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Helping in making a video game

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X3M
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Attributes

There is need for them...

So, I guess I use the safe and simplest way:

Unit / Structure

Biological / Mechanical

These attributes are going to be factorial.
Meaning that for example a weapon that only hurts biological units. It would be 0% on mechanical units.

The abilities that are going to make use of this for certain are:
- Taking over the alien buildings is possible, but not the defences. I plan to have engineering to be Structure and Mechanical. This means, the defences of that alien race can either be none moving units or biological structures. I think, the latter.
- A special sniping ability that will deal damage solely to biological units. This attack would be 2x2 more powerfull.
- Squishing... well, we got something different. It would be used on units only.

X3M
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More special stuff

The current goal is to think of special abilities for every unit. As a unique thing you want. This will trigger players to get a body from a set that has lost functionality in the chaos.

What I mean is that a player wants either quantity or quality. In between is often not picked.

***

The special abilities that should be unique to units are:

- Engineering/Taking over
- Squishing/Crushing
- Impact Hammer (Also pushes units away)
- Cargo (It is possible to use attributes here)
- Combat Cargo (when the cargo can help shooting)
- A sniping action (The ability holds until released, can be any weapon)
- Projectiles cost credits (and deal extra damage)
- Mines
- Mine sweeping
- Extra Piercing (The ability holds until released, can be any weapon)
- Trasformation; Artillery, Flying, Submerge, or any other statistic changes.
- Cheaper weaponry (but the unit chooses the most optimal one)
- Extra Vision
- Camouflage/Stealth/Cloaked
- Detectors for detecting the above
- Warping (The ability holds until released, distance is not linked to the normal movement speed)
- Jumping (The movement is a higher tier than standing still)
- Construction (Build a base and defences)
- Training (Train units)
- Magnet (Pulls in units)

I still need more. And some will be used multiple times.
But any idea is welcome. Just keep it short so that I don't miss them.

questccg
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About the Tech Tree... (AGAIN!)

I like the idea of "Experimenting" with the game. What do I mean? Instead of a Tree like in Civilization, You would have to ALLOCATE what a "Combination" produces. I'm not too familiar with your team's plans, but I will add that this IDEA has a LOT of merit.

You said anything of "Value" can be Traded in the Store, right?

Well IF I experiment and UNLOCK some real neat "weaponry" for Soldiers (infantry) well this means that I could TRADE my Units to other people who don't know the "Secret" combination allocated to PRODUCE these Units.

Basically it could create a form of Trade given some advancements which are NOT known from the start of the game.

Imagine this: in Infinite Control (Dark World) I could be a MERCHANT/TRADER!

Because I have this AMAZING Machine Gun with a HIGHER ROF that many people WANT to use but don't know HOW I got it from the Tech Tree. So they need to TRADE or PAY me in Commander Points or Credits, etc. to get these VALUABLE sought after Units.

That to me is SOMETHING worthwhile... Being a MERCENARY TRADER offering AMAZING Units (at a price) such that I can continue to PLAY and TRADE with many people who want MY Units.

Do you see how EXCITING this would be??? Obviously you can't make any monies but you can progress quicker in the game as you are able to make credits or points off the Trades.

That would be EPIC. At least in my own mind... Cheers!

X3M
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questccg wrote:Imagine this:

questccg wrote:

Imagine this: in Infinite Control (Dark World) I could be a MERCHANT/TRADER!

Because I have this AMAZING Machine Gun with a HIGHER ROF that many people WANT to use but don't know HOW I got it from the Tech Tree. So they need to TRADE or PAY me in Commander Points or Credits, etc. to get these VALUABLE sought after Units.


That would be a good idea indeed. I too offered this some time ago. But I am not sure if it will happen. I did say, units should go into the trademarket as well. So far, did not see it happen.

In the meantime. I wonder what special abilities I could gather. I have around 19 to 20. Sure I can double some over multiple units. But I rather see it as unique as possible.

X3M
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A reminder

A lifestream where I too will be answering questions.

https://www.youtube.com/watch?v=i8CHQrcQ_s4

X3M
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EMP in Warzone2100

I researched it.
I used it.

Yet it didn't come to mind. It could also be used in the new game.

questccg
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sorry I missed the Livestream...

But I did a quick view in 30 minutes or so...

Sent you some PMs (Private Messages) for you to review. I think Seth and his TEAM (including YOU) have a good chance ... Of course you can PLAY with the NUMBERS that I sent over to you...

I'm sure Seth should be able to FIND a "Video Game Publisher" to help with Year #1 of the project (developing the BETA).

Cheers!

questccg
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Some minor comments on the presentation

Those BUTTONs where Seth said you "Click on them and it selects ALL units in the ENTIRE map of the same type to be selected and controlled."

I would CHANGE that to:

"Click on them and it selects ALL units in the CURRENT VIEWPORT of the same type to be selected and controlled."

That makes more sense that controlling units ELSEWHERE not part of the current BATTLE or may be RESERVES for a 2nd Wave (perhaps)...

I will see if there are any other issues that come to mind.

Best!

questccg
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PPC in Mechwarrior

X3M wrote:
EMP in Warzone2100: I researched it. I used it.

