Search found 86 matches

by Chris Beatrice
Thu Jun 18, 2015 8:50 pm
Forum: General Discussion
Topic: Hey there!
Replies: 6
Views: 2696

Hey there!

Hello gang... yes it has been a while, so sorry. It's so great that folks still use these forums to exchange info on TMill games. I wish I had "big news" for you, but I don't. Do I think about revving up the TMill engines - yes, every day. Have we made several attempts to get something going - you b...
by Chris Beatrice
Wed Jan 09, 2013 6:04 pm
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5177

"EmperorJay" wrote:What would randomization of certain algorithms (within boundaries) do to prevent a single best layout?


Randomize what, exactly? You mean randomize then lock it in, e.g. use a different seed for each... instance of a building, maybe?
by Chris Beatrice
Wed Jan 09, 2013 6:02 pm
Forum: General Discussion
Topic: Divine Intervention And Folklore
Replies: 11
Views: 7968

"PhilL" wrote:oh please let us see the dragon and watch our little people slay it even if its in a cut scene :)


Ok, fair enough, we won't rule that out yet!
by Chris Beatrice
Wed Jan 09, 2013 6:01 pm
Forum: General Discussion
Topic: PC Gamer
Replies: 6
Views: 11533

"Amrine" wrote:Saw this on Facebook just now:

http://www.pcgamer.com/2013/01/01/2013-preview/12/


Thanks matey!
by Chris Beatrice
Mon Jan 07, 2013 5:23 pm
Forum: General Discussion
Topic: Divine Intervention And Folklore
Replies: 11
Views: 7968

Another great topic... two aspects of this I wanted to comment on: First off, yeah, the convergence of folklore, traditional beliefs, more evolved pagan systems still flourishing (Scandinavia), plus the (at least superficially) dominant Christian church, as well as Judaism, all this mixed together t...
by Chris Beatrice
Mon Jan 07, 2013 5:07 pm
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5177

I dont agree that housing evolution should be the central focus though. Again, this is a choice for the type of gameplay we want here. If city-building games were purely simulations, they'd perhaps all be quite similar. But to make different gameplay, we change things... and of course deviate from ...
by Chris Beatrice
Mon Jan 07, 2013 5:00 pm
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5177

Why is it important to have housing only houses anyway? That all works, just not the gameplay we're going for here. It's not that we HAVE to have houses separate from everything - that's just what works best for the gameplay here. That extends to all building types - each just does one thing. This ...
by Chris Beatrice
Fri Jan 04, 2013 8:07 pm
Forum: Gameplay Suggestions
Topic: Encourage Innovation
Replies: 32
Views: 5177

Wow, what a lot of great thoughts here. This topic, in a broad sense, is one we discuss a lot. As a few people pointed out, the reason Medieval cities look ad hoc and unplanned is obviously because they were! Do people think it'd be fun if the game encouraged you to lay out a city that mimicked an u...
by Chris Beatrice
Thu Dec 20, 2012 5:16 pm
Forum: General Discussion
Topic: ON fortifications, city enclosure and Basic Medieval warfare
Replies: 21
Views: 12686

Sounds like CotN's system, but up a notch or two. Since MM hearkens to previous pre-CotN models, would there in this case also be "Security" ratings won from successfully fulfilling military requests or building sufficient walls (as in Caesar III and Caesar IV) that would be necessary for housing t...
by Chris Beatrice
Thu Dec 20, 2012 2:14 pm
Forum: General Discussion
Topic: ON fortifications, city enclosure and Basic Medieval warfare
Replies: 21
Views: 12686

Sorry I missed this thread earlier. Anyway, we are planning on having fortifications, but what we're avoiding is any kind of tactile combat that forces the player to kind of switch to "rts" mode, so to speak. We're not sure if we're even going to have fighting played out on the screen at all, but if...
by Chris Beatrice
Thu Dec 20, 2012 1:53 pm
Forum: Gameplay Suggestions
Topic: How about no roads?
Replies: 12
Views: 1645

That's the nature of online persistent games. Yeah, and personally I don't consider games like CityVille "city-builders" - but I don't mean that to be inflammatory, actually, it's a compliment... er, um, not that it's good to not be a city-builder, what I mean is I think these games arguably repres...
by Chris Beatrice
Thu Dec 20, 2012 1:47 pm
Forum: Gameplay Suggestions
Topic: How about no roads?
Replies: 12
Views: 1645

"EmperorJay" wrote:What I don't like on most tablet games is waiting. Nile Online had the same issue.


