Mod idea: Power Monger

Mod idea: Power Monger

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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Linebacker
Posts: 128
Joined: 25 Jul 2007, 21:30

Mod idea: Power Monger

Post by Linebacker »

Does anybody know of the old AMIGA game Power Monger? A strategic roam and conquer game, where you have to take bit by bit of a large map. Each part a smaller map part of its own. After completion you select the next part/island you wish to explore and conquer.

You would be able to keep your "loot" in the form of captured resources/reclaimed metal. The maps/missions would challenge you in different respects, every situation being unique. Rough ideas maybe taken from the OTA ARM campaign missions, but you would not be limited to certain gear, but being able to build everything as in a normal game instead the difficulty rises slowly. The hardest missions would probably then only be mastered online by multiple players working together.

My question: is something like this possbile/eligible via mods for Spring? Something where you evolve from map to map rather than an arena situation where you start from scratch and max out at Level 2 units - playable as a single player campaign or as PvE engagements with others online vs. different AIs.

Info on Power Monger:
http://www.mobygames.com/game/amiga/powermonger
http://www.atarimagazines.com/compute/i ... Monger.php
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Basically, I think you would have to write a "lobby" client that ran the overmap. I'm pretty sure you can get information into and out of games at start/end so that you can have the persistence of "loot" between maps as you describe, but the lobby itself would be a pretty major undertaking.
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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Post by HeavyLancer »

Going on with Erom's train of thought, what you would need is a GUI for a script generator which spawned resources from battle to battle. That would be the map, and each 'instance' (A spring game) is a script which is then run with said modifications to resources. Would be good for a total war style campaign engine, not so good for integrating with other players however..

OR just have an assigned Game Master and a ladder set up for the mod if you want multiplayer. The game master runs the games in accordance to each players 'turns' on a big interactive board run via the Web, with each 'turn' lasting a week or something.
Dunno about the extra resources before the game though, script editing or .cheat perhaps?

Good idea though.
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