It’s been a long time since I first created the inner workings of a real time strategy game for Byond. Only a few people had a chance to test the basic engine with me and it seemed to be practical enough for at least a 1vs1 online match. The engine does need to be updated and tweaked to meet my new standards, but the basic framework is there.
The default game-play mode was planned to be Total Conquest. The game map is set in space amongst the planets, etc. Each player starts with a home planet in his control and a certain amount of credits to his or her name, in which he or she can use to build structures, units, upgrades, ships and so on. All primary structures can be constructed on any planet, not just your home planet. You can transport portions of your population from planet to planet with ships, unless the planet is occupied by an enemy. If the planet is occupied by an enemy, and you can get close enough to it to land, you can engage in a ground war. In a ground war, the external game is paused and a dynamic map is loaded for battle. Various game modes can be available to determine just how the ground battle takes place. There could be a mode for a quick calculated battle in which no dynamic map is loaded. The ground battle in itself could be a separate mini RTS game, with set recourses.
I’m leaving out lots of potential strategy details. Each planet could be unique in its own way and offer various advantages. Should you waste credits on building ground units or fighter ships? Currently it’s planned that planets generate credits on a cycle if you have the required structures. There is room for more economic game-play options typical in turn-based strategy games as well.
I’m not worried too much about the graphics yet, that will come. I found some good Byond libraries that could be used for interesting strategy tactics (like mapper). I saved lots of time already using Swap Maps and Event Loop.
Post any ideas you can think of about anything.
ID:626
Jun 6 2005, 9:17 am
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Jun 6 2005, 7:27 pm
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I am looking forward to it.
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I say you should thouroughly do the icons first, that way when you start coding its slick and you don't need to pause to do some icons. I did my game PoA like that and on the 6th day of coding it has a LOT in it.
Hrm... also the idea for your game sounds a lot like one I had a while ago... except there would be only two planets instead of an indefinate amount... I lost hope in that project quickly, so I look forward to this project. With the right coding and good icons it'll own, and don't forget SFX if you have the time to add them. =) |