Yep, it is a challenge to balance the self-running with the desire to have stuff to do... but at a pace that doesn't see you frantically struggling to keep up.
by Chris Beatrice
Wed Dec 19, 2012 8:26 pm
Forum: Gameplay Suggestions
Topic: Markets, Trade and Distribution System.
Replies: 8
Views: 1321

Looks interesting and challenging. The house on top of a shop would just be an eyecandy workaround to provide for that medieval "aesthetics" to the city. Well... that basically is what we're doing. You can't have cool (and, for that matter, authentic) looking Medieval shops unless they're multistor...
by Chris Beatrice
Tue Dec 18, 2012 2:11 pm
Forum: Gameplay Suggestions
Topic: Markets, Trade and Distribution System.
Replies: 8
Views: 1321

The "Emperor" market system was first implemented in Zeus, I believe (my memory is a bit fuzzy...). I think the only thing changed for Emperor was the ability to have duplicate types of stall in a single market. Anyway, for MM we are doing something similar but a bit different - there are different ...
by Chris Beatrice
Tue Dec 18, 2012 1:51 pm
Forum: Gameplay Suggestions
Topic: Hexagonal city grid ?
Replies: 5
Views: 2037

What about a grid on an hexagonal basis ? Buildings could stich many ways, as in real old cities... Yeah, that is a pretty cool idea. As I recall, Jeff's first game, Robert E. Lee: Civil War General used a hex grid. I remember (as Impressions' art director at the time), trying to explain the way th...
by Chris Beatrice
Tue Dec 18, 2012 1:43 pm
Forum: Gameplay Suggestions
Topic: How about no roads?
Replies: 12
Views: 1645

I... found that walker behavior gets really hard to control or understand. So for the gameplay, it seems much more interesting (and more gamey) to have walkers stick to roads, as a means of control where walkers go and where not. That's our thinking too, tobing. With simulation games we are always ...
by Chris Beatrice
Fri Dec 14, 2012 8:15 pm
Forum: Gameplay Suggestions
Topic: Some medieval occupations
Replies: 15
Views: 9193

I didn't include the beekeeper on this list since I gave it it's own thread a while ago. I'm glad the list is helpful. It was just put together for the fun of it. Good to see we're on the same page, though. I find so much inspiration in the historical settings, the time and place, the lives of the ...
by Chris Beatrice
Fri Dec 14, 2012 7:38 pm
Forum: Gameplay Suggestions
Topic: Some medieval occupations
Replies: 15
Views: 9193

Wow Keith, this is fantastic! From your list we have Baker, Astrologer, (also Astronomer), Bookbinder, Brewer, Candlemaker, Clothier (we have Tailor), Engineer, Farmer, Fisherman, Engineer, Fortune Teller, Glass Blower (something like it), Herald, Hunter, Innkeeper, Leatherworker, Miner, Peddlers (s...
by Chris Beatrice
Thu Dec 13, 2012 12:30 am
Forum: The Outside World
Topic: One Squirrel to Rule Them All - Beta Test
Replies: 1
Views: 792

One Squirrel to Rule Them All - Beta Test

Hello kids, Rick Goodman (lead designer Age of Empires) is looking for beta testers for his latest game, One Squirrel to Rule them All. It's a multiplayer strategy game about lying, cheating and conquest, for iPhone (but beta testing will be conducted on iPhone, iPad, and PC). Availability is limite...
by Chris Beatrice
Tue Dec 11, 2012 1:44 pm
Forum: Gameplay Suggestions
Topic: Walker suggestions and other ideas
Replies: 70
Views: 7895

...It was just a matter of learning the idiocracy of the game and adapting to it. ...I would much rather have a dumb market lady that at least does the same dumb thing all the time is better than a smart one who choses paths based on a set of instructions that may take forever to understand if at a...

Go to advanced search