Game Dvelopment
Wednesday, October 26, 2011
Monday, September 19, 2011
Insanity and Brain Chemistry
http://www.heartcom.org/InsanityEpidemic.htm
Short term drugs lead to long term illness, maybe used as a balancing mechanic?
http://www.livescience.com/7835-modern-insanity-crazy.html
Inflammation could alter brain zones and cause interesting effects.
http://www.schizophrenia.com/disease.htm
Loss of grey matter, could be used for changing zones, late in the insane game.
Still need small interactions for unit combat, but for now researching more for any ideas that could be incorporated into the game.
Here is a Brain lobe and function chart:
Short term drugs lead to long term illness, maybe used as a balancing mechanic?
http://www.livescience.com/7835-modern-insanity-crazy.html
Inflammation could alter brain zones and cause interesting effects.
http://www.schizophrenia.com/disease.htm
Loss of grey matter, could be used for changing zones, late in the insane game.
Still need small interactions for unit combat, but for now researching more for any ideas that could be incorporated into the game.
Here is a Brain lobe and function chart:
Monday, September 12, 2011
Light Game 2
Got the idea finalized and just need to show the two forms of the units. Working on a screenshot type mock-up.
Friday, September 9, 2011
Light Game
Deployment is managed with a spectrum of colors that fills the bottom two centimeters of the screen. (roughly) Touching this spectrum and then sliding up or down on a slider that is vertical allows players to choose a point on the screen where the light is diffused. (Deployment can be hindered with a cooldown) The two sides of the prism shown can deploy units and a tilt can be used for deciding where units are deployed.
The yellow line represents unit movement, (Always towards the enemy) with the dashes representing diffused locations of wider and dimmer light. The solid line represents focused light. A unit should take 3-5 seconds to reach the other side
Combat is collisions of the players light beams, and this is where diffused (Representing 4hp) and focused beams (6 hp) are important. Collision of two diffused beams results in both destroyed, collision of a diffused and a focused results in a cut through the diffused beam and half damage (3hp) to the focused beam. The diffused parts of the beam continue moving forward with 1hp. The transition also affects combat, but only with certain units.
Unit differences are divided between the fourths of the spectrum. The first fourth have no special qualities, the second fourth survive diffused vs. diffused combat with 1hp, the third fourth of the spectrum survive focused vs. diffused with 4hp, and the last group survives the point defense lazer with 1 hp. Also the higher bands could move faster or have higher hp.
The red burst on the right is an example of a fully charged lazer blast. Dealing 6 hp damage to all units within its radius. There are three charges to the lazer, with 1, 3, and 6 hp damage. The first charge is merely tapping the screen. The second charge would take about 1 second to charge and would be half the size of the lazer burst shown. (For diversity the lazer levels could be swapped with abilities like mirrors, towers, lines, and changing your units stats/appearance)
A non-defended game where one player is attacking should last 30 seconds. The mix of unit defense and player defense should keep most games at 1 to two minutes.
Hope that explains it well! Post your questions and improvements!
Wednesday, September 7, 2011
RTS Progress
The group has most of the ideas for the first iteration sketched and I will be doing the formatting later today. Things are moving ahead!
Tuesday, September 6, 2011
RTS Development
I have done a lot of work over the weekend on a light-based RTS for an alternate game basis. The game has two main elements and can be made more complicated as required.
Friday, September 2, 2011
RTS Review
Reviewing RTS games I have played/ have tried out for this assignment.
Age of Empires: Good: Feeling of time and depth, specialization in any kind of unit can be successful, differing slightly for civilizations.
Bad: Resource management Ex: anything in the last age takes huge resource commitment, slow overall feel, very simple pathing.
Age of Empires 2: Similar to the original, Good: look and feel of civilizations better managed, unique traits allow for different strategies, buildings require siege equipment to take down, stances allow for better unit flexibility.
Bad: Map reference, you frequently have to check and double check to see where you are being attacked, Attacks largely ineffective until mid game.
Age of Empires 3: Good: two map hometown and settlement stages and tie in (supplies/troops) is easy to learn and use. Trade routes add to the momentum of the game, effects are just plain fun to watch like the cannons firing on ships or buildings, long progression.
Bad: Card-based unique tecs and features require too much time investment, the effectiveness of cannons lead you to rely on them and a few support troops, AI can be dodged if you move around the map.
Age of Mythology: Good: God powers allow for deciding conflicts quickly and give the game much more strategic depth, balance with paper-rock-scissors method, defense discouraged but doable, moderate pace, play style changes greatly depending on race/deity choices.
Bad: Flimsy buildings and very powerful troops lead in to rush tactics only.
Rise of Legends:Good: Easy to pick up and play, functionality of troops and buildings flow well, civilization differences are vastly distinct, plenty of late game options, use of territory to affect morale well done.
Bad: Too many late game options when any one is effective, quickly loses it's depth after basics are learned.
Total War Shogun 2: Good: Options presented in clear ways for the strategic thinker, constant choice between specialization and general benefits, combat is realistic and morale system reflects large scale warfare well.
Bad: Slow progression and loading screens between the turn based overworld and RTS combat creates a lag in gameplay.
Gate 88: Good: Easy to learn, quick interface, multiple options for the player and the player is the instrumental part of any attack or defense.
Bad: Controls asteroids-based and setting up a well organized base with these controls takes too much time.
Future Cop, Precinct Assault: Good: Player controls smooth and player actions directly effect game result, indirect method of winning forces player to think strategically, large variation in maps.
Bad: Game can drag on, the player losing or winning at odd moments.
Battleships Forever: Good: Slick two-D control for spaceships, facing, strafing, and momentum easily handled; control over percise aim on targets on opponents ship, destruction of parts instead of wholes, large variety of guns and special weapons.
Bad: Short and included ship creator little use without two player.
Tower Defense. Kingdom Rush: Bubble Tanks: Basically similar, so. Good: player's actions are simple placement and upgrade actions, game tempo slow but feels rushed, addictive.
Bad: feelings of loss of control, AI priorities targets, and without trial and error frustrating. Without a placable temporary blocker games feel arbitrary.
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