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RTS and CCG is basically the same thing! Attention grabber :)

Started by turinval, December 31, 2013, 05:27:35 PM

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turinval

I have been trying to use a linear system and some applied math to make a game logic and mechanics to make a AOE AI that is like adaptable. Since it is really easy to just use operators on the whole set of parameters then to set conditions for each situation through scripts. But then I noticed it is exactly the same as CCG in terms of logic. So my idea is to make a game logic in terms of the software, so that you can design more interesting hierarchies, combos, and types of strats. Basically ends up being NEthack or a card game made of ASCII since I am not big on graphics. Also I think it is really fun because you can see how why these games are so addictive to the analytic mind.


turinval

I am trying to integrate everything that makes the reward (what makes people play?) more integrated with other aspects of a game. My main goal is to use this idea to make an AI that is adaptable. In most games there is a lot of similarities in how rewards are measured and how outcomes can be weighed. So the bigger idea is to integrate more things to the actions taken. AOE3 did that in a sense. But many CCGs, RTS(MMO, etc)  use a Skinner set up. My goal was to make an AI that is able to imitate these behaviors. SOmething like that.

Keldain

I've noticed that myself turnival, I get the same amount of pleasure from playing a TCG that I do from an RTS, really they're basically the same on a basic level, each game you begin with the starting resources, for instance in StarCraft you begin with a Command Center and 5 Gatherers, in Magic you begin with a deck of 60 cards, in both games you must carefully build up your economy while harassing/attacking/defending, positioning is also key in both games and surprises can come out of nowhere. =)