Hey guys! im new here but i've been programming games for quite some time now (mainly solo/unfinished projects..)
im going back to school this fall so im now working on a turn based strategy game to get my c++ stuff fresh in my head.
but now im running out of ideas for gameplay elements...
ok so heres how the game is played :
the basic idea is like having a game of call of duty's 'search and destroy' where u have to plant a bomb or defend but in top-down view, turn-based strategy. its played 1vs1 on the internet
the 2 players make their moves at the same time, then when the 2 players are done, the units follow their path and engage with the enemy if visible automaticly
the unit will rotate his weapon to face the enemy in order to shoot it, some units rotate faster (ex : pistol = fastest, sniper = very slow)
so instead of a regular turn based game where 1 player plays then the other, now the 2 player play simultaneously and then watch the action like a movie
when you select a unit you can make it:
Move
Change its angle
Wait
Crouch/Prone/Stand
each turn lasts a certain amount of time about 5sec
when making your turn you can move/change angle of every unit many times, it will create a path which will be followed when both players are done.
the basic strategy is to use your team to cover each others.
for example : if you see an enemy sniper facing your pistol guy from far away, your pistol cant fire at it because its too far, so you'd better hide it behind a 'building' (yeah those are buildings..) and atack it from behind with another unit. since the sniper rotates very slowly it will most likely die before it can turn around.
there is also sandbags to give good defense positions, a proned unit is completly protected behind a sandbag wall (but and can't attack) useful to aproach a long-range unit without being shot if your unit is short ranged.
heres what it looks like :
selection : [attachment=4830:glstrat.jpg]
action : [attachment=4831:glstrat2.jpg]
the cheap gfx have been made by me using mspaint just for the sake of having gfx.. im very bad at making those lol : /
so if you guys have some ideas of stuff I could add or know a similar game which could inspire me or just want to comment on something it would be much apreciated
if ppl show interest I could post an early playable version
oh btw its made in VC++6 with openGL(thx nehe) and works on windows.
Simultaneous Turn Based Strategy
Hey guys! im new here but i've been programming games for quite some time now (mainly solo/unfinished projects..)
im going back to school this fall so im now working on a turn based strategy game to get my c++ stuff fresh in my head.
but now im running out of ideas for gameplay elements...
ok so heres how the game is played :
the basic idea is like having a game of call of duty's 'search and destroy' where u have to plant a bomb or defend but in top-down view, turn-based strategy. its played 1vs1 on the internet
the 2 players make their moves at the same time, then when the 2 players are done, the units follow their path and engage with the enemy if visible automaticly
the unit will rotate his weapon to face the enemy in order to shoot it, some units rotate faster (ex : pistol = fastest, sniper = very slow)
so instead of a regular turn based game where 1 player plays then the other, now the 2 player play simultaneously and then watch the action like a movie
when you select a unit you can make it:
Move
Change its angle
Wait
Crouch/Prone/Stand
each turn lasts a certain amount of time about 5sec
when making your turn you can move/change angle of every unit many times, it will create a path which will be followed when both players are done.
the basic strategy is to use your team to cover each others.
for example : if you see an enemy sniper facing your pistol guy from far away, your pistol cant fire at it because its too far, so you'd better hide it behind a 'building' (yeah those are buildings..) and atack it from behind with another unit. since the sniper rotates very slowly it will most likely die before it can turn around.
there is also sandbags to give good defense positions, a proned unit is completly protected behind a sandbag wall (but and can't attack) useful to aproach a long-range unit without being shot if your unit is short ranged.
heres what it looks like :
selection : [attachment=4830:glstrat.jpg]
action : [attachment=4831:glstrat2.jpg]
the cheap gfx have been made by me using mspaint just for the sake of having gfx.. im very bad at making those lol : /
so if you guys have some ideas of stuff I could add or know a similar game which could inspire me or just want to comment on something it would be much apreciated
if ppl show interest I could post an early playable version
oh btw its made in VC++6 with openGL(thx nehe) and works on windows.
