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Re: Generation Ship

Pick breeding partners and attempt to prevent bad genetic matches. (although you cannot force two partners together, you can generally force them apart) you can totally force them together, if not as romantic partners then as breeding partners. Breeding assignment is absolutely a component of the b...

Re: Generation Ship

Some very nice suggestions. I particularly like the idea that embryos would be frozen, rather than adult humans -- that makes a lot of sense. So if one were to seriously consider building this as a game, what would be a good (simple / powerful / inexpensive) development system for it? HTML5/CSS/Java...

Re: Generation Ship

So here's the design doc so far. Still a WIP. GENERATION SHIP Idea: Manage the systems and crew of a starship as it carries multiple generations of humans to a new world. Gameplay : Roguelike ship management sim Player plays as AI "captain" (Optional pre-launch ship design mode) Select target planet...

Generation Ship

Several years ago I sketched out a few concepts for a "generation ship" game: you manage ~50 generations of crew on board a starship traveling to a new world. You control genetics and breeding, fix broken ship systems, and generally try to keep the ship and crew functional long enough to land safely...

Re: Kickstarter, and the "Promise" to deliver

If, in the end, you're only backing to give the person a chance to fulfill their dream project... then I would say your success rate is determined only by what percentage of the projects actually get their funding. It's all how you look at it. Sure. Other than Braben & Co. for Elite: Dangerous (for...

Re: Skyrim

My Vilja mod for Skyrim glitches, so I've never been able to finish it. But I was able to play the first part of it... and there's a connection to Pratchett there as well. The first couple of characters you meet in Vilja's Skyrim mod are a big, tall barbarian type, and a small, sneaky rogue type. If...

Re: Ideas for Wingman AI

Its a balance between those mechanics helping to keep the game have a fun gameplay-loop, and the player getting aware of those tricks, and then feeling the world-mechanics are staged. It might be fun if such a mechanic helps you, but it will the total opposite if the enemies gain an unfair advantag...

Re: Kickstarter, and the "Promise" to deliver

It's now been 7 years since I started backing projects on Kickstarter. I've been backing fewer games for a while, and not just because I'm tired of Kickstarter spamming me with their virtue signaling every time I go there -- it's just gotten harder to trust that projects I like will be completed. So...

Re: Lacuna Passage

There was some good Kickstarter news this week as Jon Shafer released his 4X strategy game At The Gates , funded in March of 2013. (I've been playing a bit of it, and the early game is pretty interesting.) Unfortunately this game from Tyler Owen, Lacuna Passage , will not be completed. Although much...

Re: Procedural Greeble

I'd suggest that the reason why the Star Destroyer is perceived as better-greebled is not just the amount but the distribution. In the first image there's either a rococo level of greebling or virtually none. There doesn't seem to be any rationale, even an in-game reason, behind why the ship looks r...

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