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I'm just going to post some basic development ideas for now. I'm working on the full rules. This stuff is intended to be open source when complete, unless of course somebody wants to buy it, then I'd totally sell out. For now, just don't rip me off and make money, or if you do, send me some. As usual, I was inspired by Niklas Jansson, since he started making a rts-like wargame on his site. I figured I had to make some sort of tabletop game, as making my own video game is kind of out of the question for now. A tabletop game would be something I could actually design and produce all aspects of, game rules, pieces, board etc, with the knowledge and resources currently at my disposal. Here is the start of the rulebook, and development notes.
0. Development Notes
1. Object of the Game
2. Summary of Play
3. Game Elements
4. Other Aspects?
5. Building Your Army
6. Starting the Game
7. Turn Sequence
8. Abilities
9. Glossary
0. Development Notes
This game was designed to be a combination of the best qualities of Magic, Chess, and perhaps wargames like Warhammer, 40k, and the rts versions of those. I would say it is similar to Dreamblade, though I most likely came to similar conclusions as Wizards has, trying to use what they have learned in developing Magic, and incorporating it into a tabletop strategy game. My game will hopefully emphasize the wargame elements, and incorporate the flavor and feel of commanding an army like wargames have. I don’t think Dreamblade really captures this aspect, it feels like more of an abstract space, which I suppose is the "dream" part of it, but it is rather more like chess than a wargame.
I have chose to set up this rule book following the style that Wizards uses for Dreamblade and Magic, because I truly think it is a very organized method. I think it is fairly reasonable to borrow some of their game elements, because they have honed in on some key ideas that keep games fun. Collector number, rarity, flavor text, expansion symbol etc, are all elements borrowed from magic and dreamblade, but I feel they are essential if a game is to be marketed and sold in randomly assorted packages. Additionally, this random selection is essential for competitive drafting formats. If this game were to be actually sold, I think it would be possible to package it in a booster pack like magic, with the unit token, and perhaps capture flags, as perforated sections that would be broken off the actual game card. It may be a little clunky to have these separate pieces, but I don’t really see any other way to contain all the information required for each unit on a little 1 inch hex token. I want the hex tokens to be reminiscent of a rts/wargame, and actually be little men you move around on the board.
The rest of the rulebook will follow here, once I get everything actually roughed out.
Update: Beta pretty much ready, AI works well (and is pretty tough!!) All essential features are working, I'm just going to work on balance and cleanup. I started playing around with how the lighting gun could work: Basically, instead of being exactly the same as chain lighting, it shoots a bolt of electricity straight out, and deals aoe adamage at intervals inbetween. I highlighted the path and aoe damage, there is some overlap, but it shouldn't make too much difference, and adds a bit of randomness to the damage, which does decrease each time.
- Theme and Gameplay
- Flavor and Inspiration
- Mainly inspired by deathmatch fps games like quake and dmc
- Doesn't neccessarily need to be an indoor dungeon setting, though it might
work out better. For now just default lorderon summer will be used.
- I don't really
want to replicate an fps as accurately as possible, but rather make a fun game
that's still wc3 just w/ deathmatch flavor.
- Player goals and strategy
- The usual deathmatch goals:
Kill as many other people as quickly as possible until time runs out or be
the first one to get X amount of kills. Perhaps set these at start of game.
- Fun factor
- Hopefully will be able to capture the fast paced, franticly shooting at anything that moves style. Probably should be a short game, 20-30 mins tops. Fun should come with trying to rack up kills w/o dying, sneaking up on people, getting bigger weapons and powerups. Reinforce w/ double kill ultrakill sounds etc, possibly.
- Team vs FFA
- FFA for now, might consider trying to make a game option
for teams.
- Triggers
- Player unit respawn at random spawn point: works ok
- Wasn't hard to make this trigger, just pick random invisible spawn unit on a map and respawn there. The hard part was trying to get the 1st time a player spawns to be random, but also not on the same spot as someone else.
- Item changes unit: works ok
- Simple trigger, nothing special
- Item respawn: works ok
- I actually made 2 separate systems. The first one works well, but requires a separate trigger and region for each instance of the item. Realizing this would be a pain for the ammo boxes and health packs, I figured out another system. It required additional specific conditions for the main item respawn trigger, and a separate dummy placeholder unit, but it is much easier to add and delete respawn spots w/ only adding/deleting a region. The initial spawn of items currently uses all spawn points. I tried to make a randomization system for the spawns, but it wasnt working quite right, so for now its disabled.
