If you're interested in the empire building sort of game, Civilization
would be a better example than Axis and Allies, which is pretty set in
WWII.
A really good implementation of a rogue-like is still missing.  As silly as
it might seem, I envy my wife playing Zangband far more than many other
games.
Chris


On Sat, Feb 10, 2018 at 5:12 PM, Jordan Gallacher <
jordanandseptem...@gmail.com> wrote:

> Totally agree. A trucking sim would be great.  Also as I e-mailed you off
> list, a transport tycoon or railroad tycoon or the other two ideas would be
> good as well.
> Jordan
> > On Feb 10, 2018, at 3:55 PM, Joshua Tubbs <orin8...@gmail.com> wrote:
> >
> > I think we need a realistic trucking simulator. Jim Kitchen’s Trucker
> doesn’t do it for me, as you don’t actually drive a truck, instead it’s
> just programmed by playing sounds and inputting numbers.
> >
> > This simulator should be like Eurofly and use real map data from a
> source such as Open Street Maps, where the world is at our fingertips. I’m
> sure BGT won’t be able to pull the data from the Open Street Map API
> though, so I hope you switch to a language capable of doing that.
> > I also think we are getting more online games, but at present Swamp is
> the only one where you can team up with people on missions. With a trucking
> simulator, it’d be nice to communicate and interact with people online,
> whether that be buying food at truck stops or resting with them.
> >
> > I don’t know how task dispatches would be generated, but when I think of
> “simulator” I’d like it to be as realistic as possible, no excuses unless
> you can’t get help programming a certain feature. For example, the Eurofly
> developer says it’s impossible to program some features to make flying more
> realistic. Okay, fine, I don’t expect to be flying airways and for you to
> map out every single airport in the world. But at least use feet for
> everything, as real pilots do, make ATC phraseology realistic and use all
> the frequencies and have coverage available worldwide, even though the
> tower voices may be the same a lot.
> >
> > Which brings me to Tube Sim. There’s not a lot to do in it. Once you’re
> done with Driver School, you’ve got about 10-15 tasks to do, some of which
> are long sure. Once complete, that’s it. Then you’re just left with driving
> freely and that’s it.
> > So really, I think you should go for the trucking simulator, as
> simulators are honestly what’s truly lacking. Those and RPGs.
> >
> >> On Feb 10, 2018, at 7:51 AM, Nick and Gemma Adamson <n...@ndadamson.com>
> wrote:
> >>
> >> Hi All.
> >> As you may know I develop audio games and currently have 3 titles I've
> >> released over the last 6 years, check out www.ndadamson.com for
> Dotris, Park
> >> Boss, and Tube Sim.
> >>
> >> I'm trying to come up with a new project that I can work on and I
> thought
> >> I'd ask what area do players feel is lacking with in the audio games
> >> community.
> >> As a day job I'm a developer in a field which is not related to games
> at all
> >> so developing audio games is something I do for fun.
> >> So I'm after your ideas. What is a type of game which you'd like to play
> >> which there's not an audio game for?
> >> Now that's quite a big question so I'm going to put some limits.
> >> 1.    I'm not after a whole game synopsis or script yet. A brief
> paragraph
> >> is more than enough. Tell me just enough so I get the idea of the game
> or
> >> the type of game you'd like to play.
> >> 2.    I'm not interested in rewriting an audio game that already exists.
> >> That's not to say that if your idea has enough differences to something
> that
> >> already exists it won't be considered. For example, suggesting a "better
> >> racing game" is a bit vague. You'd need to tell me why it's not the
> same as
> >> topspeed3. Or a submarine simulator, why isn't it lone wolf. Feel free
> to
> >> consider games from the past that are no longer available but what would
> >> make it better.
> >> 3.    I'm not really interested in developing another first person
> shooter
> >> or version of space invaders.
> >> 4.    I'm not really in to games that don't really have any skill to
> them.
> >> That's not to say the concept of casual games shouldn't be suggested,
> but
> >> I'd like to develop a game that has replay value and isn't something
> that
> >> you'd play for 15 minutes before getting board of.
> >> 5.    Consider game genres. Think big, Think small, Think card games,
> >> Think board games, Think simulator, think adventure games, think games
> that
> >> tell a story, think games that don't, basically let your imagination run
> >> wild, other than the couple of limits above, know idea is off the table.
> >>
> >> For those who have played the games I've released are there any areas
> that I
> >> could improve on. I'm not after specific changes you'd like to see, it's
> >> more of a general question, Better audio, more immersive, less
> repetitive,
> >> more or less challenging. I'm looking for things that will help with
> future
> >> developments. One of the things is I'm going to be moving away from BGT
> as a
> >> development environment, I think I've just about hit the limits of what
> it
> >> can do.
> >>
> >> There's no promises that any ideas will be taken forward, and don't
> expect
> >> anything to be released in the next couple of weeks. Really what I'm
> hoping
> >> will happen is that someone will suggest something and it'll grab my
> >> attention and spark my imagination.
> >>
> >> Thanks.
> >> Nick.
> >>
> >>
> >>
> >>
> >
> >
> >
> >
>
> 
>
>

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