This is pretty cool. How long ago did you do it? I would suggest that you upgrade to more recent tools, VC++6 is a dinosaur now, you'll be better with VC++ 2k8 express or, if you can run it, 2010 (I suspect you have an older computer).
Have you worked out the fundamentals? Do you have sound, save / load, multiple levels, a main menu, and an in-game menu? If you haven't done it already, working out how to make gamestates work is probably a good idea. You may also want to try different languages and / or API's (such as C#, XNA, python, perhaps java) to broaden your horizons.
I started working on it like 3months ago, i've worked mainly on the gameplay elements and the online play, no sounds no menu. I wanted to make sure the game was fun to play so I dont lose time if its not
I have an in-game level editor
the reason I used MSVC++6 is that its been a long time (maybe 6years) since I programmed anything and at that time I was using it (think it was already old at that time tho..)
I dont know if ill continue this game tho.. someone showed me Frozen Synapse 'www.frozensynapse.com' which looks ALOT like what i'm doing..
I thought the concept was new and inovative and thats whats pushed me to do it but now I feel like a guy in 2011 making a side-scroller with '?' boxes giving mushrooms and thinking it never had been done : /
it has the exact same weapons, ability to crouch/prone, walls to hide behind and the whole simultaneous gameplay the only difference I can see is the gfx.. which are way better than mine
I have an in-game level editor
the reason I used MSVC++6 is that its been a long time (maybe 6years) since I programmed anything and at that time I was using it (think it was already old at that time tho..)
I dont know if ill continue this game tho.. someone showed me Frozen Synapse 'www.frozensynapse.com' which looks ALOT like what i'm doing..
I thought the concept was new and inovative and thats whats pushed me to do it but now I feel like a guy in 2011 making a side-scroller with '?' boxes giving mushrooms and thinking it never had been done : /
it has the exact same weapons, ability to crouch/prone, walls to hide behind and the whole simultaneous gameplay the only difference I can see is the gfx.. which are way better than mine
Sounds like a great idea. I love COD and there are certainly strategic elements involved more often than you think: its not all tactical or hand-eye coordination. Your game seems to capture that strategic aspect of it.
Just one suggestion: if you are still early in development, I will recommend using Unity3D. Its free to start with, and it gives you paths to expand into many platforms like iOS, Android, web browser, and of course PC.
We don't use it yet, but we plan to port our game to Unity 3D at some point in future. Yon write Unity 3D games in Javascript, C#, or another language that I don't know.
Just one suggestion: if you are still early in development, I will recommend using Unity3D. Its free to start with, and it gives you paths to expand into many platforms like iOS, Android, web browser, and of course PC.
We don't use it yet, but we plan to port our game to Unity 3D at some point in future. Yon write Unity 3D games in Javascript, C#, or another language that I don't know.
Hi k0lpA, I found out about this thread via a google alert for frozen synapse (I'm a member of its community).
It's not because FS looks like what you're trying to do that you shouldn't do it. In effect, look at the multitude of FPS, car racing and fighting games.
You can use an existing concept, but you must bring uniqueness in a way or another and make the flaws of similar games the strength of yours.
FS might seem awesome but a lot could be improved. I invite you to follow this path.
It's not because FS looks like what you're trying to do that you shouldn't do it. In effect, look at the multitude of FPS, car racing and fighting games.
You can use an existing concept, but you must bring uniqueness in a way or another and make the flaws of similar games the strength of yours.
FS might seem awesome but a lot could be improved. I invite you to follow this path.
I havent tried FS actually but the whole idea is very similar, I might continue my lil game if I find new concept ideas which would make it differ from FS ( I thought about a shield unit wich could cover units and grenades to blow covers maybe some medics to recover lost HP or vehicles) but I got problems whit gfx bug on my new computer where every sprite has a black border which makes the visuals even worse lol.. if someone has the time to help me with gfx it would be mcuh apreciated and would certainly gime me the motivation to continue, theres not too much gfx to be done and I dont plan on selling the game so I cant really pay for it.
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