A game idea

ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
<div class="IPBDescription">Big island</div>I was sitting at work today, bored out of my skull, when this idea occurred to me. I'll just paste here the notes I have.

<!--QuoteBegin-Notes+--><div class='quotetop'>QUOTE (Notes)</div><div class='quotemain'><!--QuoteEBegin-->big island - arma esque

attacker players control one force - one unit per player

defender players can control any of the defending forces - many more units than players

simple gameplay, combination of hard/soft counters, moonbase commander

airborne, seaborne and landborne

simple, functional graphics - QuelSolaar, A New Zero

power grid to power AA and sensors

power comes from a series of power stations distributed around the map

all buildings require power to function

defenders can set up factories

defenders can set up temp. power stations

defenders can set up temp. AA

defenders can set up temp. sensors

attackers have a stealth unit - cannot be seen by sensors, can be seen by enemy units - has long vision

defending team starts with scientists who research new units for them - attackers rescue them to research for them<!--QuoteEnd--></div><!--QuoteEEnd-->

I think I could bang together a 2d prototype inside a couple weeks. Would anyone be interested in giving me a hand when I need some players?

--Scythe--

Comments

  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Sure. I'm not quite sure I understand your idea, but as long as you do...
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Playing games is what I do.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Make it a reality <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    sounds interesting.

    TBH, just about all of us are probably down for it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1707626:date=May 25 2009, 04:54 AM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ May 25 2009, 04:54 AM) <a href="index.php?act=findpost&pid=1707626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->attacker players control one force - one unit per player
    defender players can control any of the defending forces - many more units than players<!--QuoteEnd--></div><!--QuoteEEnd-->

    Did you play my mod? (Petrified)
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1707727:date=May 26 2009, 11:14 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ May 26 2009, 11:14 AM) <a href="index.php?act=findpost&pid=1707727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you play my mod? (Petrified)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nope, never. Link?

    --Scythe--
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited May 2009
    Did you play Total Annihilation? Because this sounds like an attack/defend mod for TA.

    You haven't really explained some of the core aspects, like what perspective you play from and how you control your character.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1707732:date=May 25 2009, 10:23 PM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ May 25 2009, 10:23 PM) <a href="index.php?act=findpost&pid=1707732"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, never. Link?

    --Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
    No link right now, a lot of people in these forums playtested though.

    There were two teams, the mortals who and the watchers... mortals were just like a normal FPS, but the watchers could switch control between any statue on the level. It's a great mechanic.

    I would definitely be interested in playtesting for you.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    So, right. That was my question.

    How were you thinking of handling the defenders? Would players be able to freely jump between them? What happens to a defender if a PC isn't controlling them?
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    When you say "unit" do you mean "individual" or "military combat group (squad, platoon, etc)" ?
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    My idea is better.

    It has zombies and oil tankers. Sometimes combined.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1707772:date=May 26 2009, 10:26 PM:name=Thansal)--><div class='quotetop'>QUOTE (Thansal @ May 26 2009, 10:26 PM) <a href="index.php?act=findpost&pid=1707772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How were you thinking of handling the defenders? Would players be able to freely jump between them? What happens to a defender if a PC isn't controlling them?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The defenders not under human control will have some basic AI. I.E. random walk until they spot an enemy, then they follow and shoot it until either the enemy dies or they do.

    I'm not sure how I'm going to handle switching between units, it won't be an at-will thing, though.

    <!--quoteo(post=0:date=:name=Rob)--><div class='quotetop'>QUOTE (Rob)</div><div class='quotemain'><!--quotec-->When you say "unit" do you mean "individual" or "military combat group (squad, platoon, etc)" ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    A unit is something a single person controls. Either a small squad of soldiers or a vehicle.

    --Scythe--
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    sounds vaguely like that indie MMO, Love, that's in development... except in that game, the defender is the AI... but you and your fellow players build infrastructure to try to outsmart/conquer the enemy
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1707842:date=May 26 2009, 05:04 PM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ May 26 2009, 05:04 PM) <a href="index.php?act=findpost&pid=1707842"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The defenders not under human control will have some basic AI. I.E. random walk until they spot an enemy, then they follow and shoot it until either the enemy dies or they do.

