No queuing up of actions No specifying buildings or units to target than using the AI that gets the units killed Additional builders require premium gems, that are difficult to get until you buy with real money. You cannot be at peace, other players will attempt to attack your village.
I liked the ones like Red Alert also, as you dont need to spend days setting up your team/village. you could do a setup and attack in minutes, build your factories and armies based on the type of attack you needed. And re-try a level as many times as you wish. but not much options for IAPs.
The Dungeon Keeper im playing now, is very addictive but it can take you like 4 DAYS to upgrade say a treasury for more storage. but you can speed that up buy using your GEMS which are hard to earn unless you pay real money for them.
** room fades to black *** (alpha 0.5 diminishing lololol)
Meet our young enthusistic lad Gideros.
Growing up in a small peaceful village, he decided to venture out with his trusty sidekick Lua, to see the world.
In his travels he will team up with friends, and also battle with villians such as PhoneGap, GameMaker and Boss battles with Unity 3D..... will Gideros has the power to pull through (gasp)... use your PlugIns to grow stronger, when your stuck and trapped in a corner, looking at certain doom...... Ask the Forum for an upgrade... (powerful piano music...) .. Shaders are working.... *pow* *bif* and Unity2D is down for the count. !!!.....
This seems huge. Why not working on a few specific templates that could be later bundled with Gideros? *if* the project is completed (most don't, and we all know that ) then move to a little bigger project. Step by step?
So that it benefits Gideros, but we would also all have a database of ready to use source code for our own projects.
I know it doesn't sound as fun as Clash of Clans, but that seems a little more realistic (if the goal is to actually complete the project)?
My point was to make smaller projects so that they can be reused for bigger projects. Clash of clans is a monster of work. Even if it was completed, that would require the user to dig for each part that he wants to use, unplug it, and make it work somehow in his own project.
@ar2rsawseen, for example, if we used your Mashballs for example. we could start out building the basic game outline. send that off as a package. then add more functionality to it, as in super suits, IAPs, levels, sequels/storylines, etc so we start small to complete a unit of work, then add to it in bite sized chunks
Every project is daunting when you look at it as a whole, but if you start building things one after the other, you'll get there eventually.
One thing that Blender as an open source project does really well, is the open movies. These are short film made with a target in mind to improve the software (Big bug bunny has been done to improve fur and character animation/deformation). Gideros might gain a lot by approaching this in the same way, as it would be a real project driving its development.
One thing that Blender as an open source project does really well, is the open movies. These are short film made with a target in mind to improve the software (Big bug bunny has been done to improve fur and character animation/deformation). Gideros might gain a lot by approaching this in the same way, as it would be a real project driving its development.
The situation with Blender is different. There the Blender Foundation has a serious interest in these things and is the driving force. Ton leads it in a great way. Completely different situation with Gideros.
Checked out isometric maps and the most problem will be z ordering. Which might be a real problem with many moving objects. So if we go this way, I would suggest going the simple top view 2d style
Anyway I think to develop a multiplayer C&C or Dune 2 clone, a lot of logic must be programmed in a dedicated server. A huge project but interesting to develop following an iterative and agile methodology but more flexible, I mean define some minor goals and progress from here.
I did not think that half the people in the world had a similar idea, their motivation was to launch a similar game and make money, while mine was to get the community to do something together and in the process have tutorials and a complete game example.
Comments
No queuing up of actions
No specifying buildings or units to target than using the AI that gets the units killed
Additional builders require premium gems, that are difficult to get until you buy with real money.
You cannot be at peace, other players will attempt to attack your village.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
The Dungeon Keeper im playing now, is very addictive but it can take you like 4 DAYS to upgrade say a treasury for more storage. but you can speed that up buy using your GEMS which are hard to earn unless you pay real money for them.
http://artleeapps.com/
Bubble Adventure - Colors
Meet our young enthusistic lad Gideros.
Growing up in a small peaceful village, he decided to venture out with his trusty sidekick Lua, to see the world.
In his travels he will team up with friends, and also battle with villians such as PhoneGap, GameMaker and Boss battles with Unity 3D..... will Gideros has the power to pull through (gasp)... use your PlugIns to grow stronger, when your stuck and trapped in a corner, looking at certain doom...... Ask the Forum for an upgrade... (powerful piano music...) .. Shaders are working.... *pow* *bif* and Unity2D is down for the count. !!!.....
Ok, so work is slow today
http://artleeapps.com/
Bubble Adventure - Colors
Why not working on a few specific templates that could be later bundled with Gideros?
*if* the project is completed (most don't, and we all know that ) then move to a little bigger project. Step by step?
So that it benefits Gideros, but we would also all have a database of ready to use source code for our own projects.
I know it doesn't sound as fun as Clash of Clans, but that seems a little more realistic (if the goal is to actually complete the project)?
the request would have been to create an angry birds clone. How would the template different from the actual game?
Clash of clans is a monster of work. Even if it was completed, that would require the user to dig for each part that he wants to use, unplug it, and make it work somehow in his own project.
I think the modular approach would work better.
Likes: hgvyas123, talis
Likes: MikeHart, jdbc
so we start small to complete a unit of work, then add to it in bite sized chunks
http://artleeapps.com/
Bubble Adventure - Colors
so even if we do CoC, then first step would be building buildings and then all the other
One thing that Blender as an open source project does really well, is the open movies. These are short film made with a target in mind to improve the software (Big bug bunny has been done to improve fur and character animation/deformation).
Gideros might gain a lot by approaching this in the same way, as it would be a real project driving its development.
So if we go this way, I would suggest going the simple top view 2d style
kool donate me dragon
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Some tiles where: http://www.reinerstilesets.de/
Anyway I think to develop a multiplayer C&C or Dune 2 clone, a lot of logic must be programmed in a dedicated server. A huge project but interesting to develop following an iterative and agile methodology but more flexible, I mean define some minor goals and progress from here.
Have a look at http://www.copycoc.com/
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps