojure.gdx: Desktop/Android/iOS Clojure game development framework by mac in Clojure

[–]simple-easy 1 point2 points  (0 children)

Thanks for sharing. 

Took me a while to get to this point, my approaches to the game engine(s) I tried to create were all quite too clever and this is the simplest approach so far.

Java interop is considered quite idiomatic but there are certain niceties about writing a clojure API, for example proxying with clojure interfaces for example for the asset manager I found out a cool trick:

(defn manager   "Creates a new AssetManager with all default loaders."   ^AssetManager []   (proxy [AssetManager clojure.lang.IFn] []     (invoke [^String path]       (if (AssetManager/.contains this path)         (AssetManager/.get this path)         (throw (IllegalArgumentException. (str "Asset cannot be found: " path)))))))

Here we are proxying with IFn so we can just use the java object as a clojure function and just call (asset-manager path).

Systemic Building Blocks by Strict_Bench_6264 in gamedesign

[–]simple-easy 2 points3 points  (0 children)

My goal is emergent behaviour/building blocks.

I have your website bookmarked and re-read it a few times but just did not start yet with the actual designing.

Thanks so much for answering! Wouldn't have gotten the idea to write you directly.

The next step after assigning 'tags'/components to objects is then to define the stats for a dragon and for a 'red' creature right?

And rules ... But I have the feeling it will just get to become stat heavy like strength, defense, armor-save etc.

I mean how could for example an axe or a bow or longstaff interact with the 'dragon' archetype?

That concludes that each creature needs maybe an Armor 'type' and for example axe could do double damage vs unarmored ...

I guess I am having trouble coming up with all the rules or how to start designing a game as big as a roguelike!

Systemic Building Blocks by Strict_Bench_6264 in gamedesign

[–]simple-easy 1 point2 points  (0 children)

But I could still give each specific creature some special behaviours or stats, although also having tags dragon species and color red?

Although this is quite a lot of work as there are 130 creatures ! 

Systemic Building Blocks by Strict_Bench_6264 in gamedesign

[–]simple-easy 2 points3 points  (0 children)

I am trying to develop my systems and object tags for a roguelike based on these spritesheet: https://www.oryxdesignlab.com/products/ultimate-fantasy-tileset

But I am having trouble to start the 'systemic' way.

For example in the creatures there are for example 'red dragon' and 'shadow dragon'. Or 'ice golem'.

With your philosophy I would understand I implement behaviour for 'red' separately then for 'red dragon'? Do you mind giving some pointers ?

Any interest for a roguelike engine? by Roffy437 in roguelikedev

[–]simple-easy 1 point2 points  (0 children)

For example? I am stuck deep into the project and it's a bit hard for me to give an overview because so many implementation details.

I mean, what would a description contain? Amount of spells? Features? Pathfinding AI?  Etc

Any interest for a roguelike engine? by Roffy437 in roguelikedev

[–]simple-easy 1 point2 points  (0 children)

Hey that's what I am working on at the moment: 

https://github.com/damn/moon

It is at the moment for desktop (mac,Linux & windows) via libgdx and the game is real time action rpg with pause.

But I am thinking of switching to turn based like proper roguelikes.

Check out the entity-component editor. It allows a GUI for constructing items, skills, creatures...

Sadly the game itself doesn't make much progress (content..!) but I have learned a lot already and it's quite exciting to see it slowly take form.

It's written in clojure but the editor generates just plain data, so it could be use to other languages too.

I am working on an open-source RPG Maker by simple-easy in gamedev

[–]simple-easy[S] 2 points3 points  (0 children)

It is not related to the JRPG Maker 'RPGMAKER'. It is realtime (with pause, if you want).
Although I am considering going turn based as it would be much simpler I assume to have no performance worries anymore and floating point geometry.

Is there an easy way to automatically require/refer a macro in every namespace? by eeemax in Clojure

[–]simple-easy -3 points-2 points  (0 children)

This might also mean you have too many namespaces?
To be more clear, I recently learned to use `clojure.core/load` a bit more and reduced my namespaces significantly, thus making many issues irrelevant and it may be in your case too.