Game concept tell me your opinions.

This is a discussion on Game concept tell me your opinions. within the General Discussions forums, part of the Community Boards category; The premise will be your character/ship/robot is in an area fight to the death against another character/ship/robot. You will have ...

  1. #1
    Registered User ~Kyo~'s Avatar
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    Game concept tell me your opinions.

    The premise will be your character/ship/robot is in an area fight to the death against another character/ship/robot. You will have weapons at your command from a shotgun to a laser that can blast shields away. Your method of movement will be a grappling hook that you can throw into the sides of the map and any walls inside the map, hopefully you will be able to grapple your opponent as well. There will also be defensive abilitys such as a mirror shield that will reflect lasers, but will shatter if hit by anything else. A rubber shield that will reflect bullet weapons away, but dies instantly to a laser or explosive.

    Hopefully with multiplayer connectivity as well, but thats once the game is working correctly. I am also considering allowing players to break the grappling hook chains causing their opponent to stop moving until they recast their grappling hook. Probably with a shot from a laser or multiple impacts from bullets. Ideas? Comments? Weapons you want to see?

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    Registered User whiteflags's Avatar
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    Kinda sounds like pocket tanks. I'd play it. It sounds like an expansion pack to that, even if it's never going to be.

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    Registered User ~Kyo~'s Avatar
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    At the moment since I draw horribly it will be circles floating around on a black background. I have the sprite rotation down already movement is working well I just need to have it cast a ray and find a latch onto point... or maybe I should let people latch wherever they want not sure on that just yet... I think collision will be a little difficult though as I haven't messed with it before.

    Actually how hard would it be for players to upload their own avatars for their ship? I mean it is 64x64... wouldn't take a ton of space.
    Last edited by ~Kyo~; 02-17-2011 at 07:02 PM.

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    Internet Superhero
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    Quote Originally Posted by ~Kyo~ View Post
    At the moment since I draw horribly it will be circles floating around on a black background. I have the sprite rotation down already movement is working well I just need to have it cast a ray and find a latch onto point... or maybe I should let people latch wherever they want not sure on that just yet... I think collision will be a little difficult though as I haven't messed with it before.

    Actually how hard would it be for players to upload their own avatars for their ship? I mean it is 64x64... wouldn't take a ton of space.
    There are tonnes of guides and tutorials regarding collision checking. As long as your game is in 2D and there are a fairly low amount of entities present, you can just use simple bounding box collision. If however we are talking 3D pixel perfect collision, it quickly becomes quite advanced.

    Regarding the avatars just specify a certain format and size for the user to upload and it's simply a matter of swapping their picture for the standard avatar, if you've used even a minimum of commmon sense in the creation of your game, nothing else (like game logic or blitting routines) needs to change.
    How I need a drink, alcoholic in nature, after the heavy lectures involving quantum mechanics.

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    Registered User ~Kyo~'s Avatar
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    I am considering having a server I am just not sure if they should compress the bitmaps or maybe upload them before matches start... That might not be a bad idea... Have a lobby of sorts prematch for teams and let everyone upload to the host then host sends the images out... coulda probably take it apart with allegro's bitmap class piece by piece...

  6. #6
    Registered User ~Kyo~'s Avatar
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    Didn't think of it at the time, but right now it works kinda like asteroids...

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    Registered User kryptkat's Avatar
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    fwiw just another mindless asteroids and shootup type game. if that is what you want ok. but if you want it to be a better game it need a strategy component and a goal. or a point to it. like what are you trying to obtain ? treasure or power ? engage the lusers brain to think of how to accomplish that objective. second are there levels of difficulty ? like most games. what happens when that is not there ? you get level 99 rogues waiting at the start to slaughter the noobbies. ships robot and characters just pick one of the same type. or else it would not be fair for all players.

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    Registered User ~Kyo~'s Avatar
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    Seems like you love WoW thats great and all do realize this post was nearly half a month old. Becuase "At the moment" doesn't mean "The final project" I will assume you just can't read. Seeing as how you can't even capitalize the first letter in a sentance I will also assume you are young. There is always a goal even asteriods had a goal I ment that statement in a form of the basic mechanics are at a point similar to asteroids.

    You don't seem to have much of a clue as to where this discussion went. I will try to clarify although I doubt you will read it. Shadowrun had what was three character classes from what I remember, but the characters were customizable with points/karma and bioengineering. From the wiki I gathered that top secret was more of an infiltrate/gleen/steal information kind of deal. My goal is to combine both games into a single system so you could have a decker(hacker) that can gain access to a computer system in a corporation and unlock doors for the rest of his group, disable security cameras, disable security bots, etc. All while he is doing that the rest of his party is pushing forward trying to get to the objective. They could use cloak and dagger tactics hiding around corners and out of the guard's sight disabling cameras and re-enabling them after they pass by so their presence isn't known.

    Levels of difficulty, easily accomplished different 'Johnsons' give different difficultys of runs. Levels won't be so much as a level kind of thing, but as you amass points it takes more points to get the next skill up. That being said as points increase you need to do harder missions/runs to even get points ie if you had a noob lets say that did a tier 5 run he would get 5 karma points compared to doing 5 tier 1 runs/missions, now lets say a player with enough points that MUST do tier 5 runs to gain points would only get 1 point from the run.

    The classes in the game shouldn't effect the overall game. ie even a gunslinger can be stealthy, you don't need to be an assassin.

    The game is planned to be more skill based than point/gear based. Sure better gear will let you get hit more or hit harder, but it will not be the overall deciding factor.

    If you want to keep comparing this to WoW I don't have the millions of dollars blizzard spent on that game, an army of programmers, or even artists at this point. So no it won't look as polished as WoW I have no intention of it being like WoW either as that game was good for a while and puttered off.

    One last thing though, if you can't handle PvP then don't PvP.

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