Posts Tagged ‘brainstorming’
So I’m at a point where I’m wondering how the whole game will work. Will it have harvester units? Worker units? Are units upgradeable?
Here are multiple ideas that I’ve come up with:
Traditional RTS Type
- You have harvester units who gather souls from corpses in the map. (like Tiberium fields in C&C)
- You have a nexus which is your base. If it gets destroyed, you lose.
- You create units by summoning them into the map, costs souls.
- Summoning takes a long time to complete, and the enemy can attack the summoning point to prevent that unit from appearing.
- You can only summon near your nexus, near other units, or at summoning fields that you can construct. Summoning fields can be destroyed by the enemy.
- When your units kill enemies, they level up automatically (i.e. veterancy in C&C).
- You upgrade your nexus to gain access to better units. You can purchase upgrades also in your nexus.
- There is no base-building, no resource-gathering.
- Instead of an army, you have a party of heroes. Your enemy has likewise.
- Tries to capture the Dark Souls vibe, just that instead of controlling one character only, you control maybe 2-5.
- Controls are much more micromanage-intensive.
- May be more suited for a single-player experience.
Epic Battle Type
- Inspired from the multiplayer mode in Total War games.
- There is no base-building.
- Each player has fixed number of souls at the start to purchase units.
- When you kill enemy units, you gain souls equivalent to half its cost (i.e. dwindling economy).
- You can summon reinforcements in the middle of battle. Summonings are almost instantaneous.
- If you don’t want more units, you can use souls to upgrade your units instead.
- When your unit dies, all the rest of your remaining units gain size, until you are left with one unit who is a giant boss that you control.
- This ensures that an “epic battle” at the end of a match always happens: between the winning side who has so many units, and the losing side who has a giant boss.
- It’s also possible that both sides end up with giant bosses too.
I could eventually try implementing all of them but I have to consider which I will make first.
I’m also wondering whether I devote my efforts into creating a single-player mode first, or a multiplayer mode first. Of course I want to add both but I’m wondering what I prioritize for the 7 days.
Single-player means I make AI, multiplayer means I do networking code.
Feel free to give suggestions!
I wore my Fitbit to bed last night. Here’s is it analysis:
I expected to sleep longer, but I didn’t feel like I was dragging out of bed. I’m worried I’ll need to take a nap later. We’ll see.
Standard bacon, eggs, and tomatoes breakfast.
Now, to figure out how to best improve the game:
- Scoring mechanism
- Different types of seeds
- Change the way your seed bullets work
- Improve graphics
- Title Screen
- Sound Effects
- Pop-up tips
Use imgur.com (free) to host you food photos and screen-shots. It reduces the load on the Ludum Dare site and it is super easy to use. Just drag and drop to the “Upload” section or if you register and activate you email address, simply email photos from your smart phone directly. Then uses the “From URL” tab on the Insert Media screen. I’ve also found that if you remove the width and height attribute from html the “Insert Media” screen creates the pictures re-size themselves perfectly.
I’ve got a game idea and a plan. It’s basically a Pac Man with an interested style and a little twist.
It’s about 11:00 AM local time and I just now have some time to think about the theme.
I’m enjoying a late breakfast at my favorite fast food restaurant.
So, here’s my idea: It’s going a tower-defense style game, but instead of building towers the player has to drag the enemies from the field into one of a few designated zones to serve as a weapon.
Well I woke up not long ago and have spent some time brainstorming around the theme. I think it’s one of those themes where you either take it literally as intended or do something very clever with it. Not being clever enough, my current idea is simply a vertical shooter where you collect defeated enemies and fire them back. Something I’ve not considered yet is where that cycle begins – but I’m sure I’ll work something out.
Good luck everybody!
So! Woke up at half 7 this morning, took a peek at the theme, and then went back to bed for a while to think about it. Caverns, eh?
Eventually got up properly and made bovril toast and 200ml of orange juice for breakfast! Yum! Liquified cow.
Been doing some brainstorming on the pad you can see to the left there – I’ve got an idea I rather like:
Alternative Club Tycoon: The Cavern Club
You own and run “The Cavern Club” – a struggling nightclub for the goth/metal/rock community of your town/city. It’s up to you to choose the tracks, price the drinks, and get everyone happy (well, keep the goths poetic, at least).
- The graphics will be gravy. It’s going to be a number crunching game, or at least a number balancing game.
- Any graphics I do make for it will be heavily stylised and hopefully ‘cute’. Look forward to cubic metal heads moshing!
- Music. Huh. I’m going to see if I can get away with being sneaky here, because there’s no way I can create ‘generic goth track number 17′ and ‘generic metal anthem 8′.
Oh, and I discovered that I can’t use the ‘play and charge’ cable to make an XBOX 360 pad work on the PC. Doh! I’ll be getting a wired controller some time today – but if it’s a sim game, mouse control seems best anyway!