Hmm, take a look at the Achievements for Cookie Clicker.
They may give you a few ideas for some things to add in if you go with Achievements.
A variety of things like getting X OPM or having obtained Y Emeralds would give people more things to do and look forward to.
If you want your game to become more popular, making it like cookie clicker is both good and bad. It's good because it's thought out pretty well in terms of game design - especially for something so simple. It is very balanced, the benefits have appropriate drawbacks, you have to think about what is most efficient (i.e. theorycraft, which is incredibly important in keeping player interest), there are problems with counterplay, and the game rewards good play rather than punishes bad play. All good things to learn.
If you want to make your game more unique, you'll have to try something new. I'm rather territorial, so I would want a way to spend my emeralds on building materials or land, to occupy more space and create a virtual village... or expand into several villages, or make a city. This would make the game more unique and minecraft-like, if you could figure out how to implement it in a simple way. You could purchase houses, shops, and farms - and you could tax the villages for more emeralds. To tie in with the mining focus of the javagame, you could make it so that the hired workers have a certain stock that is provided by the villages you build (i.e., miners have to be 'bred' from villagers before they are available for purchase). This would necessitate expansion and forward progression, while giving the player a meaningful way to spend their emeralds.
Just a thought. It's a bit much for you, probably, but I feel like this idea could be pretty good.
Hmm, take a look at the Achievements for Cookie Clicker.
They may give you a few ideas for some things to add in if you go with Achievements.
A variety of things like getting X OPM or having obtained Y Emeralds would give people more things to do and look forward to.
Achievements are a definite thing. I just gotta get someone who is good at pixel art.
If you want your game to become more popular, making it like cookie clicker is both good and bad. It's good because it's thought out pretty well in terms of game design - especially for something so simple. It is very balanced, the benefits have appropriate drawbacks, you have to think about what is most efficient (i.e. theorycraft, which is incredibly important in keeping player interest), there are problems with counterplay, and the game rewards good play rather than punishes bad play. All good things to learn.
If you want to make your game more unique, you'll have to try something new. I'm rather territorial, so I would want a way to spend my emeralds on building materials or land, to occupy more space and create a virtual village... or expand into several villages, or make a city. This would make the game more unique and minecraft-like, if you could figure out how to implement it in a simple way. You could purchase houses, shops, and farms - and you could tax the villages for more emeralds. To tie in with the mining focus of the javagame, you could make it so that the hired workers have a certain stock that is provided by the villages you build (i.e., miners have to be 'bred' from villagers before they are available for purchase). This would necessitate expansion and forward progression, while giving the player a meaningful way to spend their emeralds.
Just a thought. It's a bit much for you, probably, but I feel like this idea could be pretty good.
I did base this game off of cookie clicker, but during the first few hours of its development I started veering off of that course. But I still have to give credits to CC for the idea.
In regards to the village system, that would actually be very cool. I'm sure everyone would enjoy it, and it would also be a feature that would make the game length so much longer. If you want to reply/send me a PM on the specifics of how you would want that system to work, I could probably try making the basis of it.
Also, I'm going to release another update tonight within an hour or or so. Sadly, progress will have to be reset (some core changes that simply wouldn't work with the previous version). Not too many changes as I had a busy day, but it introduces a new boss. It's a little more complex than the Zombie Boss. This time, you have to hire soldiers to defend from his attacks.
I might be able to add in some more stuff before I get off tonight, though (e.g: BloodyPhoenix's suggestion about the increasing of worker prices based on how many you have, and a few bug fixes I know of).
Edit: I would really enjoy adding in leaderboards, but there really wouldn't be a way of stopping cheaters.
In regards to the village system, that would actually be very cool. I'm sure everyone would enjoy it, and it would also be a feature that would make the game length so much longer. If you want to reply/send me a PM on the specifics of how you would want that system to work, I could probably try making the basis of it.
I left out the specifics partially because I'm lazy and partially because I don't want the idea to be stained with my taint. It's your game, and implementing something big like this would take away from that, I feel. You should adapt it to fit your vision of the game, and suit how you think it should be balanced.
If you want your game to become more popular, making it like cookie clicker is both good and bad. It's good because it's thought out pretty well in terms of game design - especially for something so simple. It is very balanced, the benefits have appropriate drawbacks, you have to think about what is most efficient (i.e. theorycraft, which is incredibly important in keeping player interest), there are problems with counterplay, and the game rewards good play rather than punishes bad play. All good things to learn.
If you want to make your game more unique, you'll have to try something new. I'm rather territorial, so I would want a way to spend my emeralds on building materials or land, to occupy more space and create a virtual village... or expand into several villages, or make a city. This would make the game more unique and minecraft-like, if you could figure out how to implement it in a simple way. You could purchase houses, shops, and farms - and you could tax the villages for more emeralds. To tie in with the mining focus of the javagame, you could make it so that the hired workers have a certain stock that is provided by the villages you build (i.e., miners have to be 'bred' from villagers before they are available for purchase). This would necessitate expansion and forward progression, while giving the player a meaningful way to spend their emeralds.
Just a thought. It's a bit much for you, probably, but I feel like this idea could be pretty good.
That whole post basically reminded me of age of empires, and then I remembered how they were able to do things like that without making the currency seem like it's going through a huge redundant loop- they used more than one currency. You had food wood stone and gold. You needed stone and wood to build things, food to make more people, and i think the gold was for upgrades... it's been over a decade since i played it, though, my memory is really fuzzy, but i'm sure you can look all the details up with google.
That whole post basically reminded me of age of empires, and then I remembered how they were able to do things like that without making the currency seem like it's going through a huge redundant loop- they used more than one currency. You had food wood stone and gold. You needed stone and wood to build things, food to make more people, and i think the gold was for upgrades... it's been over a decade since i played it, though, my memory is really fuzzy, but i'm sure you can look all the details up with google.
Now that you mention it, I can definitely see a striking resemblance. I loved that game.
I guess that would be a good way to give purpose to the ore. Instead of it being valuable only for its worth in emeralds, it could be used as a material to construct things. Cookie clicker meets sandbox-age-of-empires? Hm, I'd say 'yes please'.
Achievements are a definite thing. I just gotta get someone who is good at pixel art.
I did base this game off of cookie clicker, but during the first few hours of its development I started veering off of that course. But I still have to give credits to CC for the idea.
In regards to the village system, that would actually be very cool. I'm sure everyone would enjoy it, and it would also be a feature that would make the game length so much longer. If you want to reply/send me a PM on the specifics of how you would want that system to work, I could probably try making the basis of it.
Also, I'm going to release another update tonight within an hour or or so. Sadly, progress will have to be reset (some core changes that simply wouldn't work with the previous version). Not too many changes as I had a busy day, but it introduces a new boss. It's a little more complex than the Zombie Boss. This time, you have to hire soldiers to defend from his attacks.
I might be able to add in some more stuff before I get off tonight, though (e.g: BloodyPhoenix's suggestion about the increasing of worker prices based on how many you have, and a few bug fixes I know of).
Edit: I would really enjoy adding in leaderboards, but there really wouldn't be a way of stopping cheaters.
I'm actually glad that you're gonna reset it... i was a bit worried i'd have to rummage through my cookies or something to do it myself, so that i'm on par with the changes... wouldn't be too fun with my 275 billion dollars, now would it, lol....
I'm actually glad that you're gonna reset it... i was a bit worried i'd have to rummage through my cookies or something to do it myself, so that i'm on par with the changes... wouldn't be too fun with my 275 billion gold, now would it, lol....
hopefully that change to how you buy miners will fix that problem how easy would it be to add in like a time limit on purchasing miners, too? like only one per second or something?
Added a new boss (for those AFKers/over-nighters, battle reprot screens will automatically continue after 1 minute)
Added defense tab
Workers' prices now use a new formula
Added upgrade "insurance", but it serves no purpose yet. Buy it if you wish.
