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Need your opinion about the best system for strategy BBG


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Posted

I personally don't think that fishing here for the best game to build to bring in the most users is the best way to go. You have to remember that many people have many differing opinions.

Now, there are a LOT more types of game than the two you mentioned. Have you singled out these two, because these are the only two that you can develop, or have any interest in? And why make a clone of another game? Why not find something new, and experimental to develop? If you come up with something new and exciting, your potential userbase would be far greater than if you imitated another game. Yes, there aren't many out there that are developed for small screens, but in this day and age, a computer is never far away. So people would wait to get to a computer to play other games of the same type.

And finally, if you do insist on continuing with the first post, a better idea than a forum post would be to sign up for some games, see their user levels, get a feel for the game. If games of the same type tend to have higher numbers of active users, then you have your answer. However, if the total users to active users ratio is very low, then you know to avoid that category, or at least make it more interesting than they have.

Just my two cents..

Posted

I don't like games which have like a timer on the building... specially very long one. That may work for online games where the purpose is to play 5 min a day or something but not for a game you want to play more. So either a very short timer (not more than a couple of min)... or even yet better like an animation of the building.

Posted

I generally find that the "Standard" in RPG games is not how you described. Ok, yes, they are the norm for 2D games like Travian, Tribal Wars, Grepolis etc, but the internet is littered with games that run the "Status Bar Refills" every 5 mins or so, like refill of energy, so I would accredit this as the standard system as it is most widely used.

It's good to see you have the storyline decided upon. This is what I suggest:

*Ignore everything you have seen on other games. If you create something similar to somewhere else, then it will be coincidental, and this is why.....

*Imagine you are a player on your game. Only you knows how you want the game to work, so imagining yourself as a player will enable you to see how you would like to progress. The way you envision the progress is the way you should build it. This brings me back to my original post, to not be afraid to try something that hasn't been done before. If your style of progress that you imagine has been done before, then so what? If it is what you need, then its what you need.

*Don't try to overdo it. If your skills are limited in a certain area, stop, and read up on the appropriate documentation before continuing. Any problems in an early stage can be highly problematic later on, so getting it right now will stop you from rolling the file into a ball and chucking it into the recycle bin.

*And lastly, nothing is impossible. There is always some way to get things to work. Saying "it can't be done" is simply not good enough. If you do want to develop a complicated system for a player to progress through the game, then always remember there's always a solution for doing it.

Good luck with the project

//bineye

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