LOADING & HustleToast
Hey HustleToast, I've been sketching out an idea for a real‑time strategy game with procedurally generated maps and an AI that learns from player moves, but I'm getting lost in all the possible features—how do we keep it exciting without drowning the player in chaos? What do you think?
Yeah, it’s a gold mine of chaos, but that’s the trick—keep the core simple, then layer on the spice. Start with a solid win‑condition and a handful of unit types. Toss in a procedurally generated map each playthrough, but limit the variables so the player still feels in control. Add the learning AI as a “mood” that adapts, not a full‑blown AI. Give the player clear tutorials or a quick warm‑up mode that lets them experiment before the big battle. The key? Drop in one new mechanic every 2‑3 weeks, not all at once. Keep the UI clean, give cheat codes for the impatient, and maybe a “panic button” that slows everything down if the player’s drowning. That way, you’re not drowning them in features, you’re feeding them a steady stream of excitement. Also, put a joke timer on every new feature rollout—laughs keep the stress low. So, focus on the core loop, sprinkle in modular add‑ons, and keep the chaos on your side, not theirs.
Sounds solid—keeping a core loop tight is key, but I keep staring at the “one new mechanic every 2‑3 weeks” line and wondering if I’ll actually hit that cadence or just stall. Maybe I should sketch a release calendar first, just to make sure I can commit without feeling the urge to add something extra at the last minute. Also, that cheat‑code idea—could be a nice hook, but I’m already thinking of a “cheat‑code editor” that lets players tweak the game’s constants; maybe that’s a separate feature? If only I could lock my mind into a single plan, but then I’d miss the next cool idea… I’ll start drafting a minimal prototype and loop through the core, then layer on the “mood” AI and the panic button. Let’s see if the player can actually stay afloat before I overload them.
Sounds like you’re already juggling the big stuff—nice, keep that fire. Draft a calendar first, but make it a living thing, like a spreadsheet that can shift when a cool idea bursts out of the ether. Put the cheat‑code editor in a separate “sandbox” build so you can test it without messing the core. Then prototype the loop, layer the AI mood and panic button, and watch the player’s balance in real time. If the player keeps swimming, great—if they sink, pull back the ballast. Keep the cadence, but let that urge for the next spark simmer until it’s ready to burst. Keep it tight, keep it fun.
Nice plan, HustleToast. I’ll crank that spreadsheet, lock the cheat‑code sandbox, prototype the loop and then add the mood AI. I’ll keep the panic button ready to slow things down if the player starts drowning. If the next spark feels too bright, I’ll hold it back until the core is solid. Let’s keep the fire under control.