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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Rise and fall, rage and grace

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ManTis

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Aww shit. After working for week non-stop on one project, I got into little burndown. So I started working on small, minimalistic RTS, a battle of geometric figures, similar to Geometry Wars in look. Platform: C#/XNA. The game is supposed to be multiplayer only, a recovery project more than something serious. Will post pictures as soon as something will be worth showing.

General idea for the game is like this:

  • Game is in 2d, top-dow view set in undefined 'space'.

  • You start with a blob that has certain HP (aka Strength aka Size). This is your warrior.

  • You can't move when you're in blob state.

  • When you exit the blob state, you can't return to it willingly (not to stay in it, it's used as a trans-state between others).

  • You can switch your unit into triangle, circle or square (1). Triangle has advantage over square, square over circle, sphere over triangle. Typical rock-paper-scissors.

  • All of the forms have advantage over blob state.

  • Changing between states takes some (yet unspecified. 2 seconds? maybe) amount of time. During that time you're in blob state and prone to attacks.

  • You can issue two commands: Move or Split.

  • Movement speed is inversly proportional to HP (ie, smaller units are faster).

  • When you split, your unit is divided into two same type units that are exactly half it's HP.

  • When you issue a move, you can either ask your unit to move to some point in map directly, or draw the route for the unit to follow.

  • If you ask to move your unit into your other unit, they join, combining their HP and become the type of the bigger one. If both have same amount of HP, the base unit is the one that was the target of the movement, not the one that moved. Combining takes time depending on size of the combining units.

  • Each normal unit state has front, sides and back.

  • Blob state has only back sides surrounding it (and thus is vunerable to attacks).

  • Outcome of units colliding is determined by their HP, type, facing and relative movement speed. They issue damage to each other and they either become locked down (if damage is equal), loser's HP is halved (if the difference is big) and he is divided into two smaller blob-state units (exactly 1/4th HP of the original unit each) that have temporary boost of speed, rout and split at direction 45 degs to the back of the collision vector (2), or loser is destroyed (if difference is huge) if the unit has gone over surviving HP limit.

  • Damage is done once per second. It's called 'damage phase' and is separate for each battle.

  • You can disengage from the battle, it takes one damage phase and only you take damage during that phase.

  • If both units are facing each other, their damage is resolved at the same time. If unit is attacking other unit's side, only he does damage on the first damage phase. If unit is attacking other unit's back, only he does damage on the first damage phase, disengaging doesn't deal damage to it.

  • HP determines 'initiative' ie, the bigger you are, the faster you go in battle. Each turn the bigger one deals damage first, (not counting the first round if he's attacked from back/side, which is free) and the initiative is 75% if you're attacked from side and 50% if you're attacked from the back.

  • If the enemy is destroyed in a damage phase before his turn to attack comes, he doesn't deal damage.


  • Winning conditions:

  • If all opposing units are dead, you win.

  • If opposing armies are less than 1/5th of your armies and there have been no battle in certain period, you win.

  • In any other case the person whose units haven't battled for longer than 30 seconds, lose.




  • Seems complicated, but it shouldn't be so to play. After all, even rules for tic-tac-toe take longer to read than one match actually lasts.

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    Cant wait to play it :D

    I think there should be an advantage for staying as a larger shape tho, since at the moment, it seems like there is no reason not to split untill all your units have 1hp. Out number the enemy with your superior speed and same net HP and attack

    Good luck on the project :)
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    Hmmm good point. Ok, what about - HP determines 'initiative'? ie, the bigger you are, the faster you go in battle. Each turn the bigger one deals damage first, (not counting the first round if he's attacked from back/side, which is free) and the initiative is 75% if you're attacked from side and 50% if you're attacked from the back.

    If the enemy is destroyed in a damage phase before his turn to attack comes, he doesn't deal damage.
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