Inventive Dingo forums Inventive Dingo forums
News:
 
*
Welcome, Guest. Please login or signup. May 30, 2020, 08:46:59 pm


Login with username, password and session length


Pages: 1 ... 3 4 [5] 6 7 ... 10
 41 
 on: November 18, 2010, 09:17:35 am 
Started by Boris - Last post by flap
Oh, yeah, I understand that.

Though, after more experience playing, the biggest improvement would be regarding AI... The fact that it very often fully leaves a planet, leaving 0 armies to guard behind makes it very easy to develop : just send 1 ship every turn to as many AI controlled planets as you can, and you would grow quick.

 42 
 on: November 13, 2010, 06:12:04 am 
Started by Boris - Last post by Chris
Hi Flap, welcome to the forum! Thanks for your thoughts.

There are some good ideas in there, definitely. As you said, it's unlikely that many new things will make it into the game, but who knows. Maybe one day! Smiley

 43 
 on: November 07, 2010, 10:09:38 am 
Started by Boris - Last post by flap
Hello.

I know, that's a bit of necro, but the thread was still on the main page. And what I'll do is exactly what is in the title : give some general ideas. Also, seing the age of the game and as chriss says, the stage it is in its life cycle, I doubt that so much work is likely to be added. But who knows, if Chris decides to give a last commercial strike to the game, some minor additions might be worth it...


So, I have a few suggestions :
- It has been proposed a long time ago, that when clicking on a line in the chat log, the given plant would be highlighted. I really second that. I actually, I would propose something else : when clicking a planet, the corresponding lines in the chat could be highlighted. So it would be easier to guess what might be waiting for us on an enemy planet. (Edit : or displaying somewhere on the planet panel the last event that occured there, with the turn number. It is probably much easier in terms of programming)
- Rally point are great for automation. However, I wonder if it would not be possible to add another type : repeating the last convoy (instead of sending ships above when there is more than a quantity, it would keep sending a fixed quantity). It would be usefull to keep scouting a few given planets. (but this would create some interface issues : how to select those repeating orders...)
(Edit : Maybe just a "scout" button, to automatically send 1 ship every turn to a planet might be enough...)

- Another one as been proposed already : a radar that could be built on planets. This would change the gameplay a lot and might require to change AI. So it would probably be out of scope. However, the idea is that a planet with a radar stops producing ships, but can see the fleets flying around it. The higher the ships production would normally be, the wider the range.

- Also, if planet swapping is a problem, maybe should a planet not produce the turn it has been taken. So keep moving forward whithout stopping would be more deadly...

Well, anyway, that's a good game. I feared that it would be too much like Pax Galaxia, but the fact the we can move anywhere we want adds a lot. Thanks !


 44 
 on: November 03, 2010, 10:39:25 am 
Started by pinback - Last post by Chris
I can exclusively reveal that I am, in fact, currently in the pre-production stage of an MMO. It is called Star Vapor. In addition to the game, I hope to develop the multi-property potential of this exciting new IP, starting with a spin-off line of merchandise called Star Vapor Wares.

Seriously though... I have no current plans for any sequels. Or MMOs. Smiley

Don't worry about it. The sales trickle is sufficient to pay for the site; and even if it wasn't, I'd keep the site up anyway.

Cheers!

 45 
 on: November 03, 2010, 04:23:56 am 
Started by pinback - Last post by pinback
When will MI2 come out, with a fully 3D universe, FMV cutscenes and various MMORPG elements?  HUH WHEN???

Also, I can't remember if I paid for the game or you gave me a copy for free for finding a bug.  If you can, and I never paid, let me know.  Maybe I can be this month's sale to keep the website up.  Wink

 46 
 on: October 08, 2010, 04:08:48 pm 
Started by Kumlekar - Last post by Kumlekar
Oh cool! what studio?

 47 
 on: August 26, 2010, 10:02:03 am 
Started by Kumlekar - Last post by Chris
Yeah, Steam doesn't have the multi-copy discount. Bug Valve. Wink

I'm currently working at a larger game development studio, hence the admittedly-glacial pace of Inventive activity. Good luck with your platformer!

 48 
 on: August 25, 2010, 08:39:33 pm 
Started by Kumlekar - Last post by Kumlekar
I check in here about once a month or so, so you not completely gone.  Wink 

As for buying multiple copies, I don't see that option on steam, though I usually push my friends to buy from your site for obvious reasons. 

What are you up to now? I'm working on a platformer for (hopefully) release on steam, but its got a long way to go until completion.

 49 
 on: August 14, 2010, 06:45:00 am 
Started by Kumlekar - Last post by Chris
Hey Kumlekar! Nice to see the forum get some love. Grin

My pricing policy has always been to hold out at the higher price, in the belief that halving it (for example) wouldn't double the sales. But you raise a good point. Of course, if people specifically want TF2 or Morrowind or whatever then they're not going to buy Mayhem Intergalactic, no matter how cheap it is - games aren't massively interchangeable, unlike most other software categories. Smiley Still, it may be time to reduce Mayhem's price, at this point in its life cycle. I'll think about it.

In the meantime, if you can convince two friends to band together, there is a discount for multiple copies! Wink

(BTW, the sales of the game are something like one copy per month at this point. Smiley  So it's just about paying for the web hosting.)

 50 
 on: August 13, 2010, 09:56:11 pm 
Started by Kumlekar - Last post by Kumlekar
Just want to start out by saying I love this game, and really want to encourage my friends to get it, but the $20 price tag is pretty steep for a game that basically has one mode of play.  The most common response I get when recommending this game is "looks fun, but I'm not paying $20 for it", and quite frankly comparing it to other games on steam for the same price, it just doesn't stand up.  Doom 3 is $20, Garrys Mod is $10, Morrowind GOTY is $20.  Hell even TF2 is the same price.  I want to say that Mayhem holds up against these, but I can't.  I don't know much about your finances Chris, but I think you might want to consider dropping the price to make this game available to a wider audience. 

Pages: 1 ... 3 4 [5] 6 7 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM