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Game Programmer Wanted (will pay) in General
Member # 5810
Profile Homepage #8
Okay, I will definitely look into that.


In retrospect, posting the entirety of my initial ideas was probably off-putting. I should have shortened it.
Posts: 4 | Registered: Friday, May 13 2005 07:00
Star Wars! in General
Member # 5810
Profile Homepage #38
its been so long since anyone has made a Futuristic CRPG. I remember the original publishers of Might and Magic did one. I can't recall the name. Then there was 'Traveller'. That was probably early 1990s.

Sure you can count the KOTOR series, but I'd like to see a Spiderweb Avernum style game, except set in more of a "Starflight" setting. (Bonus points if you actually remember Starflight I and II).

I get tired of elves and dwarves. I'd like to see a Star Frontiers RPG.

That would be really novel.
Posts: 4 | Registered: Friday, May 13 2005 07:00
Game Programmer Wanted (will pay) in General
Member # 5810
Profile Homepage #6
This was my first thought, because this is a place where people who probably enjoy coding games, might be found.

I'd also rather see a hungry college student get some work, rather than toss it to someone who is fat and happy.

I must admit, my skills lay in game design. I am a numbers cruncher. I currently work as a Business Analyst, but I have held a lot of roles in Strategic planning.

Therefore, I seek someone who has the skills to code. As I mentioned above, my goals are to do it for the love of the game. I don't intend to make money with it. If that happens later on, so much the better.

After searching around the web, I found a site called "". I am going to check that out and see what comes of it.

I'll start working on some more detailed specs and screen mockups in the meantime.

I am not sure I really need any collaboration in the design perspective. In fact, I've got more ideas than I "need". The goal will be to carve those ideas down to what is essential and keep the scope small.

[ Friday, May 13, 2005 17:35: Message edited by: Kaenash ]
Posts: 4 | Registered: Friday, May 13 2005 07:00
Game Programmer Wanted (will pay) in General
Member # 5810
Profile Homepage #0
Okay, I realize this is my first post to this board. That may seem like 'spam', but my intentions are pure.

You see, I have been a big fan of Spiderweb games for ages. In fact, I have purchased a few. I love the fact that he includes tools to make your own games. Unfortunately, they are still not 'wizard' based enough for me to use, and ultimately I do not think they would do the kind of game I Truly want to make.

While, I'd like a mixture of strategy and adventure and they would do the adventure just fine, the truth is, its the strategy peice I cannot hope to do in the Spiderweb editors (Blades of Avernum) without having tremendous skill at programming.

So I resolve to consider native VB or Access as a possibility.

I am seeking a programmer that can assist me in creating a strategy game engine.
I can pay, and will discuss with the candidate how we can work this out. I will also offer
Credit for the game engine, and all future games produced with it.

I have had this idea for quite some time, but I am willing to collaborate on the
design and compromise so that the effort will be as much mine as yours.

So many game engines out there these days to create "RPG" where you play a
single character or party of adventurers who go into a dungeon and slay the
monsters. This is really over done. What I am looking for is a strategy game,
although there will be elements of roleplaying.

The ideal candidate for this collaboration has some understanding and interest
in turn based strategy games. They should have skill in either or VBA.
Ideally, I am seeking a college student or some one who does it for the love of
the game.

Once the engine is complete, I intend to release freeware games, and eventually
shareware games -if they become popular and as they increase in scope and
complexity-. The programmers name would be displayed as the developer of the
engine in all game credits using this, and I may be able to pay you for your
time as well.

I have two possible versions of the engine, and I am going to describe them
both. These engines will either be in VB.NET -with the source open and
commented-, or in Access where we are able to distribute an mde -Executable- so
the user does not have to have MS access installed. I only intend on doing games
that support Windows.


Summary: I'd like to create games using the same 'engine'. This would be a very
low graphics/sounds game -almost nothing moves-. It would be what I call a
"Spreadsheet Game". By that I mean lets say you are a King, you set the tax
rate, distribute land to your peasants and lords and click "End Turn" at which
point the game responds to your choices and tells you what happens next.

It sounds dull, except that not only do I want random events that are passive i.e.
"Thunderstorms reduce your harvest this season, my liege" Harvested Food -20%
But I want to introduce a system of events that you respond to i.e.;

"My Liege, we have caught the bandit who has been for months now eluding and
taunting your sheriff in the Kings Forest, he has waylaid many merchants,
besmirched some ladies of their honor, and poached your royal game. What should
we do?"

and the player is given a choice of three or four options IE:

A- Execute him at once.
B- Bring him to me, I wish to speak with him
C- Make an example of him, have him publicly executed at the fair

And then use logic to make options change or be included/excluded, so for
instance if the player had previously been visited by the bandit, then option D
might be available to him.

The system will then record that this event occurred, along with the turn
number, and the decision of the player, and a random number from 1-100 which I
call an 'event tag'. The system events can have a requirement IE: You must have
< 500 Iron Ore OR event #30 must have already occurred. The system events can
also have a exclusion rule IE: Must not have had event #29.
The use of OR and AND here is key, because a lot of them might be complex.

I will use the random number in the event tag to drive decision trees. So lets
say the player chose option B in the event above. I do not want to be forced
that if he chooses B the player will always get the same result. I'd like to be
able to use the random number in the event tag to say something like "If the
Random Number in the Event Tag is less than 50 then goto Event 75 next turn,
otherwise go to Event 76 in 1-10 turns".


I want to define the term of 'mini-game' so that you understand its purpose. In
addition to these events, I want to introduce mini-game objects into the game.
The mini-game can be called by an event result, or because of something the
player has chosen in another part of the screen.

I'd like to be able to make the mini-games modular, so that I can introduce
several kinds of minigames. The end result of the mini-game should always be
communicated at the end to the system in a very similar format.

A mini-game will be used for things like combat, gambling, jousting, and add a
level of flavor and realism to the game.

A good example of a mini-game is that the players army is represented like
pieces on a small chess style game board, with the enemy on the other side. The
player then moves each piece according to some parameters that have been
predefined about how that piece moves and the game responds.

Another example might have no graphic at all. It might just be where player army
is shown on the screen, three tactics are selectable A- Pincer attack, B-
Encircle, C- Wedge
And then based on those answers, a battle round is processed with the results
displayed to the player. He continues with some additional options such as

I have some idea on these mini-games, but I am very open minded there. I think
that whats great about this concept is that as long as we have some basic
mini-games, those can be added later.

The first game I intend to make will be on where you play a Medieval English
Noble, and you have Knights and Serfs who do your bidding. However, I want to be
able to change the text strings and events and then make a game where you play a
Planetary Governor in a Space sim.

I can do this by making Gold change into Galactic Credits, and Iron become
Strontium -72. I will replace the graphics files, etc. So in many ways, the
engine and game play will be basically the same. The events -which is the meat
and potatoes of the game- will be different.

I would also like to be able to use this engine to create what I call those
"Pick a Path" adventures. If you are familiar with the "Lone Wolf" books that
came out in the mid 1980s, you will know what I am talking about.

If not, then imagine a book where you answer a few questions, write down the
values. Then you read the first entry and it directs you to make a choice. When
you make that choice it tells you to go to another entry in the book. You may
have to roll a dice to determine if you are successful, and again the result
will be provided to you by going to an entry in the book.

In essence, the computer is the book, and it handles the dice, the values
recorded on the paper and keeps you from peaking at the wrong entry.

If you think about whatever the player controls as their Kingdom, IE: I have
this many serfs, knights, gold, then this is whatever the player is in control
of. So in more of an adventure game, the players "Kingdom" would perhaps be his
stats "Strength, Intelligence" and how much gold and whatever is in his
backpack. Ultimately, it's the players "Stuff".

The first event to the player would be predetermined "Must occur on turn 1" and
it would be something like "You are a crossroads, you can head left to the town
of Hommlet, or to the right to the ruined keep".

The player would then answer the questions, and proceed to navigate to the next
event -without pressing 'End Turn'-

Basic Game play would flow like this -I will provide more detail later. This is
the high level summary-
1. The Player would be presented with a splash screen allowing them to start a
new game, load a game, view credits, etc. They will select New Game.
2. The Player will answer a series of questions that will determine their
attributes. There may be a requirement to take a collection of points and
distribute them across several statistics with minimum and maximum scores. So
for instance:
As an Example "Take 20 points and divide them between these four statistics,
where no score can be lower than 1 or higher than 10. The four statistics being
Leadership, Charm, Dread, and Personal Combat.

3. Once the player has created their initial character, the game will be played
using several tabs/screens. Some screens will be set to invisible based on
certain circumstances in the game. For instance, lets say I make a game where
you are a young mage who is exploring a dungeon, I may make the resource screen
and subordinate screen invisible until event 200 occurs when I allow the player
to take over the dungeon and run it as his own.


I have 8 screens in mind.

Player Screen: The basic screen that shows the answers to the questions in
character set up -Stats, Name- and various statuses, that will be set during the
game. For instance, if your player is married. Inventory will accessed here
-although that may be a subscreen- and character development -Subscreen- will be
accessed here, which provides the ability to increase your characters skills and

Resource Screen: Here the player can see how many total resources that they
have. IE: Gold, Wood, Iron
Player can use sliders to set various policies -Tax Rate, Production, Research
etc-. Some of these sliders will be linked to each other, so that a total amount
of production gets divided in Research, Production, and Commerce for instance.

If you think about "Inventory" as it could be a Sword, or a Rangers Guild, its
essentially an object with attributes. This would be listed here. Although we
could apply a attribute to a sword as =Personal, and a Rangers Guild as a
"Structure", so that the inventory of certain types is displayed appropriately
on the screen. This is where it would be shown.

The player may have the option to create certain types of objects or 'buy' them.
Here you could do that, such as you can say that you want to create a new
structure, craft a sword, or buy an ale.

Subordinate Screen: Here the player can see headshots of up to 8 NPCS and some
basic statistics on all of them. They can also use a drop down control to assign
them to positions. They may be able to select the character to open a subscreen
to provide more information about this character.

They may also be able to select other characters from a list box to replace one
of the other 8 if they do not have a position assigned.

So for example, the player may have a collection of Knights and advisors that he
can select. He may be able to recruit more in the course of the game, which is
why I would like to let the player replace some of them.

The player might set the position of one of his knights to "Knights Marshall", a
special title that makes this player his commander of knights and trainer.
Events can be driven by something like "IF Subordinate 131 is in Position =
"Knights Marshall" or not.

Events may also feature the player graphic at the top of the event message box
in a certain position, giving the player immediate feedback this dialogue is
coming from his knights marshal.

This may sound a little strange at first, but essentially all these subordinates
are is a collection of statistics -Some of which will be invisible to the player
or on an array that translates 1 = poor, 2 = good, 3 = excellent-.

They could be henchman to an evil genius, adventuring companions or advisors, I
will use them to flavor the events and make it seem more personal.

Diplomacy Screen:

Here the player can see relationships with what I will call a Faction. I will
want to store two relationship values, one that the player perceives and one
that is true. Sometimes the relationship perception will be set to whatever is
true, but the perception is what is shown here.
A faction might be internal IE: The Peasants, The Church and The Nobles.
The faction might also be another kingdom, Mornia.

For our purposes it doesn't really matter.

I will also want to store and possibly display some additional values for a
faction, a relative strength, aggression value, etc. Again, I want to have a
perception and a true value for each of those just like relationship. These
values will drive events.

For instance, the Invasion by Mornia will only occur when the relative strength
of the faction = -Some way of comparing player strength against mornia by 120%-
and Mornia Aggression <=50.

On this screen the player will have ways to interact with these factions. The
screen should have no more than 12 factions. You click on a faction to bring up
some additional information about it in a subscreen and the options such as for
peasants you might be able to click on "Throw a Fair in the countryside" for
Nobles "Throw a Courtly Tournament".
These options will possibly kick off a mini-game, and store a unique event tag
so that we can use game logic to run the event, or after a certain number of
tournaments kick off a special "The Black Knight has heard of your reputation
for throwing tournaments" event.

I would love to be able to put a simple system of diplomacy, where the player
can use dialogue choices much like events, but that is more of a nice to have.

Military Screen:
Here the player can review his current military forces, recruit additional ones,
set training and patrol via sliders -like the resource screen- and initiate
combat if there are any valid foes.

Combat will be a mini-game module. Initially, all I want is something textual
that will let the player select a tactic, and see the results of their
decisions. I may also want some events to occur in battle "You see the enemy
general through the smoke of battle, do you?"

A- Run up and fight him in personal combat, to inspire your troops
B- Order your archers to bring him down
C- Realizing you are far too exposed to be this close to the enemy general, take
up a more tactical position to ensure the safety of you and your officers?

Who the player can fight will be based on conditions as well. Just like event

Can only fight Mornia if Event 29 occurred AND relations Mornia =>0

Map Screen:

I had this idea for a dynamic screen if there is time. However if there is not,
this screen will just show a graphic map that is simply a .jpg

If there is time, I'd like to divide the screen into sections 4X4. Then be able
to replace each .jpg based on player actions. This would allow me to create a
psuedo dynamic map, that would for instance let me build a secret base, or
design a dungeon, or show how much of the map the player has conquered.

System Screen:

Here the player can save and load games. The player can also delete a saved
The player can set certain options -such as 'warn me before I end my turn-,
difficulty, and all of the answers are simply stored as values.

End Turn Summary Screen:

Here the player can see a summary of their empire, and select End Turn.
Essentially a static report with a single button to end the turn.

End Turn will be configurable so that I can actually trigger an end turn with
any event, and I can also trigger a warning box -optional-.

Once a turn is ended, I will want to be able to customize the logic with a
series of ifs and arrays to do the following:

1- Determine if there are any passive events and the result.
2- Determine resources for the Kingdom by applying any event results, and the
players decisions.
3- Determine what new inventory has been created
4- Determine if there are any special event tags that need to be created because
of the players decisions, using a series of rules.
IE: If Subordinate 171 is set to Position = Seneschal then event tag 120 is
5- Determine if there will be an event next turn, based on the valid events
using a dynamic array.

Keep in mind, I can provide a lot more detailed specifications. All of the
objects above would have attributes. You may be thinking "Well how do I know
which ones to use, if this is an engine?"

Some of these attributes would not be visible to the player, perhaps ever. So
lets say for instance, we are doing a game where the player cannot build
structure type inventory -Buildings-. That's fine. The inventory type structure
just wouldn't be created in this game, but the attribute of inventory type, even
if there is only one type would be used.

In other words, we'll create all the attributes even though we don't intend to
use it. We will reuse the attribute differently depending on the type of object
in the code. As an example, lets say you had a "Strength" attribute. I could use
strength differently for Weapon type inventory, and for Structure type objects.


I have two different design ideas, that I would like to summarize for you. I
call the first one Alpha and it is admittedly the most simplistic of the two.
Beta is the other more detailed version and it would accomplish the same end as
Alpha, except it will be designed from the ground up as a strategy game creator

This is the Rapid Application Development Method.
We'd start with the example game "Medieval Kingdom" as our finished product in

I design the forms above, and put the details together with you of the needed
attributes for each of the objects. I'd include graphics, so for instance, I'd
include the initial splash screen, headshots of all of the subordinates, event
graphics, a map, etc.

You put the code together to create the basic game with comments. This is
basically where you are done. You create a few example events, a few example
inventory objects etc. Keep in mind, I'll need a couple simple mini-games that
kick off to represent combat.
Again, I will give you the details on these, but we can work together to make
them interesting.

I then go back in and add more objects, add events, and eventually compile the
game and distribute it.

I am doing this for the love of the game, so I do not intend to make the game
something you register and pay for. Eventually, if the game design catches on, I
would be happy to do that, but if someone pays me money then I would have to
support it, and I am not sure I want to do that at this stage.

In any case, you would still be on the hook to help me through some of this, and
so I would need to consult with you. If you would like to actually work on the
game with me, that's always welcome.


Just like there are RPG game construction kits, what I envision is a tool that
lets you create a strategy game. Its wizard based, so that the game designer
need never learn to code at all.

Since this is a labor of love for me, and I recognize there are others like me,
who aren't programmers, but want to create and tell interactive stories but
don't just want to focus on "So you kill the monsters, get the gold, pocket the
loot" repeat engine of most of these design kits.

There would be a Designer Kit, there you would create a 'project' which would
set up a folder structure with all of the screens and objects and use generic
splash screens, and other graphics. The player would select from a collection of
themes -looking at a preview graphic for each-.The number of themes is up to us,
but at least two, one would be essentially the same graphics from the alpha
project -Medieval-, and a second one would be a Planetary Governor of a Space
colony. The player is given a choice as well "Use default content or start
fresh?" If they use default content, essentially the first game I intend to
produce will be available for the player to edit however they want, with all the
events already laid out, and all the subordinates.

