Re: Cool Game Idea - Anyone want to help?
- Posted by Lewis Townsend <keroltarr at HOTMAIL.COM> Feb 29, 2000
- 457 views
Hello Jeff (and others interested), >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. I have followed this thread and I see that it has evolved into a game that would let "players" write code for their robots. I don't see how a game like this would be commercially successful. Even if you didn't HAVE to write any code, those that CAN program would have an overall advantage because they could fine-tune their robots for custom situations. What I would suggest is to have an extensive INTERFACE to the robot. Say you right click on a robot and it brings up a list of actions: Stop -- \ Move to location -- These should be Waypoint move -- relatively self- Attack Target -- explanatory but Drop all modules -- if not they are Pick up module -- explained below Use special -- / PROPERTIES.. If the player selcects properties a window pops up with a certain number of tabs: Movement Attack Modules Movement: Stop options: -- option buttons shut down -- stop and shut down all systems Stand ground -- stay in position stop -- stop but attack and chase any enemy sighted gaurd -- stop and attack enemies but return to stop position Normal Movmement: -- go to target location Find shortest route stealth mode -- avoid enemies abort mode -- retreat if attacked Waypoint Movement: -- movement along waypoint paths Patrol: -- a check box that enables toggle and cycle Toggle -- 1,2,3,2,1,2... cycle -- 1,2,3,1,2,3... Attack: Movement: -- option buttons Passive -- Ignore enemies Defensive -- Return fire only Aggressive -- attack enemies in route Trouble-maker -- attack all enemies sighted Speed vs Accuracy -- checkboxes lead target -- slower but more accurate stop to attack -- increases accuracy use burst fire (if available) -- higer attack rate -- lower accuracy Attack who?: -- for auto attacks (option buttons) closest strongest -- enemy with highest firepower weakest -- enemy with lowest defense Modules: Current weapon: -- a combo-list of offensive modules -- these do not have to be equiped -- manually. See below Equipped modules: -- a list of modules that are equipped Unequip module -- a button Set as Special -- a button Non-equiped modules: -- a list of unequipped modules Equip module -- a button drop module -- a button Thank you for taking the time to read this, it is just some ideas of how to make a very powerful interface without letting players code their own robots' AI. Of course, the different modules available could be customizable via a script file. I have some ideas for these as well if anyone wants to hear them. later, Lewis Townsend ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com