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    posted a message on Game Concept "Arms Race"

    Oh boy, may have posted in the wrong section, anyway to move it?

    Posted in: Project Workplace
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    posted a message on Game Concept "Arms Race"

    So I've been thinking of an idea for a game that has similarities to a few others out there with a few gimmicks. Anyways I'll get to the concept in a moment, I'm posting because I'm strapped for time and miserable with the map editor, I'm trying to learn but its a slow process, so if anyone/team wants to try and tackle this idea feel free, I'll be attempting it myself at a snails pace.

    MAP Terrain: 4 leaf clover style, symmetrical with good size for four players. Bases: 4 bases on each "leaf" of the clover with surrounding defenses, bunkers & turrets. Bonus: 2 gas + 2 min "control" beacons in a diamond shape, control one gain one every tick (I hope that makes sense)

    CONCEPT -Each player begins with a few important buildings, one for Army, one for Research, and another for Upgrades/Tech (In this case different than Research).

    -Resources are gained through use of civilians/scientists as workers, they are put inside either the Army or Research building, Army for Minerals, Research for Gas, also Army maxes out capacity at 8 while Research maxes out at 4.

    -A timer will count down "rounds/ticks" until the resources (directly related to how many scientists/workers you have in either of your buildings) and Units (directly related to how many you've made in your army building) are given to each player.

    This is where it gets tricky to explain...

    Beginning the game each player will be given 1 scientist to place in either building, each tick the player will be given whichever resource relates with the building the scientist is in. Additional Scientists can be built in the Upgrades/Tech building.

    Also each player starts with 1 marine spawning every tick. This can be increased through the use of the Army building. Instead of building the unit instantly, it gets added into every spawn throughout the game. So if you build a tank, it doesn't queue like in the normal game, but instead comes out at the end of each turn with all the other units you build throughout the game.

    THE TWISTS In the Upgrades/Tech building the player has to decide whether or not to get Scientists (only unit that IS queued), Upgrade weapons/armor, or advance to the next stage of the game (think a bit like AoE2)

    Each Stage unlocks more units to be "built" in the Army building, and more technologies in the Research building.

    CONCLUSION Those are the rough Ideas I've been sketching up, if anyone wants to help with the project feel free, and any input or feedback is greatly appreciated. If it turns out like it looks in my head it should be a fun way to implement RTS with TBS, allowing for many options and play styles.

    Anyways thanks for reading.

    Shanedon

    Posted in: Project Workplace
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    posted a message on [Video] Warring Factions (space rts)

    Awesome! I was hoping someone would make a Masters of Orion concept, looks like a hell of a start.

    Posted in: Project Workplace
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    posted a message on Dusty Dunes Desert

    Is this going to be a remake of just the terrain from earthbound? Or a full remake? Either or its a great start!

    Posted in: Project Workplace
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