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sargos7
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The prices that are displayed for buying the miners doesn't seem to be matching up with the actual amount it is deducting.Perhaps if some of your knights died during the battles, so that you have to keep buying them, and also if you won money for winning a battle, to make it more interesting?
Its my new internet cocaine. My last one was reddit
http://pcpartpicker.com/user/SteevyT/saved/21PI
Now we patiently wait for more features, and hope our suggestions are included
minecrap
Get 20,000 Diamonds per second. ;D
Quite frankly, until there is an update, nothing. I've just left it running and I have 39 billion dollars now.
Hah, wow. Can't believe I didn't think of that. Thanks!
They may give you a few ideas for some things to add in if you go with Achievements.
A variety of things like getting X OPM or having obtained Y Emeralds would give people more things to do and look forward to.
Stay fluffy~
If you want to make your game more unique, you'll have to try something new. I'm rather territorial, so I would want a way to spend my emeralds on building materials or land, to occupy more space and create a virtual village... or expand into several villages, or make a city. This would make the game more unique and minecraft-like, if you could figure out how to implement it in a simple way. You could purchase houses, shops, and farms - and you could tax the villages for more emeralds. To tie in with the mining focus of the javagame, you could make it so that the hired workers have a certain stock that is provided by the villages you build (i.e., miners have to be 'bred' from villagers before they are available for purchase). This would necessitate expansion and forward progression, while giving the player a meaningful way to spend their emeralds.
Just a thought. It's a bit much for you, probably, but I feel like this idea could be pretty good.
Achievements are a definite thing. I just gotta get someone who is good at pixel art.
I did base this game off of cookie clicker, but during the first few hours of its development I started veering off of that course. But I still have to give credits to CC for the idea.
In regards to the village system, that would actually be very cool. I'm sure everyone would enjoy it, and it would also be a feature that would make the game length so much longer. If you want to reply/send me a PM on the specifics of how you would want that system to work, I could probably try making the basis of it.
Also, I'm going to release another update tonight within an hour or or so. Sadly, progress will have to be reset (some core changes that simply wouldn't work with the previous version). Not too many changes as I had a busy day, but it introduces a new boss. It's a little more complex than the Zombie Boss. This time, you have to hire soldiers to defend from his attacks.
I might be able to add in some more stuff before I get off tonight, though (e.g: BloodyPhoenix's suggestion about the increasing of worker prices based on how many you have, and a few bug fixes I know of).
Edit: I would really enjoy adding in leaderboards, but there really wouldn't be a way of stopping cheaters.
I left out the specifics partially because I'm lazy and partially because I don't want the idea to be stained with my taint. It's your game, and implementing something big like this would take away from that, I feel. You should adapt it to fit your vision of the game, and suit how you think it should be balanced.
That whole post basically reminded me of age of empires, and then I remembered how they were able to do things like that without making the currency seem like it's going through a huge redundant loop- they used more than one currency. You had food wood stone and gold. You needed stone and wood to build things, food to make more people, and i think the gold was for upgrades... it's been over a decade since i played it, though, my memory is really fuzzy, but i'm sure you can look all the details up with google.
minecrap
Now that you mention it, I can definitely see a striking resemblance. I loved that game.
I guess that would be a good way to give purpose to the ore. Instead of it being valuable only for its worth in emeralds, it could be used as a material to construct things. Cookie clicker meets sandbox-age-of-empires? Hm, I'd say 'yes please'.
I'm actually glad that you're gonna reset it... i was a bit worried i'd have to rummage through my cookies or something to do it myself, so that i'm on par with the changes... wouldn't be too fun with my 275 billion dollars, now would it, lol....
minecrap
27-...275...b-...billion?
lol now it's at 277
hopefully that change to how you buy miners will fix that problem how easy would it be to add in like a time limit on purchasing miners, too? like only one per second or something?
minecrap
I look forward to using this as a replacement for cookie clicker.
Added defense tab
Workers' prices now use a new formula
Added upgrade "insurance", but it serves no purpose yet. Buy it if you wish.
minecrap
minecrap