Re: Cool Game Idea - Anyone want to help?
- Posted by Nick Johnson <arachnid at MAD.SCIENTIST.COM> Feb 28, 2000
- 475 views
This game reminds meo f several others, one on linux I could never get to run, and a programme called Robocom. http://www.cyty.com/robocom Robocom is similar, but you start off with one robot and their only functions are to a)Duplicate b)Transfer code. The latter can be into a newly created 'empty' robot, or into an enemy robot. If a robot has it's banks overwritten with blank ones, it dies. However, yours sounds much more interesting and versatile, especially if you could provide a GUI style scripted interface for beginners, and raw coding for more advanced players (of course, to start the GUI Scripting Interface would have to wait). I definitely like the idea of each module having it's own programming - a processor per piece, and it would create a real challenge in getting the parts to communicate succesfully. Another suggestion - the basic robot should have neither resource gathering nor duplicating facilities, but these should be able to be added - that way you cans speciallise 'mother' bots who do nothing but duplicate, and resource bots that get the materials, and lookout bots, etc. etc. How much user interaction were you considering once the game is underway? While not much of a GUI or game programmer, I would love to help in any way. Nick. ----- Original Message ----- From: Jeffrey Fielding <JJProg at CYBERBURY.NET> To: <EUPHORIA at LISTSERV.MUOHIO.EDU> Sent: Monday, February 28, 2000 5:10 AM Subject: Cool Game Idea - Anyone want to help? > I have an idea for a real time strategy game like Starcraft. It would be an > open source game written in Euphoria with a highly customizable interface > using a scripting language and an API. This will allow players to: > * make their units smarter > * automate repetitive tasks > * write their own AI > I hope it will run on Windows and Linux, and be network playable over > TCP/IP. > > Instead of controlling a dozen types of units from several civilizations as > in Starcraft, in this game everything will be very elegant. The plot is > basically that nanotechnology has allowed people to build robots which can > build more robots etc. All the robots start out as a base robot which is > infinitely expandable with a number of object-oriented attachments. As in > Starcraft, each player starts out with a certain number of basic robots > which are similar to SCVs. They have a basic system for driving around on > the ground, a mineral collector, and a nano-fabrication module which allows > them to build more robots and modules. At any time, a robot can disconnect > one or more of its modules, allowing it to travel faster (assuming it still > has a driver module), and it can later re-connect them (as long as they > aren't destroyed or stolen by another robot.) > > This modularity makes for some very interesting strategy. Since each module > is programmable, one tactic might be to program a virus into a module and > leave it, hoping that some enemy robot will pick it up. Another example > would be to program observer bots to search for the enemy, and call up > reinforcements once they were found. It also makes the programming much > easier because everything is very abstract. For example, any device that > supplies energy to the robot is viewed by the rest of the robot as simply an > energy supplier. It doesn't matter whether it's a battery or a generator - > it just supplies energy. > > If anyone wants to help write this, just e-mail me. > > Thanks, > Jeff Fielding > JJProg at cyberbury.net > http://JJProg.tripod.com/ > >