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Old 05-21-10, 11:01 AM   #20
Deamon
Commodore
 
Join Date: Apr 2002
Location: Germany
Posts: 642
Downloads: 5
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Very neat Sung!

I like the archipelagos type of world, kinda reminds me on carrier command and zeewolf, a world of islands. This is a very good design decission and the random generation adds to the replayability a big time. Adding variabiliy to port layouts was an obvious and neccesary improvement that will round up the environment perfectly.

Conquering archipelagos type of worlds is always outmost entertaining.

Here are some of my suggestion that i think would
add more dimensions to the game and make it very successfull:

Quote:
1. In a later upgrade I would suggest to add some small villages around or apart from the port. The size of the port and village could be an indicator for the economy development and business opportunities in this location.

2. Add some visible indicators about what goods the port or village provides. For example if a port provides crop, then there should be crop fields around the port and village. If a port provides suggar then there should be suggar fields around it and so forth.

If a village produces weapons then there could be a weapon smithy or when s city provides canons then there could be a iron foundry next to the port or village.

This would allow you to estimate roughly what goods a port provide or need, while you sail by it, sort of like in settlers.

Also, i think an important feature would be to add a log book for trading where, whenever you dock to a port the goods offers/needs and prices would be loged so that you can later look it up when you are in another port checking for business oportunities. But avoid magic log books that tells you everything in real time!

3. Another great improvement would be to split the map into climate zones, so that around the equator you would have deserts, savannahs, jungles and primeval forests, while in the moderate zones you have leave and some conifer forests and further north/south only conifer forrest and the landscape is covered in snow and the upper and lower boarder of the map could be covered in ice.

The climate zone could also have an impact to what goods a port provides( obviously crop couldn't grow in the tundra ). So the climate zone could be another clue to what goods are need where.
I am wondering how you want to tacle combat and piracy ?

When do you think will a save game feature be available ?

That i give you so much positive feedback means something cause you know how relentless i am when it comes down to judging games.
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