Jump to content
  • Advertisement
Sign in to follow this  
Zero-51

Community game idea, please post comments.

This topic is 4775 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

This is an idea I had when I was thinking about a survival game. I was thinking of having a game that requires grouping and social activities to function. Here's the design I came up with. -------------------------------------------------------------------------------- Social community idea. Classing Chart http://www.metalgearctf.net/board/uploads/post-31-1125198137.png (chart doesn't work on here. goto pic to see it.) *Basic Class: Basically a recruit. Cannot do much on its own, after a certain time of being in a group, they are allowed to upgrade. During this upgrade they move to the secondary classes. *Secondary classes: -Fighter: Physical side of secondary classes, he does gathering for the group until he can upgrade to a tertiary class; at which point he must choose guard or hunter. -Mage: Magic side of secondary. Can do basic spells of healing until he can upgrade to tertiary classes,either agriMage or Healer. -Builder: Technical side of secondary. Can build basic building until upgrade to tertiary classes. either settlement or weaponry. *tiertiary classes: -Gatherer: He is only allowed to hunt and gather resources. Used as a scout for the group, he can spot enemies from afar, to alert the guards. -knight: He is only allowed to player kill and the only one who can. benefits also include being able to loot, and forge weapons. -Agri-Mage: He is able to grow crops for a more settlement based society. Can also make make things grow to make barriers. -Healer: Is able to heal wounded players. -Settlement builder: Can build more advanced village structures. ie: houses, town halls. -Weaponry builder: Can build defensive structures. ie: arrow towers, walls. **Gameplay: *Game lobby- You form teams. Each team has a leader(only from eligible leader characters-lvl4), and recruits, each specializing in a different class. Players are also allowed to join existing groups as recruits. *They are then placed into the world in a central area, where noone is allowed to build. The group is given a certain time with invulnerability, wherein they may go and start their civilization. This period ends when the group leader chooses the location of their civilization, and they are allowed to start specializing their characters. *The group leader is elected, there is always a popularity vote; if it sinks below 40% popular, the leader is taken out of office, and another is voted on. The leader is allowed to change hierarchial ranks within a group, boot people out of the group, and set the group to recruiting or not recruiting. The ranks are taken away when a new leader is elected. The new leader sets the new ranks. *Groups are only allowed to have up to 18 players. When they reach the full point, recruits are not allowed to join. *Groups are able to ally with one another to share certain resources and other privileges. -------------------------------------------------------------------------------- This is still a developing idea, and any critizism is welcome. Indeed it is welcome, I need help figuring how to make this work. [Edited by - Zero-51 on August 27, 2005 10:02:09 PM]

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by Zero-51
This is an idea I had when I was thinking about a survival game. I was thinking of having a game that requires grouping and social activities to function. Here's the design I came up with.


I'm not exactly clear on the big picture. Are you a tiny tribe surviving against challenges, or something bigger (you said "civilization" which is WAY bigger, but then you mention character classes).

Unfortunately, I also can't really comment on the specifics of what you've written without more detail. How can the healer or builder be judged, for instance, without knowing what gameplay will keep them engaged (that is, there should always be something for them to do, unless the healing/building is secondary to the main reason for playing, such as chatting, for example).

What kinds of decisions will the leader make? Are you interested in cooperation or intrigue as the main form of political interaction?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!