A game idea for Spring
Posted: 22 Sep 2012, 04:57
I'm only posting this because I want to actually make this one myself.
What I am guided by ATM.
1)To create as little(meaning I will If i absolutely have to) original code as possible(because I dont know how to write lua well).
2)To have Absolutely no UI:
There will be no minimap, no build or order menu,nothing.
The reason Is, cause first of all, I love the idea of having no immersion breaking or obscuring elements on screen, and secondly, I want Playing better to mean better controlling your units and slowly learning their unique, not always obvious, movement ,attack characteristics and abilities.
I will try and implement these unique characteristics by using as little original lua or models as possible.
To play the game I will rely on the Player's knowledge of basic commands in an RTS or by making the none-trivial commands be revealed when simply doing standard obvious things(like naturally noticing you can give custom formation orders to groups of units while just playing).
3)No bases or standard creation of new units.
ATM i'm thinking of Either being spawned with a constant assortortment of units or choosing them before the game starts using CA's Commander chooser lua.
4)The game will be time based, it will always end after X amount of time.
5)the winner would be decided by the score at the end of the game.
The score would be based on certain parameters, maybe the cost of destroyed units plus the cost of the units you have at the end of the game.
6) all units will have fast turn rates and fast turret turn rates.
I want units to move and shoot in as predictable and smooth manner as possible since that will be the main focus of the game.
I'm not Sure, atm in what way the player will receive new units.
I thought of a few ideas:
1)New units will spawn for each player, at constant time intervals based on the amount of not dead units he has in game and the amount of overall units in the overall spawn pool.
Meaning if there are overall of 50 units to be spawned per player in a game than players with less units alive in game at spawn time will get a bigger share of their spawn pool at that time than players with more units.
2)There might be contention points like geo spots that would secure some sort of advatage or new unit stream for the player who owns them.
What I am guided by ATM.
1)To create as little(meaning I will If i absolutely have to) original code as possible(because I dont know how to write lua well).
2)To have Absolutely no UI:
There will be no minimap, no build or order menu,nothing.
The reason Is, cause first of all, I love the idea of having no immersion breaking or obscuring elements on screen, and secondly, I want Playing better to mean better controlling your units and slowly learning their unique, not always obvious, movement ,attack characteristics and abilities.
I will try and implement these unique characteristics by using as little original lua or models as possible.
To play the game I will rely on the Player's knowledge of basic commands in an RTS or by making the none-trivial commands be revealed when simply doing standard obvious things(like naturally noticing you can give custom formation orders to groups of units while just playing).
3)No bases or standard creation of new units.
ATM i'm thinking of Either being spawned with a constant assortortment of units or choosing them before the game starts using CA's Commander chooser lua.
4)The game will be time based, it will always end after X amount of time.
5)the winner would be decided by the score at the end of the game.
The score would be based on certain parameters, maybe the cost of destroyed units plus the cost of the units you have at the end of the game.
6) all units will have fast turn rates and fast turret turn rates.
I want units to move and shoot in as predictable and smooth manner as possible since that will be the main focus of the game.
I'm not Sure, atm in what way the player will receive new units.
I thought of a few ideas:
1)New units will spawn for each player, at constant time intervals based on the amount of not dead units he has in game and the amount of overall units in the overall spawn pool.
Meaning if there are overall of 50 units to be spawned per player in a game than players with less units alive in game at spawn time will get a bigger share of their spawn pool at that time than players with more units.
2)There might be contention points like geo spots that would secure some sort of advatage or new unit stream for the player who owns them.