If you remove the production wheel, what will you replace it with? I mean, I understand the idea of colony governors, but I'm curious how you'd give the player an equivalent level of agency over the overall production balance ...
PaulTozour
In August of 2014, I recorded an interview podcast with Chris DeLeon of Gamkedo for the "Game Devs Like You" podcast series (also available as an iOS podcast ). The interview discusses Mothership, our partnership with Stardock, Unreal Engine 4, business development, negotiation, game AI, team-building, AR/VR, game developer education, cl
Very nice!
[quote who="xeryx" reply="20" id="3538354"] What I would like to see as a modding tool. An easy to understand AI decision log. This way I can make sure the AI is making the correct decisions when I decide to make an AI. [/quote] I suspect that any AI good enough to play a really competent game against you will be making decisions in a way that's much too complex to be loggable in any sort of format that's readable to people other than the develop
[quote who="hedetet" reply="22" id="3538500"] Quoting PaulTozour, reply 6 So as I'm writing the AI, I am literally feet away from Brian Wade (Civ V AI) and Soren Johnson (Civ III and Civ IV AI). Together, we can compare notes on different effective strategies for getting the funnes
So as I'm writing the AI, I am literally feet away from Brian Wade (Civ V AI) and Soren Johnson (Civ III and Civ IV AI). Together, we can compare notes on different effective strategies for getting the funnest and most challenging AIs going. Nice! That sounds like a pretty awesome game AI jam session [e digicons]B)[/e] Wish I could've been there!
Brotatoe is one of my favorites. Not sure if he does strategy games.
What about The Escapist?
[quote who="unacomn" reply="5" id="3521078"] I'll be covering Sovereign and Galactic Civilizations 3 next week on: http://www.games-arena.ro/ After that it'll be looking at OTC soon after that. Now, I wouldn't call the site major, compared to ones that use English. But in the obscure eastern european language niche, we are quite notable-ish. [/quote] I love the avatar, unacomn! &nb
Also, curious about the line TilePair planetPos = GetInterface (*planetIt)->GetTilePosition().tile; Is planet not derived from IBasedGameObject already? Or is this some sort of component-based interface? I.e. is there any reason you can't just do these 2 lines as for ( auto & planet : ownedPlanets ) { <span
Interesting code. The GC3 code looks pretty good, though I'm surprised he's explicitly declaring variable types; we generally use auto for most locals as per the "almost always auto" idiom http://herbsutter.com/elements-of-modern-c-style/ Also, interesting that he does for(auto planetIt = ownedPlanets.Begin(); planetIt != ownedPlanets.End(); ++planetIt) <s
Happy New Year, everyone! I've been working on a project in my spare time called the Game Outcomes Project. I wouldn't normally talk about my extracurricular projects on this blog, but this one is important, because it relates directly to our studio and our values. It relates to a topic I'm intensely curious about: game development culture, and what makes game teams effective. http://ubm.io/1xBgJf8 I post
The whole thing is such a transparent attempt to smear you it's mind-blowing. It's been kind of horrifying to watch the lie unfold and see people actually fall for it, especially when it's so obviously a lie. If this isn't harassment, I don't know what is. Hang in there, Brad!
Very nice! Sorry I missed it; I hope it's archived somewhere!
For sure! [e digicons]:w00t:[/e] Great time to be a strategy fan ...
Paul has a very impressive background and lots of interesting approaches and tools for game design. Is there any cross pollination with Stardock's own games? Thanks! [e digicons]:grin:[/e] I've been playing bits of GalCiv 3, Sorcerer King, and Offworld Trading Company here and there when I have free time (all of which I'm enjoying immensely!), but I've been too busy with Mothership's game to give m
Maybe one little sneak peek: turn-based or real-time? [e digicons]:-"[/e] Hehe ... Wish I could tell you! [e digicons]:X[/e]
> Oh, I thought OP was a pasted press release, so I didn't read it. [e digicons]:grin:[/e] > Strategy game = awesome! Yep, Unreal Engine 4 is a surprisingly good engine for strategy games -- much better than UE3 was. You just have to do a couple of things differently from the way you would do them for an FPS or other game type. Static mesh instancing is really important.
> What's the difference between MS (heh) and Paul's previous company? It's a totally separate company. I'd set up an LLC to make City Conquest, but I only ever hired contract artists and sound designers for that. We started Mothership from a clean slate.
Thanks, Brian!
Today I’m proud to introduce Mothership Entertainment. We’re a team of four veteran game developers working out of a small office in Austin. I’m very grateful and proud to be able to work with such a terrific team of co-founders and partners. You can read more about us on the About page . We’re building a unique new strategy game that we’re very excited about, and we’re loo
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Great post.
[quote who="Gandhialf" reply="23" id="3477240"] Interesting stuff guys. So nothing is going to replace C++ in gaming in foreseeable future?[/quote] It's not going away anytime soon, but there are some other options for sure. It depends what your game is, what engine you want to use, and what platforms you're targeting. Unity uses C# and JS and a few other things, some iOS games are written in Objective-C, and I know C# and a few others are stil
[quote who="TheRealWarpstorm" reply="12" id="3477006"]Quoting Gandhialf, reply 11 > For making engine I guess. But what about other stuff, like AI, game logic, scripts, etc. For everything, except for graphics shaders, IIRC. C++ is a great choice for AI and game logic, why would you want those parts to run slowly?[/quote] I agree wi