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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2021-02-04 7:14

>>585
I just disagree with this, because I don't think you see the bigger tactical picture of having teams instead of one character like bomberman. Like in checkers, the game is all about position, not the individual pieces. You see the other players moves as boring, and fine, I suppose traditional turn based board games may not be for you, but I see it as suspenseful: every turn that the other players take changes the dynamics of the board entirely. One player might foil your plan, while another player places themselves into a new position you can exploit, while another player walks into another player's trap. The game is all about exploiting these times in between turns. Every turn that you are not playing affects you just as much as the turns you are.

If it's absolutely necessary, I can implement a timer that skips moves after 10 seconds. Perhaps that would be a good compromise on the quick paced nature of real time bomberman, as usually the mistakes in bomberman come from not acting fast enough.

>>586
This is a hobby board ultimately, who cares about markets? I have an idea for a game that I and my friends want to play. Bomberman is our favorite party game and we play chess and international checkers often. My favorite single player games are RPGs, I guess I just like turn based games. My friends are my primary demographic, but since I go to a lot of board game websites I know the market that >>587-san describes is actually thriving right now. 2020 saw a giant boom in online board games, if you haven't been following that trend and weren't aware.

I personally think it's a fun exercise to create a real life board game and then convert those rules into a program for which no engine already exists.

Anyway I'll be back with prototypes soon enough.

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