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X_Heavymetal_X

A Single Character 3D RPG with RTS style economy

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Wars of Karaken Fallen world of Solen A Small 3D Online Multiplayer RPG: The game in graphics and combat will be similar to most 3D RPG’s. However the backbone of the game is much like a RTS similar to the old War Craft or Age of Empires games. The Player starts the game by choosing one of five Classes. The class choices are a soldier, archer, knight, cleric, or a mage. Player use only one character and fight in a 3D Environment. Key Features A world that changes and grows, meaning new strategies are to be developed for game play. Three Kingdoms inhabit the world. Each kingdom starts with its own Economy, Military and Trade workers. Kingdoms Barbarians Minotaur’s Elves The world is ever changing. When a server launches the game, each kingdom starts with a small capital city and two outposts. Each Capital City and outpost can be grown through the workers building buildings that will house more units, and help advance military function. Much like having a small MORPG with the backbone of a RTS: Workers are responsible for … Building buildings Mining Stone and Gold Harvesting Wood Maintaining Food, through farming, fishing and Hunting Buildings will be used in such ways A Kingdom city starts with 15 villagers, each with tasks. Workers are reasonable for building building’s, harvesting food, mining stone or gold or lumbering wood. The A.I. of the computer tells the Kingdom how and when to control its Army and Workers. Buildings will be Houses (Each house allows for 5 more units to be built. Barracks (Each barrack allows to up to 12 Soldiers to be built.) Archery Range (Each Archery Range allows for up to 8 Archers to be built.) Church (Each church allows for 3 Clerics) Wizards Tower (Each Tower allows for 3 Wizards.) Stable (Each stable allows for 5 Knights to be built.) Other Buildings and Structures: Guard Tower Wall Dock (For building fishing boats, Transport ships, and Battle Ships.) Strategies the A.I. and players can use for game play. To build workers cost the general economy of that Kingdom gold and food. Killing a worker slows down what the kingdom can produce; Such as one less worker to harvest food: One less worker to build buildings: One less worker to mine. Etc. And it also requires the Kingdom some Gold and Food to replace the worker, as well as a few minutes to train a new worker. Killing a Military soldier would also do the same, slows down their military advancements as well as having them cost resources to replace them. Each Military unit has an unlimited supply of torches. Torches can be thrown at buildings in order to burn them down. Destroying a building will cost time, and resources for the kingdom to rebuild. If you kill a Barrack’s it hinders how many troops the kingdom can have out at one time. SO overall I am hoping for a MORPG with a lot of strategies and more endless adventure. The game is won when one kingdom completely overthrows the other two. Any suggestions, feedback or criticism would be well appreciated. Thanks [Edited by - X_Heavymetal_X on October 14, 2008 3:08:34 PM]

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You say "the world is ever changing" and "new strategies are to be developed for game play". How significantly do things change ? Different numbers of enemies/allies in different places still require the same actions. Are new technologies developed that warp the power structure of the whole game? Just changing the ratios of precanned unit types isnt really 'new strategies'.


You might need to have 20X as many technologies and have each game only use a small random selection (with another small random selection acvailable to be possibly developed in the games progression. Now each time you play you get a different balance point and the measure/countermeasure combinatorics would require different strategies.

The 'technologies' would determine/limit resource use. Ex- on a world with no Iron technology, mining uiron is pointless so iron can be omitted excepts as a bad prospecting result, and bone or stone or copper weapons might exist as technologies to build on (interlocking technologies which depended on 'iron' would dissappear). Some games might get a combination that makes offensive military actions limited and othrs with nothing but offensive (no countermeasure).

A few new technologies coming into being as the game progresses can nullify existing strategies and shift game balance -- giving the players the task of adapting to the changes. That would get rid of the determinism seen in too many tech-tree games where its always a race to get to only the 'best' tech.

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