Re: Cool Game Idea - Anyone want to help?

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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
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