- Various other triggers
- AI triggers are WORKING!! I went through several iterations before what I made a system that actually does what it is supposed to, without major glitches. CPUs will now run around randomly, pickup ammo when its close to them, only pickup health when they need it, and when they need hp bad, ignore other items. They pickup guns according to what unit they currently are: soldiers pickup anything, and they will look at a greater range, MGers and Flamers pickup Grenadiers, lightning guns and megatank, lighting and grenadier only pickup megatank, and megatank doesnt pickup any guns. They also will cast their spells as often as possible, if they are under attack. Soldiers just engage in melee though, and use the shotgun like breathoffire (for last hit and aoe I do believe).
- Leaderboard hasnt been created yet, but thats simple.
- Map(s) Layout
- Possibility of multiple maps
- I'd really like this, or have some sort of map rotation. Unfortunately I don't think wc3 editor allows very easy transport of objects and triggers between maps. One way might be to make a very large map, and section it off into zones, just change vision and start over after the round is done. I think minigame maps work like this. Works, but still not much variation in tilesets.
- Flow
- I had started out with a larger map, with many ups and downs and corridors, but on the 1st real playtest it turned out to be too hard to navigate and to easy to hide. Now I have a fairly small but open map, some trees, some elevation change and it is much easier to navigate. Increasing movespeeds and sight range also greatly added to the playability, and gave it that face-paced feel.
- Tricks and traps
- Aquiring the megatank traps you inside the center of the map, and lets people shoot at you from a higher elevation. My take on the classic trick in fps maps, like putting the rocket launcher in a very obvious, but very dangerous, spot. Time should be balanced in playtesting.
- Items
- "Guns" - unit changers
- Shotgun - Soldier: done
Model- peasant, rifleman is overused, and he needs to do melee dmg
Fairly powerful melee damage, but slow attack.
Spell- straight line cone aoe for not much damage.
- Machine gun: done
Model- space marine
Fast attack speed ranged attack, medium damage
Spell- large aoe dot with decent range, damage should be enough to kill after about 5 seconds.
- Flame thrower: done
Model- space ork
Fast attack constant flame thrower effect, low-med damage
Spell- aoe firebreath
- Lighting gun: done, not ideal
Model- gnoll caster
Fast attack speed, medium range, medium damage
Spell- unit targeted chain lightning, with many bounces
I'd like to make this more dificult to cast, more like a lazer beam attack with chain lighting after it hits the first target, the beam being directed in front of you, rather than directly at a unit.
- Grenadier: done
Model- mortar team
Slow powerful attack w/ splash
Spell- Bombard ground, 900 damage total if hit dead on.
If I make the rocket launcher similar to this, I might want to try to add a bounce effect. Maybe instead of 3 explosions at once, it shoots one, that hits, explodes, then spawns dummy caster, and shoots another in a random direction relevant to initial, then repeats again.
- Megatank: done, not ideal
Model- big infernal machine
Slow powerful attack
Spell- insta kill direct target, cost lots of mana and has a long cd
A pretty lame item, but could be fun. I'll probably replace it w/ the rocket launcher when I get that working.
- Rocket Launcher:
Model- steam tank, rifleman, tinker, or tauren maybe
Weak melee attack
Spell- straight line rocket, blows up when it hits something. Basically would be like Potm's arrow from dota, though this is an extremely complex trigger, and I havent been able to replicate it without it looking real choppy. Another take could be a small aoe bombard, because in order to effectively use the rocket laucher in quake you have to aim at your enemy's feet anyway.
- "Medkits"
- "Ammo"
- "Powerups"
- Quad damage: done, not implemented
- Invisibility: done, not implemented
- Invulnerability: done, not implemented
- Megahealth: can't quite figure this one out
- Armor shard: not quite sure if I want to include this aspect, could be interesting though, and wouldn't be hard to do, just + armor and + spell damage resist.
I'm planning on making a handwriting font based on my own handwriting. Pretty simple for starters, just write the characters on paper at my normal handwriting size, scan em in, and convert to paths w/ illustrator then import to font creator. I've got a few pages of solid examples, but I'll need to try my best to make it look consistent, as my handwriting is pretty random. Probably going to go for about a hundred characters, just the basics.
Update: I've done a few pages of samples, I just need to scan them in.
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