Yet it didn't come to mind. It could also be used in the new game.

Plasma Particle Cannon (PPC) would generate a ton of heat so the Rate of Charging is very HIGH but it deals a HUGE amount of Damage... Could destroy a leg or two with just a couple shots, sometimes only one!

If you had DUAL PPC cannons ... And aimed accuratly, you could definitely do some serious damage and destroy the legs of an enemy Mech... And you wanted to do that AS MUCH AS POSSIBLE to recover damaged Mechs as "salvage".

Of course that was an early FPS game where you were the driver of a Mech and it was a 1st Person-Shooter (for the most part). Anyhow "salvage" has nothing to do with an RTS, let alone "Infinite Control"... But PPCs now that might be an interesting weapon to examine and see if this is a ultra rare research in the Tech Tree... Hehehe.

Regards.

X3M
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questccg wrote:But I did a

questccg wrote:
But I did a quick view in 30 minutes or so...

Sent you some PMs (Private Messages) for you to review. I think Seth and his TEAM (including YOU) have a good chance ... Of course you can PLAY with the NUMBERS that I sent over to you...

I'm sure Seth should be able to FIND a "Video Game Publisher" to help with Year #1 of the project (developing the BETA).

Cheers!


He planned 2 hours.
It almost is doubled.
And we where missing a person or 2.

We are going to cut the video into smaller pieces.

X3M
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questccg wrote:Those BUTTONs

questccg wrote:
Those BUTTONs where Seth said you "Click on them and it selects ALL units in the ENTIRE map of the same type to be selected and controlled."

I would CHANGE that to:

"Click on them and it selects ALL units in the CURRENT VIEWPORT of the same type to be selected and controlled."

That makes more sense that controlling units ELSEWHERE not part of the current BATTLE or may be RESERVES for a 2nd Wave (perhaps)...

I will see if there are any other issues that come to mind.

Best!


Tap and double tap can easily fix that.

X3M
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X3M wrote:I researched it. I

X3M wrote:
I researched it.
I used it.

Yet it didn't come to mind. It could also be used in the new game.


I decided to make an even bigger list.
However, the maximum of abilities per unit should be 2.

This means, some will have no abilities at all.
And this makes sense, since there will be more designs than abilities.

2 abilities is the maximum for now.
They are still optional though.

questccg
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Do like in MtG: make a rule and then break it!

X3M wrote:
I decided to make an even bigger list. However, the maximum of abilities per unit should be 2.

Make a RULE: 2 abilities per unit. And then Break it: If the player researches "Overpower" abilities per unit are 3.

X3M wrote:
This means, some will have no abilities at all. And this makes sense, since there will be more designs than abilities.

I went the OTHER way with the "researching". Yeah everyone will want to research "Overpower" because it gives their units more "punch" but at the price of (maybe?) more heat build-up and therefore slower ROF.

X3M wrote:
2 abilities is the maximum for now. They are still optional though.

I'm sure everyone will be tweaking their units... But there is another approach too... Allocation Slots: means unit can have "X" Slots. Each ability or weapon (or armor) takes up "Y" Slots... You can configure as many "X" Slots with smaller "Y" Slots until the unit is at max (of "X" Slots).

That's another approach too... Best!

Note #1: I really like the "More Options = Slower ROF" so that a TRADE-OFF. You could have better/more weapons of different damage... But because you have 1/2/3 abilities, the ROF for EACH "Weapon" is diminished. That could be very interesting and REASONABLE in my mind!

Note #2: Or as a third option you could have a "Coolant System" which causes your ROF to increase: like 1.1 to 2.0 (in 10% increments) depending on the coolant's Level... Hehehe. Cheers...

X3M
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I am waaaaaaaaaaaay ahead of

I am waaaaaaaaaaaay ahead of you.
Weapons come in 1, 2 or 3 weaponry points. The bodies can carry only so much. This is also upgradable. But there is a minimum.

The light infantry goes from 1 to 2, as example.

You mentioned something like slower fire and stuff. But that is put in the research etc.

No, what I am searching now are abilities.
The abilities are special things that are linked to 1 or 2 bodies. A lot are tools. A lot are very special appliances for weaponry.

Here is an example for the ROF thing you mentioned.
In Starcraft and other Blizzard games, you got energy needed for a special ability.
Some other games, you got a timer.
The ability needs to charge up. But since it takes so long (like the ION CANNON) It will not automatically fire.
Instead, the player can decide when and if it is used.
Normally a specialist will fire with the sniper constantly, 1 shot every 3 seconds. But with the SNIPE shot, it can suddenly deal 3 times more damage. Which is very effective if you know an enemy can run away. But you need to charge this every 15 seconds. And you need to manually activate it.
Of course, since this is linked to the specialist. Other weapons can get the same thing. Then the charging time might be different too.

X3M
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Tools used so far

Well, i got 2 pools.
Unused and used.

The used has:
Cargo (passive, passengers cannot shoot),
Impact Hammer (launches a lighter target),
Engineering (takes over mechanical structures),
Cargo (active; passengers can shoot)

I am mapping out several games now. Starcraft and Warcraft 2 already gave me a lot of idea's.
I might use some in a different flavour.

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