RTS/turn-based-stratagy ideas...
I came up with a few ideas for RTS/turn-based-stratagy games...
1) classic monsters...
it would be not only "kill them all!" but also a point based system that would be determined by how many deaths you had in relation to how many creatures you created...
the monsters would include:
dracula
units made by conversion
disadvantage: can't fight during the day and are vulnerable in their coffins
advantages: they can convert enemy units into other dracula's by biting them
wolf man
units made by conversions
disadvantages: are weaker during the day and vulnerable
advantages: can't be converted during the night and become "wolf men"
Creature from the black lagoon
units made by "breeding" in the "fossil grounds" and/or unleshed (haven't figured this out yet)
disadvantages: can't be out of water for too long or they "dry out"
advantages: can go underwater for as long as they want and also have teh attack "flirt" which gets enemy units to fight for them without them getting points against them for unit deaths
frankenstieins
units made from "laboratories"
disadvantages: fire makes them unuseable for one term/3 minutes
advantages: on-the-field medical assistance (most units have to go back to their main "city" or "lair" whereas frankensteins can "sew up" their fellow monsters on the field)
mummy
units made by other units "Reading from the scroll of toth"
disadvantages: ??? set on fire ???
advantages: can summon scarabs to fight for them (weak but they can get many of them)
godzilla
units made by other godzillas (see below)
disadvantages: ??? no ideas ???
advantages: when a godzilla drops an adam (SP?) bomb on enemies it not only kills many it also "awakens" another godzilla
invisable men
units made by making "men" and then garrisoning them in a "college" for 5 RL minutes then garrisoning them in a "research lab" for an additional 5 RL minutes...
disadvantages: weaker when they are invisable
advantages: they can take off their robes and cannot be seen by enemies
The blog
units made by units splitting
disadvantages: after they split, the units cannot fight for 3 RL minutes (neither one)
advantages: units can "absorb" other, enemy units and get health back
King Kong
units made ???
disadvantages: ???
advantages: ???
Elvis
units made by making a man, garrisoning them in a kariokie bar for 3 RL minutes then garrissoning them in a record store for another 2 minutes and in the kariokie bar for another 3 minutes
disadvantages: when going by water or buildings they can't help but forget everything for 5 RL seconds because they look at themselves
advantages: by singing they can scare away all enemy units on the screen
2) germ wars
not really sure how this would work...there would be virus's who would take cells (both enemy and those of the "tissues" where the playing field is) and then make 5 units of themselves while killing the cell (takes 5 seconds)...there would also be bacteria...you could play as white blood cells also...any ideas?
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
What is that supposed to mean?
adding something: this would be one of the step games i would make between now and the MMOG incase you have read my other posts...
-Ajain
adding something: this would be one of the step games i would make between now and the MMOG incase you have read my other posts...
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
Quote: Original post by Tim Cowley
O________________________O
I agree, but at least *try* to be constructive.
Quote: Original post by Ajain
What is that supposed to mean?
adding something: this would be one of the step games i would make between now and the MMOG incase you have read my other posts...
-Ajain
I think nobody really knows what to make of your post. You've thrown a few whacky ideas for units out there, but we still know nothing about your game or what sort of feedback you're looking for.
stratagy games (unless they are flight sim/stratagy or RPG/stratagy) are the same...you have a way to make units, a fight, you don't neccessarily need a conflict, and you need recources...I figure my basic area (playing field) for the moster RTS/TBS would be around a major city where there is a swamp as well as an incomming glacier and a castle or 2...I think that pretty much covers everything...lol...in all reality, though, I think it will pretty much be a simple age of empires II/ceaser II (better game than caeser III) clone...you know...you have ur basic wood, stone, and food...for each unit type they would take on a different meaning (wood would also be used for wooden stakes to kill draculas...)
-Ajain
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
Umm... AOE2 and Caesar2 were completely different games, neither of which were turn-based.
It seems to me like you are suggesting something of a Van Hellsing turn based stragegy game, in which the player can choose to play either the protagonist (hero / humans) or the antagonist forces of evil (monseters / elvis?).
This seems like a doable idea, as well as the "point system" as you described, but I still think killing all opposing forces seems to be the general goal of your game. I mean, if you get points for makeing 10,000 draculas, haven't you already won the game? Is there anything that could stand against that?
If you were to implement this idea, I would suggest you lay it out like Advance Wars / Tactics Ogre. A grid landscape + simple unit sprites would not be too hard to lay out, and unlike something like AOE2, a turn based game with (very) limited movement options would be considerably easier to implement AI for (even though AOE2 technically has a grid system laid out).
Additionally, you mention cities and such. This is something else to consider: will the option to build new structures be available? How will you organize this? Will it be like in Caesar 2 where this is almost completely separated from the rest of the game, or like AOE where the buildings can, traditionally, be directly attacked?
I think you have some potentially interesting ideas, but you need to refine them and figure out if and how you can use them in a game.
It seems to me like you are suggesting something of a Van Hellsing turn based stragegy game, in which the player can choose to play either the protagonist (hero / humans) or the antagonist forces of evil (monseters / elvis?).
This seems like a doable idea, as well as the "point system" as you described, but I still think killing all opposing forces seems to be the general goal of your game. I mean, if you get points for makeing 10,000 draculas, haven't you already won the game? Is there anything that could stand against that?
If you were to implement this idea, I would suggest you lay it out like Advance Wars / Tactics Ogre. A grid landscape + simple unit sprites would not be too hard to lay out, and unlike something like AOE2, a turn based game with (very) limited movement options would be considerably easier to implement AI for (even though AOE2 technically has a grid system laid out).
Additionally, you mention cities and such. This is something else to consider: will the option to build new structures be available? How will you organize this? Will it be like in Caesar 2 where this is almost completely separated from the rest of the game, or like AOE where the buildings can, traditionally, be directly attacked?
I think you have some potentially interesting ideas, but you need to refine them and figure out if and how you can use them in a game.
I mean that there would be many branches of vampires...there would be "transylvanian", umm..."american", "british" and each of these would be a playing field...you could make units travel between them like in ceaser II but all the other stuff (building, fighting) would be done on an AOE II type-board...it would be grid-based and you would be able to build buildings (although economic things would be on a large scale as well, like in caeser II...all macro-grid squares would be playing fields...so, in order to take an enemy...lumber camp...you would have to send a cohort (is that the right word?) to the playing field via the macro-grid then you would have to take over the ENTIRE grid (because it would be considered economic) and then, on the macro-grid level you would select the option to build an ecenomic structure and then lumber camp...
confusing, yes...get-used-to-able, yes...
-Ajain
confusing, yes...get-used-to-able, yes...
-Ajain
...though i do not believe in what you are saying, I will defend your right to say it to my death!(no source sited)
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