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Author Topic: Design Ideas  (Read 493 times)
data2008
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« on: February 07, 2010, 12:52 »

The new PM2 is beginning to take shape, although at a very early stage.
In the current stage we are testing some technologies to bring the gfx to 3D (compared to the pixels now).
After having done that, we want to begin assembling some rough playable proto, which incorporates several ideas suggested here and which can be tested and tweaked or added / removed easily.

Here is a glimpse at our concepts doc:

http://docs.google.com/View?id=dg3fcbmn_46tjbcxs23

We started listing all important items and events, putting focus on the races.
To show you our new concept for 3D, I included one alien design sheet so you can see how the species will look like later.

As I said, it's all at an very early stage, and we work on parallel with designing aliens concepts and begun coding some underlying framework, so at this point, there is time to dicuss and expand the items list put up, like adding / refining the global events list so that the events could be concepted as gfx next.

As for the special abilities:
Each species has 1 or 2 symbols next to it, which show the species can outfit mules with that equipment.
Thats the species primary function, or expertise.
Adding a secondary bonus ability is described in the text to balance things, where big/middle/low means having rather big or minor influences and can range from anything like built in secuirty for that round against certain global events, or just plain money or fixed abilities.

To further balance things, the current idea is to bid on the order to choose / hire a species, using a land auction like HIRE phase at the beginning of each round.
Species not chosen in this round spend their whole time in the pub and therefore add money (like $100) each round (like Puerto Rico mechanism).

Any thoughts to this particular element (the species, their abilities and playstlyes and bidding on them) would be very welcomed, as the aim is to make the species special and unique (like SreetFighter2-figures), as this could greatly improve the identification to actually playing with aliens rather than only using "different-colored-humans" instead.
« Last Edit: March 01, 2010, 18:50 by data2008 » Logged
Soldier Ant
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« Reply #1 on: February 07, 2010, 21:57 »

Wait... are you switching to 3D? Does a strategy, almost turn-based game like this need so much effort? For what?

Or did I misunderstand?
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data2008
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« Reply #2 on: February 08, 2010, 08:38 »

We are testing things... the map view will likely be the known perspective, topview, so no running around on the map like FPS.
For entering the city, we test things out.

3D means not necessarily FPS perspective, but rendered models of the aliens which gives us great flexibility how to use them.
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Jaradakar
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« Reply #3 on: February 10, 2010, 02:24 »

Overall I don't like the idea of a race selection preventing a global event.  Using the pirates as an example It's sort of screws with the whole  risk Vs reward of Crystite that I don't think should be tampered with.

Current outline for some aliens seems very against the original descriptions for said aliens.  For example:

Quote
Packer: From the Silicon System. They love food, and make excellent farmers when they don't gobble their crop.

So to me this means the Packer should have something to deal with farming -- Crystite seems like a big stretch.

See this site for a reminder of all the original alien text:

http://strategywiki.org/wiki/M.U.L.E./Getting_Started

Land auction on race selection
Current land auction it's possible to not gain a land, but I'm assuming you need/want everyone to pick an avatar for the round.  How will this be handled?

Instead of re purposing the land auction, I've always pictured in my head a screen looking like the original race selection.

Where all the races are shown, when you select one it has a short description of what the race is about and then additional information on the bonuses.

After all you're asking the players to make a choice and it needs to be an informed one -- this will of course be tricky as some players will be overwhelmed with small amounts of information while others will want very detailed information.  The more this effects a players choices down the road the more they need to know.

I was also sort of picturing that the order players get to pick shows up in the top right corner with a cursor showing who's currently selected 9and previous choices shown as well).

I think you want this phase to be fast (and I think it would be once everyone is familiar with the races/roles).  

Of course this is one of the problems attaching the roles to a race.  Races don't have much meaning to most players (or new players) where as a role of "Land Granter", "Miner" or "Farmer" might have much greater meaning (and could then have an icon/iconography made to help present a graphical meaning to each role (Something the races will never have).  You could then cut down the total number of roles so that selection is more meaningful as well.