    I'm not sure how I'm going to handle switching between units, it won't be an at-will thing, though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah, well that's very different. The reason I liked being able to the control any unit mechanic was because you were able to switch at-will to any unoccupied one.

    Also, having AI on the units otherwise decreases the importance of taking control of them. It could increase player frustration if they always go off and do stupid things / things contrary to the player's plan. On the other hand, if their AI ends up bringing them to the right spot at the right time for the player to take control, it could add to the experience.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1707872:date=May 27 2009, 01:11 PM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ May 27 2009, 01:11 PM) <a href="index.php?act=findpost&pid=1707872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah, well that's very different. The reason I liked being able to the control any unit mechanic was because you were able to switch at-will to any unoccupied one.

    Also, having AI on the units otherwise decreases the importance of taking control of them. It could increase player frustration if they always go off and do stupid things / things contrary to the player's plan. On the other hand, if their AI ends up bringing them to the right spot at the right time for the player to take control, it could add to the experience.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The reason against letting players swap at will is to remove the possible tedium of taking control of a unit, moving it somewhere, taking control of another unit, moving it to the same place, ad infinitum. I'm considering the defenders having a commander unit that can give a basic move command to AI units to reinforce a particular location.

    --Scythe--
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    edited June 2009
    Step one: <a href="http://www.tjhowse.com/bigislandfiles/index.html" target="_blank">Read this</a>,
    Step two: <a href="http://www.tjhowse.com/bigislandfiles/bigisland.zip" target="_blank">Download</a>,
    Step three: See if it loads. 0-5 picks unit, WSAD controls. Don't press 6.

    Next up: add in colours on units, tweak movement code to suit each unit type, prevent ground units from moving on sea and sea units from moving on ground!

    --Scythe--
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    Everything seems to work fine. Including pressing 6.
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    Could use an all stop button.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I've added in a full-stop button, as per rob's request. It made me think that it'd probably be better to remove the ability to go backwards at all.

    It's up to you chaps! Do you want to be able to reverse? Turning around will be possible in every occasion.

    --Scythe--
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1709414:date=Jun 2 2009, 08:14 PM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Jun 2 2009, 08:14 PM) <a href="index.php?act=findpost&pid=1709414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Step one: <a href="http://www.tjhowse.com/bigislandfiles/index.html" target="_blank">Read this</a>,
    Step two: <a href="http://www.tjhowse.com/bigislandfiles/bigisland.zip" target="_blank">Download</a>,
    Step three: See if it loads. 0-5 picks unit, WSAD controls. Don't press 6.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Updated! Q is full stop, for now. Wrote a colour-changing jigger to recolour the units at runtime. Left clicking fires a white dot. Woo! At present it has unlimited range and does no damage.

    --Scythe--
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--quoteo(post=1710046:date=Jun 4 2009, 09:01 AM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Jun 4 2009, 09:01 AM) <a href="index.php?act=findpost&pid=1710046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated! Q is full stop, for now. Wrote a colour-changing jigger to recolour the units at runtime. Left clicking fires a white dot. Woo! At present it has unlimited range and does no damage.

    --Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's totally overpowered. You must nerf the white dot now.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1710002:date=Jun 3 2009, 08:10 PM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Jun 3 2009, 08:10 PM) <a href="index.php?act=findpost&pid=1710002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've added in a full-stop button, as per rob's request. It made me think that it'd probably be better to remove the ability to go backwards at all.

    It's up to you chaps! Do you want to be able to reverse? Turning around will be possible in every occasion.

    --Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
    I vote that reverse is always a good thing.
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    <!--quoteo(post=1710083:date=Jun 4 2009, 07:08 AM:name=Thansal)--><div class='quotetop'>QUOTE (Thansal @ Jun 4 2009, 07:08 AM) <a href="index.php?act=findpost&pid=1710083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I vote that reverse is always a good thing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, we'll need five speeds. Two forward, and three reverse.
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