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MMOG based on the Tower Defense Idea

Started by August 05, 2008 08:18 AM
14 comments, last by carlosp 16 years, 6 months ago
Kick the userm who has logged out of teh game, out of the room.
make the "castle" or wahtever up for grabs by-the-block

shold be simple =/ couldnt think of much, the "castle"/"whatever" cant really "attack back" without a "king"/"leader" hehe
Most MMORTS games that I've played don't use a physical map layout - it's as if every players land is right next to every other player's land.

This doesn't make much sense, but it could work for your game.


Each player has a certain amount of land with stuff built on it. When a player comes online, you can take their land and place it somewhere on your grid. 10 minutes after they go offline, you remove their land from the grid.
Each time you go online, you will be in a different place in the world, next to other players. Also the other players will also be online (or quit within the last 10 minutes), keeping the game interactive.
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The post above me was exactly right o_o
it would look really wierd if you had two enemy castles sitting next to each other :P
perhaps have castles start at corners of the map? perhaps you could have the map being an n-gon.... if its 1 vs 1 have a rectangle.. castle 1 is at top left, castle 2 at bottom right? then have them simply "expand land"

The concept of a TD game can vary, there are many different styles...
i reccomend you play some of the various td games to see what they are like, perhaps gain some ideas?
Quote:
Original post by Hodgman
Most MMORTS games that I've played don't use a physical map layout - it's as if every players land is right next to every other player's land.

This doesn't make much sense, but it could work for your game.


Each player has a certain amount of land with stuff built on it. When a player comes online, you can take their land and place it somewhere on your grid. 10 minutes after they go offline, you remove their land from the grid.
Each time you go online, you will be in a different place in the world, next to other players. Also the other players will also be online (or quit within the last 10 minutes), keeping the game interactive.


this is the solution i guess. Since you only play on one area at time, it doesnt actually matter what happens next to you and who is next to you. Every area needs to be build up and protected by towers and checked for resources. This will take sometime by its own.
There will be small info screen on the right top which shows you who own the ares next to you and stuff like that. I think this combined with some other ideas could really turn this to a great game.

But some more question:

What to do if the plyers has 7 fields in row? Like this:
1111111

Or like this:

7
7
7
7
7
7
7

and what if the player has some fields on the left side of the map and some on the right side? I mean you cannot put him just on a different place and still give him the same distance between his fields :S Could this work somehow?




[Edited by - carlosp on August 7, 2008 9:10:52 AM]
Even with all these protective timeouts, it still leaves the problem of the knockout blow causing players to quit. You'll have to address that from a design issue standpoint. If you want people to play continously perhaps allowing people to group up to form super-groups so they don't get knocked out with a single defeat ? as long as the super group is still alive. This might encourage guilds and high level social gamming.

Another idea is to incoroprate the idea of resoruce locality and scaricty, as in RTS. So if you and your super group controls a strategetic resource you can trade with it with other super groups and users forming temoporary alliances and non-aggression agreements, further extending the protective umberlla.

Maybe, there can be 100's of resoruces in the game and that can be a major compoenent of the gameplay? Instead of 3-4 resoruces like in a RTS, say have 100's of resoruces which allows for more fleixblity of gameplay.

Good Luck!

-ddn

Quote:
Original post by ddn3
Even with all these protective timeouts, it still leaves the problem of the knockout blow causing players to quit. You'll have to address that from a design issue standpoint. If you want people to play continously perhaps allowing people to group up to form super-groups so they don't get knocked out with a single defeat ? as long as the super group is still alive. This might encourage guilds and high level social gamming.

Another idea is to incoroprate the idea of resoruce locality and scaricty, as in RTS. So if you and your super group controls a strategetic resource you can trade with it with other super groups and users forming temoporary alliances and non-aggression agreements, further extending the protective umberlla.

Maybe, there can be 100's of resoruces in the game and that can be a major compoenent of the gameplay? Instead of 3-4 resoruces like in a RTS, say have 100's of resoruces which allows for more fleixblity of gameplay.

Good Luck!

-ddn


The abbility of make groups will be there but it needs to be balanced extremely well, because otherwise people could group up to a supergroup and kill everyone and make the whole game unplayable.
I think the biggest problem right now is to find a solution for what happens if someone goes off and comes on later. I think i need to start to code the game to answer that question. So far my concept looks like this:

Every player can take over every area on the map. It is theoretical possible to have one field on the right side of the map and one of the left side. Since the map does not have any borders it can be expanded on fly. It means if the player went off and comes on again, the game counts the amount of the fields the player had the last time he was online and counts the distance bewtween each field and basically recreates the fields and if necessary the map will be expanded by one line on the right or on the top corner. Let me show you what i mean.

http://xs130.xs.to/xs130/08325/clipboard03327.jpg

If the player goes offline his area will be still in the game for 10 more minutes. In this time he can still be attacked but the damage of every attack is decreased by 50% and the damage of the attacks made by the players towers will be increased by 30%. This is necessary to protect offline players and make attacking them less attractive.
I will start to code this at first. I want you to look at this very critically and ask questions if you have some. I would really appreciate :)




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