The reason I've held back on many details of the game I'm developing is because it is a 'learn as you go' attempt. So everything is subject to change.
So if I mentioned that for now I'm calling it "SPLATegy", and that the theme is paintball, I might lead people into thinking I will actually finish and release such a game. I just don't want to make such a commitment. But so far things have developed to the point where it would be hard to make it go in any other direction than this. So I have to commit to it.
So, since I'm committing, I might as well mention some stuff about it.
The game consists of PvP or PvC matches between 2 teams. A player (or sometimes the computer) runs a team.
A team consists of AI units. AI units have gear and ammo.
This is not a violent game. There are no guns. They are called 'markers'. There is no 'hit points'. If someone 'marks' an enemy unit, it is eliminated from the match.
You win a match by various means:
- elimination
- forfeit
- flag capture
- step on territory
It depends on the type of match.
Gameplay is realtime.
- Click your unit to select it
THEN
- click a turf, the unit is therefore commanded to go to the turf.
- click a wall, the unit is commanded to hit the wall with cover fire, causing nearby enemy to get the urge to duck for cover and perhaps giving you the possibility to move another unit without anyone seeing it happen.
- click an enemy unit, your unit is commanded to find a position within sight of the enemy and fire at it.
- click a friendly unit to select that one instead
Position and facing means probably the most in this game. It determines what is in a unit's line of sight and who can see it. Partial barriers give units advantages. So if you are next to a wall with small holes in it, it is easy to shoot through it, but hard to be shot through it. So there is a "strategic" element.
Your control is not absolute. For example, you might have trouble getting a cowardly unit to advance until you've positioned braver units around to make that area safer. So I guess there is a "puzzle" element to the game. Problem-solving skills will matter.
Your units get better over time at abilities such as aim or dodge. Winning matches gives you a chance to win sponsors and therefore get better gear for your units. You can also trade units with other players. So there is an RPG and market element to the game.
If that makes it seem unbalanced for PvP, you are right, so there will be the option of fighting with developed or preset teams. A match with preset balanced teams then determines the better player. But role playing folks can match developed teams instead to see how they compare.
Speaking of PvP... I hope to offer the ability to take over matches. For example, you want PvP but no one is available. So you can start a PvC match that allows players to take over the opponent. Or let's say you are in a PvP match and "life gets in the way": you have to quit. Instead of ending the game, the computer takes over for you.
I want to include a clan system too. So players join clans, pool resources, etc. And there will be a lounge for chatting and clan rooms for chatting with peers.
Now, with all that said, I haven't implemented all of the above, nor is all of the above all that I have in mind. For example, roles. Consider a unit that is brave and good at dodging, so you assign him/her a medic role for a special type of paintball match. A medic's gear consists of a towel to wipe a mark off of a unit. Another role is sniper. Who knows what role's I'll come up with or even if I'll include these.
Now, for the maps. I enjoy playing at this one paintball park where they have themed areas. For example, "west town" resembles an old west ghost town. There's a forest area, field of hay bales, etc. So this game will be kinda like that. Levels will have motifs. Also there will be some things thrown in just for fun. Music will match the motif of the level.
As for when this game will be ready to present it to the public? Well consider I have 2 jobs and a family of 4 people in a house with 2 computers. So I can't commit to a month or even a year.
But... this is what I'm working on.
ID:41191
![]() Apr 4 2008, 9:09 am
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