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Game idea, feedback wanted

Started by August 09, 2009 05:18 AM
11 comments, last by Yannick88 15 years, 6 months ago
Shouldn't buildings and suchlike be made of wax?

Inspiration: http://wiki.answers.com/Q/How_do_honey_bees_make_wax
Quote:
Build Refinery (economic): Spend resources to build the Refinery
Build Weaponry (economic): Spend resources to build the Weaponry
Build Hatchery(economic): Spend resources to build the Hatchery
Place Refinery (strategic): Place the Refinery on the map
Place Weaponry (strategic): Place the Weaponry on the map
Place Hatchery(strategic): Place the Hatchery on the map
Build Workers (economic): Spend resources to hatch an egg to create a worker
Assign worker to Refinery (economic): Increases nectar gather speed
Increase Worker Cap (economic): Build Hatcheries
Create Warrior (economic): Spend resources and convert a worker at a Weaponry
Create Commander (economic): Spend resources and convert a worker at a Weaponry
Limited Actions (economic): Assign action to unit or building
Kill enemy units (conflict/strategic): Assign best unit to attack/defend
Select skills for a unit (conflict/strategic): Trigger a boost/attack for a unit
Win game (strategic): Kill (well more of let her surrender, seeing as each player has only one) the enemy Queen or kill all units

That is a good list (you might add to or remove from it as you develop the game).

The next step is to work out what rules and content (not the details of the content, just the rough description of it for now) are needed to construct these challenges.

Then you need to describe the rules that the players use to address these challenges (the challenge can share rules with the rules the player uses - and challenges can share rules as well).

Often many challenges and actions the player can take are addressed by only a few rules (look at chess as an example of this).
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Quote:
Original post by Edtharan
That is a good list (you might add to or remove from it as you develop the game).

The next step is to work out what rules and content (not the details of the content, just the rough description of it for now) are needed to construct these challenges.

Then you need to describe the rules that the players use to address these challenges (the challenge can share rules with the rules the player uses - and challenges can share rules as well).

Often many challenges and actions the player can take are addressed by only a few rules (look at chess as an example of this).


Note sure what you mean here. Could you give me some examples? I love to learn this kind of stuff :D

Hehe on a side note: As a good programmer I already started the game before designing was done (well it was for me, just a little less detailed are you are describing it). So far I have the multiplayer base working as well as placing buildings. The app engine is running fine, but hey that is just with 2 players. No clue how it will hold up with more players.

@theOcelot, Nice idea but not sure how it will fit into the current design. I wanted to keep things simple with the one resource nectar. If I also add wax to the game I need different ways of gathering it. From that link you posted, my nectar resource behaves as was. It is auto generated. But I will keep this in mind for future changes. Thanks!

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