Having 5 players and only 7 roles means only 2 get left out.  Which assuming the roles are all important makes the whole process more interesting.
« Last Edit: February 10, 2010, 02:27 by Jaradakar » Logged
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« Reply #4 on: February 10, 2010, 15:09 »

I'll reserve my judgement.  Let's see some prototypes, and see what we like/don't like, what works/doesn't work in practice.  You never know what combination might be created.
I'm excited, and can't wait to see the new version.
-S
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data2008
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« Reply #5 on: February 10, 2010, 15:33 »

Overall I don't like the idea of a race selection preventing a global event.  Using the pirates as an example It's sort of screws with the whole  risk Vs reward of Crystite that I don't think should be tampered with.

Valid Point.
The idea was that since a lot of discussion focused on sentinels or buying insurances against disasters, having the Packer eat up all crystals not sold to hide them from pirates might have had some appeal  Wink Of course it influences rather heavy the outcome of that event.


Land auction on race selection
Current land auction it's possible to not gain a land, but I'm assuming you need/want everyone to pick an avatar for the round.  How will this be handled?


The auction is used to decide the order to choose races, so the pick of the races would be right after the order has been auctioned.


Instead of re purposing the land auction, I've always pictured in my head a screen looking like the original race selection.

Where all the races are shown, when you select one it has a short description of what the race is about and then additional information on the bonuses.

Yeah, something like that.


After all you're asking the players to make a choice and it needs to be an informed one -- this will of course be tricky as some players will be overwhelmed with small amounts of information while others will want very detailed information.  The more this effects a players choices down the road the more they need to know.

As with every boardgame, one will have to learn the rules before.
With Mule , a new player will be able to play with the races standard (since food and energy will be available to all), but to use the bonusses effectivly, one will probably have to play a few games and then it becomes "known". Compare to learning the rules of how chess piece moves or what each piece of Archon does.


I was also sort of picturing that the order players get to pick shows up in the top right corner with a cursor showing who's currently selected and previous choices shown as well).

Of course this is one of the problems attaching the roles to a race.  Races don't have much meaning to most players (or new players) where as a role of "Land Granter", "Miner" or "Farmer" might have much greater meaning (and could then have an icon/iconography made to help present a graphical meaning to each role (Something the races will never have).  You could then cut down the total number of roles so that selection is more meaningful as well.


I attach a picture to show possible look of adavanced players hud, with race, icon or text as reminder of the bonus.

Having 5 players and only 7 roles means only 2 get left out.  Which assuming the roles are all important makes the whole process more interesting.

Since computer can and needs to choose also, the Mechtron would be part of the selection, hence 8 minus 5 = 3.
The idea is to have smithore and crystite installation as specialty, also to not make it too hard to get one of these, have two species for each commodity. Hence 4 aliens are assigned 2xsmithore/2xcrystite.

Then food and energy are accessible to all aliens.
So those are not special. Food would then become mostly PLOT-dependent, meaning securing the water/riverplots early. So the other 4 aliens have rather big special bonusses, like:

Mechtron: if someone has NO food, he could stay in the game
Human: No bidding needed for the next hire phase, as he selects first by manipulating the computer (humans are smart).
Flapper: Big money bonus right in pockets
Gollumer: LAnd Auction or Land grant bonus (likely to get more land during round)

So these 4 have powerbonus, while the other 4 have specialty to install "powergoods".
« Last Edit: February 10, 2010, 15:37 by data2008 » Logged
Jaradakar
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« Reply #6 on: February 11, 2010, 03:37 »

Good points...

It's true, when ever you play a new board game or many computer games their is always a learning curve.  I might just be over worried about learning the "races".

I like the reminder idea... might be very handy.

Thanks for responding and and adding additional information!

Looking forward to testing it out :-)

-Jara

PS: I also think the whole insurance discussion is a classic case of players thinking they want something when in reality it won't really improve them game play and in fact hurts it.

« Last Edit: February 11, 2010, 21:21 by Jaradakar » Logged
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