Color Wars - Page 2

Color Wars

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Color Wars

Post by Argh »

Sure, but I'm saying that the self-directed growth factor means that you're going to want to plant seeds in a lot of optimized places as early as you can. Then it's just slippery-slope, and the end is inevitable- if you use a shot to block, you're getting behind the curve on expansion, it's a bad play most of the time.

Meh... if the simplicity's the main attraction in a 1v1, cool. All I did was fire it up and watch mechanics.

I just don't see this as being more than a one-week fad without more stuff going on, and it needs to have better content- it's like THIS that way, the content needs to not look like a tech demo for it to be something you could present outside our little bubble.

I could see this being a great "casual game" for the engine, though, if it got developed a bit more, especially if it had a good single-player game.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Color Wars

Post by smoth »

. . . too easy.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Color Wars

Post by lurker »

You use shots to expand into places that also block your opponent. Play a few games.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Color Wars

Post by Saktoth »

Liquid wars?
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Color Wars

Post by imbaczek »

Saktoth: my thoughts exactly. kinda hard on cpu i guess.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Color Wars

Post by Saktoth »

1. Needs full LoS, atm its sort of just trying to guess where the enemy has placed and cut him off.
2. Movement of blobs needs to be slower/ship faster.
3. Needs some way to take enemy territory.
4. Blobs would probably be better done with lua?
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Color Wars

Post by lurker »

Am I the only one that likes the fact that you can't move your ship in front of a wave unless you planned it in advance?
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Color Wars

Post by Pendrokar »

Saktoth wrote:Liquid wars?
Yeah! Why?
Image
Its free & fun & has much less system requirements!

I see Color Wars as a feature to spring rather than a game that ppl will play!
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Color Wars

Post by Gota »

We need a liquid wars game for spectators.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Color Wars

Post by Saktoth »

Pendrokar wrote:things
Liquid Wars 3d?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Color Wars

Post by Pxtl »

Perhaps more equipment is needed beyond just "seed", like the ability to build walls, destroy enemy walls, and raise and lower the terrain (Spring terrain is mutable, remember?)
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Color Wars

Post by Gota »

bah...terrain modification looks oogly...don't it?
If you mean modify it in a similar way to how it was done in ca with steep cliffs and modified terrain that looks like its a metalic block instead of organic matter or soil.

If it can be made to look more liek a natural hill...
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Color Wars

Post by BaNa »

Gota wrote: If it can be made to look more liek a natural hill...
would be hard without touching the textures. But a wall as in a real wall that is made of bricks or something would be cool.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Color Wars

Post by Gota »

Why not allow blocks to eat others?
Say make the blocks multiply slower and allow the ship to seed faster but also to destroy by creating huge blasts.
Each group of blocks will be as powerfull as the number of its blocks that dont touch enemy blocks so the more a group is encircled the less power it has(not sure how it will work with map edges).
you might even consider removing the ship at all and just allow players to play as gods over the battlefield and adding a power up radius.
If you click it on the map all your blocks that are inside the radius will get a boost that will multiply their replicating speed by x.
All these commands can be dependant on stuff like mexes under your blocks,number of groups number of total blocks and etc..
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Color Wars

Post by Pxtl »

BaNa wrote:
Gota wrote: If it can be made to look more liek a natural hill...
would be hard without touching the textures. But a wall as in a real wall that is made of bricks or something would be cool.
Why can't we touch the textures? Splat down a decal where the person has raised or lower the turf?

But yeah, when I said "wall", I meant being able to draw lines of impassable features.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Color Wars

Post by knorke »

cool idea, reminds me of game of life somehow
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Columbus
Posts: 158
Joined: 12 Jun 2006, 09:34

Re: Color Wars

Post by Columbus »

Maybe cancer, that will occur in areas, that are getting too big?
And cell eating cells, that will eat all enemy non-cell-eating cells.
And old cells would rot away.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Color Wars

Post by Gota »

yeah...and and and...add some viruses...and and mutation...and make them be dependant on climate...oh oh and make climate ....
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: Color Wars

Post by Noruas »

Air born virus wars fight out for territory to get victims.
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