If they start fresh, then they will not have that additional content, and get a
bare bones game.

The designer is then presented with the forms in the game, except unlike the
VB.NET or Access design interface, right clicking on any object brings up only
the actions and attributes that a designer can take with the object.

IE: If you right click on one the Subordinates screen, you can set the attribute
of when to make the screen visible or not, what to name the tab too. Change the
background graphic.
You can rename the caption of the attributes in the game. For instance, when I
create the subordinates, I might use:
Type IE: Knight, Wizard, Herald
Ability: -1-100-
Combat: -1-100-
Age -1-12,000-
Charm: -1-100-
Dread: -1-100-
Loyalty -1-100-

If you click on a subordinate, you can add, edit, or delete a subordinate.

The event builder will be dynamic, in that the player uses a simple tool to add
attributes to an event object like "NOT If Player.Strength >50" and then they
can add an AND, OR, NOT attribute and keep adding statements like this. The use
of drop downs though will result in if the player changes the name of
Player.Strength to Player.Combat then, the events will change along with it.

The designer can also edit certain 'about' attributes, to take credit for their

The designer will select certain mini-games to use and when. Here we will need
many mini-games and the ability to link them to key attributes. Its not enough
to just start a mini-game and play. The mini-game must read from the players
inventory and be able to apply the results back to the inventory.

So for example, the player completes the mini-game with a success rating and so
he earns a pre-defined object or one chosen from a random list. However, the
player lost a certain number of soldiers in the game, so that must be deducted
from the players troops. We'll work out the details on this as we go. Each
mini-game module will be different.

We can use the same mini-game though if the context is changed. For instance, if
we design a naval ship-to-ship combat, we could change it from Pirates to WWII
to space.

A great way to think of this is the classic Sid Meirs game "Pirates!" it had
what I call "Mini-games". One was ship to ship combat. If the player
successfully boarded during the combat it initiated a second one, which was a
dueling/ship battle game.

The same dueling mini-game was reused if the player completed a land battle, a
ship invasion of a city, or during certain events such as dueling the evil
Spaniard who knows the whereabouts of your sister.

Basically, another way the game can pass my test, is if I can create a
non-graphic -textual- version of Pirates that is playable.

The designer should also have a 'Test' screen where he can set attributes, and
click "Load" and load a saved game, and see what those attributes are in the
game at a glance. If you are familiar with certain saved game editors, this is
basically a mini version of that. The player can see the values and edit them to
test his game out. -essentially setting up any scenario they want, or trouble
shooting unexpected game results-.

The designer will select "Package and Distribute". Here the application will
have to compile. This is the part I am not entirely sure we can even do, so it
may have to pseudo compile -In other words, it creates an .exe type file that
can be distributed to install and play the game, but the game was always
compiled, its just that putting it in this format, makes it less messy to

Clearly, this design will be a little more ambitious. However, it can still be
done basically the same way as I described in alpha. We'd go ahead and build
Alpha just as described.

I'd put together the Designers interface and then you would use the alpha
finished game as the first template. Essentially, any variable that can be set
in the game, would be an attribute of an object. I would put together the basic
package with all my notes.

You would code using the first game as a theme. I would also work on a second
game as a second theme that we could include in the first version of BETA.

By the time you are done with Beta, it should be possible to create more games
with it. To fully pass my test, I would want to create a game where the player
is exploring the new world, and once they reach a certain point in the game the
player manages a colony in the new world. Once the game reaches another point,
the game switches to allow the player to manage the 'new world'. -basically the
map changes and the types of events- perhaps new positions become available. A
Phased Game.
One of the best game design 'tricks' I ever saw was done in Microprose's "Sword
of the Samurai" this game is ancient by most peoples standards, but I've not
seen it done since. The player began as a simple samurai and eventually he gets
strong enough to challenge his daimyo, once he becomes a daimyo the game play
changes. Now he wants to become Shogun and the game play changes again.

This has a lot of potential to make money, but again the first few versions
would be free. That is not to say I would not pay the programmer, its just from my perspective I will be making the games because I enjoy it. If they become commercially successful later, so much the better.

Any constructive thoughts about this would be much appreciated. Don't remind me how long the post is, I realize that. I did that to show you I am not just dreaming. I've been formulating the concept for this game for the last 6-7 years
Posts: 4 | Registered: Friday, May 13 2005 07:00