Here are the games that I currently have designs for... in order of how much they pander to guilds other than BYOND Strategy. ;)
Super Real Robo GH is a turn-based strategy game with custom robot building, action-based battles, and an anime-inspired theme. Of course, those of you who have been reading my blog probably already know that. The hub page contains a decent description of the current design.
Kaiju Stomp is an RTS where players will own giant, controllable monsters which crap out anime-inspired units. Like Goblin Commander, units will be placed in squads and their owner will be able to possess them. There will be upgrades and resource management.
GrimTunnel is a simultaneous turn game with a dungeon crawling theme where players race a certain distance. The catch is that opponents create the rooms that you travel through.
- Gold will be gained. Monsters and loot can be bought.
- Players will each create a room. In a balanced manner, they will be able to modify its length, place monsters, restrict the amount of opposing monsters, place loot, and change the number of exits.
- Rooms will be distributed to opponents. In a 2 player game, players just switch their rooms. With more, the distribution is random.
- Rooms with monsters must be battled through like a card game. Each player will be guarding in the room they created and invading in the room that was distributed to them. All monsters and loot spent are lost. Players who fail to invade will be sent back to the last room with an unused exit.
Laws of Flesh and Drone is a turn-based wargame with a daemonic theme where players vote to create and modify units. There are old notes on my blog, but I like the new design described on the hub page better.
StarScurriers is a simultaneous turn game with a space racing theme where players can either complete a number of laps, bribe the judges with enough money, or be the last ship with any hull. Trade can be conducted in each sector and rewards can be gained/upgraded in each. Cargo will be randomly placed at the beginning of the game, but play will be deterministic. Subscriptions will give everyone points to build satellites which stop opponents from moving to or trading in sectors... Plus, yes Deadron, there will be pirates. ;)
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PathWrath 2 will be getting an update after I create a few more sounds for chat, entrances, and exits. Naturally, I added options to toggle them off. There are also some skin changes which should make the game a bit more compact. For instance, the card tab will be inside of the play tab and spectators won't have the upper right of their screen wasted.
There still won't be AI. What's worse is that I actually started to work on the infrastructure and realized how hard it could be to add. I may need to create a whole other game board for the AI to run simulations on. It's easier to have the AI use a card and see what happens then to make the AI predict what happens.
Occupied Forces could still use sounds. I'll probably add them soon, but they are not needed to play.