I have an idea. I've seen this concept before.
You have a tank, and you provide it with some scripting, programming, rules, or whatever you want to call it, and then have it compete against other users' tank.
For example:
IF ENEMYWITHINRANGE AIM
IF AIMREADY FIRE
IF ENEMYFIRE DRIVEFORWARD
IF HITEDGE ROTATE(90)
The enemy tank has other programming so in the end you can see which program is the best.
Bored programmer seeks simple game idea
Escape From prosecution.
You play a criminal charged with murder and no possessions. You must either escape the walled city or eliminate all the damaging evidance against you. You gain money and possestions through bartering, and theft. With money you can buy tools and infromation. Tools let you pull off bigger crimes or attempt to the sewers. Infomration can lead you to new contacts and evidence in your case.
Evidence can be destoryed, or stolen. Witnesses killed, intimidated or bribed. You can escape by either surving the random maze that makes up the sewers or paying a large some of money to the local Mafia Head to smuggle you out of the city.
Either way you only 48 hours until your trial and the cops will are on the look out for you.
You play a criminal charged with murder and no possessions. You must either escape the walled city or eliminate all the damaging evidance against you. You gain money and possestions through bartering, and theft. With money you can buy tools and infromation. Tools let you pull off bigger crimes or attempt to the sewers. Infomration can lead you to new contacts and evidence in your case.
Evidence can be destoryed, or stolen. Witnesses killed, intimidated or bribed. You can escape by either surving the random maze that makes up the sewers or paying a large some of money to the local Mafia Head to smuggle you out of the city.
Either way you only 48 hours until your trial and the cops will are on the look out for you.
Writing Blog: The Aspiring Writer
Novels:
Legacy - Black Prince Saga Book One - By Alexander Ballard (Free this week)
Re: MMO Pong.
Actually, I was thinking about this earlier - you know what would succeed like nuts? A free Mario-3-clone browser-applet-based MMO. Cram it full of ads to get it paid for. Let players make new architecture. You'd get every middle schooler killing time in the labs, as well as all the 30 somethings whose only games are Solitaire but remember the Mario of their youths. An MMO for the rest of us!
Of course, that would be a slightly larger project.
Actually, I was thinking about this earlier - you know what would succeed like nuts? A free Mario-3-clone browser-applet-based MMO. Cram it full of ads to get it paid for. Let players make new architecture. You'd get every middle schooler killing time in the labs, as well as all the 30 somethings whose only games are Solitaire but remember the Mario of their youths. An MMO for the rest of us!
Of course, that would be a slightly larger project.
-- Single player is masturbation.
Quote:
Original post by Diodor
That's actually my favourite way to design. For instance, a RPG where you only do quests. It's like a normal RPG, except when you kill all the goblins a messagebox pops and tells you won the quest you were on and asks you to improve your level, etc. except you don't get to actually kill the goblins - you always stay at the messagebox level.
Progress Quest in other words?
-LuctusIn the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move - Douglas Adams
Simple idea, the core idea is pure physics-geek, basically you're the "catcher" for the energy emitted to a spiralling electron. You're circling a nucleus and every once in a while a "demon" hits the nucleus, causing an energy packet to spiral out of the core. You have to find a way to change e-level, which requires emitting some packet of energy, to be able to intersect the oncoming packet, without actually having to emit more energy than you are picking up from the packet. Loss condition: Spiral into nucleus. Win condition: ?
No Excuses
How about a remake of Archon (originally on the Apple II if I remember correctly). If you want to add some humor to it - instead of basilisks and dragons you could use John Kerry, George Bush, Rumsfield, etc... Instead of them fighting you could have them sling insults and lies at each other (sort of like Monkey Island III) to win the chess spaces.
Hope that helps...
#dth-0
Hope that helps...
#dth-0
"C and C++ programmers seem to think that the shortest distance between two points is the great circle route on a spherical distortion of Euclidean space."Stephen Dewhurst
Quote:
Original post by Luctus
Progress Quest in other words?
lol, did that game really do what I think it did (nothing at all)?
The idea is that the more you remove from a game genre, the more you can focus on what you keep, and improve it beyond the original.
Quote:
Original post by Grimjack
How about this…please bare with me as I am typing while thinking this up…
Remember the old game where you and your (human) opponent had an artillery piece. The goal was to fire a shell and hit the opponent’s gun. The process was complicated by:
a) You had to adjust the guns firing angle and the amount of “powder”
b) Wind – shots are fired in turns and for each turn the wind strength change meaning that you always have to adjust firing angle and power.
c) Terrain – the terrain is also an obstacle as your shell might hit a tree or a hill. The terrain and hill are randomly generated for each match.
Now… for this game, lets call it Panzermench…
Panzermench is a player vs. player game. On each side of the screen you and your opponent has a Big Gun. The gun is protected by three forcefields. Your objective is to knock out the enemy gun. To aid you, your own gun have two firing modes. The first is a Panzermench Catapult. Use it to lob small armoured soldiers. You lob them into the air and when they land they run towards the enemy gun. If they manage to reach a shield, it will be destroyed. When all three enemy shields are destroyed they will blow up the enemy gun. Your secondary firing mode is a machine gun. Use the machine gun to shoot down enemy incoming soldiers.
Controls:
Moving the mouse upwards and downwards aims the gun.
Right mouse button: Lob soldiers. The longer you hold down the button, the longer the soldier will be fired.
Left mouse button: Fire machinegun – press down to fire a stream bullets in a straight trajectory
Simple? Alright here comes the “deep gameplay” –
Each soldier has 100 health. The further you lob your soldiers the more health he will lose on impact. Firing the soldier all over the battlefield, next to the enemy gun will definitely kill the poor zap.
The reload speed of your Catapult depends on the power you used for the last shot. For full power 6 seconds, 50% power = 3 seconds. The catapult can never fire faster than 1 soldier / second.
The Machinegun – the machinegun holds 20 bullets. Its rate of fire is 1 bullet per 0.5 seconds. After 20 bullets has been fired it must be reloaded (automatically), this takes 2 seconds. During reload neither machinegun or catapult can be fired.
Each machinegun bullet damages 10 health – the bullet should traverse pretty fast but slow enough to require the player to aim ahead of the enemy soldiers.
Panzermench running speed – it should take approximately 10 seconds for a soldier to run from the middle of the screen to the enemy gun.
Wind direction changes throughout the game, say every 3 seconds. The wind speed should be randomized and slowly climb and rise. It’s the Murphy factor that sometimes makes that great shot lob the Panzermench a little to far and have him die from the impact.
Terrain – rolling hills. For the first draft no special terrain objects should be necessary. The fun aspect comes from shooting down and lobbing your own panzermench. When the gameplay is solid, effects of terrain could be implemented.
GUI
The whole battlefield should be visible on the screen with each gun and its remaining shields on each side. The wind should be represented by flowing leaves, clouds and other debris.
Ammo counter for the machinegun
Power-meter for the catapult
Remaining shields are displayed as game art
Wind-meter – the direction and the strength of the wind
Closing comments… Panzermench is obviously a multiplayer game and would probably be require network code. For a simpler version the mouse controls can be switched to keyboard only to facilitate two players on the same computer. Player 1 uses: W/S for gun elevation, Q to lob soldiers and E to fire machinegun. Player 2 uses the numpad: 8/5 gun elevation, 7 lob soldiers and 9 to fire machinegun.
.Grimjack
This game is called Pocket Tanks. Its boring though compared to Gunbound or Worms.
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