Recent posts by robotJAM on Kongregate

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Topic: Game Design / Gone to the dogs 2

hurm…. dog porn :)

thats not a bad idea at the end of the current dogs cycle.

 
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Topic: Game Design / Gone to the dogs 2

Ok cool cheers for more great feedback. I’ll start posting a few screenshots of some of the new screens fairly soon.

Im kind of thinking of going down a more career based system. so you start off in one league and have to work your way up to different events, and maybe there’s some kind of dog race of the world which is the ultimate race to win.

So rather than just being 20 weeks you play out over the career of your dog, maybe a few years and then he retires.

 
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Topic: Game Design / Gone to the dogs 2

Ace, yes you are right about understanding the rules for how it works quantatively.

I dont have the code in front of me but it was basiclaly worked out on a per 100m basis. So a dog with 50% on speed will do 100m in 50 units. On his second 100m his speed is then a proportion of itself based on stamina. So second 100m if his stamina is 50% he will do the second 100m in 100 units (twice as slow). Fitness was an overall multipler so if you had 100% health your stats were correct. At 50% health all your stats were effectively 50% of their actual values.

Mud and rain had an effect of just making the race into a longer race. So we just made the race 25% longer for light rain and 50% longer for heavy rain.

Even knowing all that its quite hard to work out exactly which dog should win as you dont know the other dogs stats you are racing against. Would you think showing others dogs stats would be a good idea ? Or some overall rating for the dog made up from the stats ?

 
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Topic: Game Design / Gone to the dogs 2

makes more sense, just that we only have 5 stats for a dog. Speed, Stamina, Health, Attitude and reactions as well as a choice from 6 colours.

So theres not a huge amount of customisation we do really, its kind of hard to get too many stats per dog in as even with just 5 it is quite hard to see how the stat actually effects them in a race. Its basically stuff like reactions determines how quickly they start in comparison with the the dog. ie a dog with 90% reactions will get out a but faster than a dog with 80%. But it also depends on how fit the dog is. A fitter dog with a lower reaction score can out start a dog with a higher reaction score.

The stats really start to get quite complicated with just 5 of them interacting. I do kind of like the idea you have though but we’d need some sort of dog breeding thing adding.

 
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Topic: Game Design / Gone to the dogs 2

Jason, I got the bit up to “create a random code for each dog”, then my brain sort of exploded into a pink paste like substance.

 
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Topic: Game Design / Gone to the dogs 2

Oh yeah and anyone who replies is signing up for being an ai dog in game :)

 
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Topic: Game Design / Gone to the dogs 2

Awesome people, thanks for all the feedback so far, thats exactly the sort of thing I was after.

So far a list of bullet points based on your feedback which I think are stuff we will do:

- Make it longer than 20 weeks, open ended gameplay.
- Call it “Gone 2 the Dogs”
- more choice of dogs at the start
- Make random events more balanced
- Make a decision on betting to keep it or not, or tone down your max winnings.
- Trainers dont have a negative effect on any values and more trainers
- Other countries for the races
- Sort out the pauses (this is due to saving data down)
- Explain what the various attributes do before we pick our dog.
- Re-design the overview screen.
- A transition effect between screens would be a nice layer of polish.
- Give us the option to name our own dog.
- Transitions between screens
- Redesign the shop with a lot more upgrades and show what they do for stuff you cant afford.

 
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Topic: Game Design / Gone to the dogs 2

I keep getting asked to make Gone to the Dogs 2 so I am half way through revamping everything, however I;d like suggestions as to what to do for a sequel and what would people like to see and change from the first one.

Add your ideas below.

 
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Topic: General Gaming / Cyclomaniacs 2

thats cycloracers, which has 25 characters. cyclomaniacs 2 has all 50 characters.

 
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Topic: General Gaming / Cyclomaniacs 2

Nope, theres 50 riders and 45 tracks and a load of new stunts. The basic gameplay is very much the same as we didnt want to change it. We tried that with ski maniacs and no one liked it.

 
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Topic: General Gaming / Cyclomaniacs 2

Ok we have 50 riders in the new one and 39 tracks atm, its almost finished now :)


 
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Topic: General Gaming / Cyclomaniacs 2

The game is now in beta on turboNuke. Anyone can sign up to play it. There’s more stuff than available atm but we’ll be rolling out more content in a few weeks.

Cyclomaniacs Racers

 
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Topic: General Gaming / Cyclomaniacs 2

thanks for those, we have a roller coaster level planned.

 
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Topic: General Gaming / Cyclomaniacs 2

Thanks Devlini, that sounds great.

Here’s an update on characters on those ones that are in :-

 
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Topic: General Gaming / Cyclomaniacs 2

Cool, we have an astronaut in there, we also have a pimped out harley. I’ll put a full image of the characters done up soon as we are up to 48.

 
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Topic: General Gaming / Cyclomaniacs 2

Dont say we dont listen to you guys !

 
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Topic: General Gaming / Cyclomaniacs 2

Flooded, we would expect it to be in beta testing next month, probably released properly August.

 
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Topic: General Gaming / Cyclomaniacs 2

Multiplayer is pretty much there. Still tweaking it.

 
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Topic: General Gaming / Cyclomaniacs 2

Excellent suggestions, greg is definitely next on the hit list.

How does “a dude with 3 hats” work ? how can you wear 3 hats ?