Recent posts by Xodion on Kongregate

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Topic: General Gaming / If Caravaneer 2?

@Mathzip: diplomacy and relations with different factions in the game (mostly independant city-states in my game) is something I want to include, and the state of these relations will affect goods prices and availability in each city. There will also be more products, most of which would be logical rather than random (do we really need shoes and clothes to be seperate, when ‘food’ is lumped in as one product?), and produced according to how many people in the town are making them and how much of the prerequisite products are available.
As for creating towns and businesses, I still can’t see a way to have these without breaking the economy a million times faster than it does already. The amount of raw materials would need to be heavily restricted and the profit each factory makes will have to be barely worth it, and even then people would just run the game for hours at a time idling to make money from factories. I’d like to make the game economy more difficult to break, not easier…
An MMO version is something else I want to do, but the entire combat system needs overhauling for that to work – do you really want to have to pause and wait every time some people are having a turn-based battle somewhere?

@OverYonder: This seems to be the main problem I and everyone else had with the first game. One way to solve this that I want to try is having the robbers and other caravaneers behave in the same way as the player – the game keeps track of their location, equipment, money, etc. Then bandits should improve at the same rate as the player, and other caravaneers should get equally rich and so buy up goods before the player can get most of them. This combined with my idea of a limited-resource world, where nothing appears out of nowhere and goods need people working on them to be made, should make it much more enjoyable in the long-run. I just need to figure out how to keep the number of robbers high enough to make them a problem – perhaps have them run away, instead of being butchered completely every fight. Players will probably need a difficult but usable chance of running away successfully, too, or it’ll be too hard.

To everyone reading and hoping for a sequel: As stated above, I am not even close to finishing this game, or even starting it, but I would like to make it at some point, when my job is less frantic and stressful. I may be shooting myself in the foot talking about it on here, and getting lots of hopes up for no reason, as there is no guarantee I’ll ever be able to make it, but I’m hoping that by mentioning it on here, it will give me incentive to work on it – it’s much easier to work on something if you know people want it, rather than giving in to your own doubts about the quality of your work and leaving it to gather dust (like the other few games I’m working on…)

 
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Topic: General Gaming / If Caravaneer 2?

I have put a lot of thought into making a sequel to Caravaneer, because it is a great game and the genre is far from being saturated (Frontier, frankly, was disappointing and I wouldn’t consider it on the same level). Obviously, though, I am not the original maker and if I ever get the time to make it (around a full-time job, not likely anytime soon) I would need his permission to use any of the original titles and concepts.

@t209: what exactly do you mean by traditional buy and sell? The main problem I had with Caravaneer (and many other games involving trading) is the economy is far too easy to break, so most of my work so far has been trying to design a functional game economy that fits the setting and works reasonably well. Player-owned businesses would be nice, but would have to be extremely expensive and unprofitable to avoid having the PC soon drowning in cash. My main approach has been a world of limited resources – everything is in-game at the start, nothing new is created like random drops – but this means no randomly generated enemies, and so the world would quickly run out of people to fight.

Any thoughts? I know a sequel is a popular idea (which is why I want to make it), but can everyone agree on how it can be improved?

 
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Topic: Kongregate Labs / Game File Size Question

Thanks jonathan, 10mb should be plenty, just have to cut down on some of the more fanciful features I wanted. And I’m okay with AS3, I’ve been using C/C++ and Java for a few years so it’s easy enough to pick up.

 
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Topic: Kongregate Labs / Game File Size Question

I have a few ideas for some games, and have been teaching myself AS3, but my main idea is turning out to be quite a long game, and I was wondering what the average file sizes for games are, and what the reasonable upper limit would be? The graphics shouldn’t take up too much space, but the size of music and sound effect files is worrying me…

Thanks