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 Game idea 1

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PostSubject: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 1:22 pm

Name: still up for debate…..

What it is: well, it's a mmog, about invading planets, battles in space and on the planet surface and its all live pvps that anyone can join at any time. You command your fleet of space crafts and ground troops. It’s all 3D and it’s free to play with no special buying packages that increase your in game power. All the revenue for the game would be through ads, donations and them paying for a custom character, which have no in game advantages.

Art: I’ll supply most of it, Liz might also help

Server and programming is needed

All profits will be from ads/donations/other*

Controls: kinda like halo, in that it’s a 1st person shooter

each planet will be diferent in looks, in AI characters and in special troops. also when a planet is completely controled by one player, he/she can change the planets terain.

tell me what you think!


Last edited by SherlockTheDogfrom SOTO on Wed Jan 14, 2009 1:45 pm; edited 1 time in total
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 1:42 pm

sounds pretty cool so far
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 1:47 pm

anything that could posibly make it better?
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 1:56 pm

upgradable ships
protecson is needed for noobs
planets with upgrades
looting planets
Fortresses
the noob base starter planet, which has a safety field around it preventing guns from firing/damaging ships.
a galactic police force shows up when people spawn kill/ warp gate camp
warp gates

any more?
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 2:10 pm

maybe some turrets and a way to personalize your own ships, like color, shape, and design, etc.
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 2:23 pm

the turets are part of the fortress thingy.

the location/amount of weapons
the locations/amount of shields
the location/amount of thrusters
color and decals are also changeable/colectable

the ships will have a max level of corse Wink

the troops will be located on the planets inside the fortresses and the fortresses are upgrade-able in

troop level
def (turrests, walls, shields, troops stationed inside the fortress)
design (you get to make the fort and place the turrets/walls)

note: you must have captured atleast 10% of the planet inorder to make a fortress

you must also be landed on a planet with your fortress in order to mod/upgrade your ship or at the "noob" spaceport/planet


Last edited by SherlockTheDogfrom SOTO on Wed Jan 14, 2009 2:28 pm; edited 1 time in total
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 2:27 pm

So far this is branching out to be a pretty cool idea!
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 4:04 pm

ok now for the land troops:

lets start with the types of troops.
type - speed range(1 to 10) -lowest cost(1 to 10) -type of attack- description -an example

Melee- 3 to 7 - 1 - attack on contact. - your basic troops - like swords-men and axe-men

Ranged - 2 to 7 - 2 - attack when enemy is in range or before then(players choice). - your basic to advanced troop - like bowmen and rocketmen

heavy - 1 to 3 - 5 - melee and ranged attack - well armed, but slow. - like Tanks and AA guns.

flying - 8 to 10 - 7 - ranged and kamikaze - fast and well armed but lacking good armor, they are expensive but well worth it. - like jets and biplanes

special - 1 to 10 - 1 to 10 - anything that doesn't quite fit in any of the other groops goes here. - like transports and shild generating troops.


Last edited by SherlockTheDogfrom SOTO on Wed Jan 14, 2009 4:25 pm; edited 1 time in total
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 4:24 pm

now for the space troops:
---------------------------------------------------------
landers: they let you land on planets. they are also attackable and have shields and turrets, but mainly shields
spaceships: read the next section
bording craft: they alow you to board and take over an enemy spacecraft, so if you're out gunned, you might be able to take over from with-in
repair bots: they repair your ship at a steady rate, but are extreemly expensive
medics: they repair your living troops
mechanics: they repair your nonliving/veicle troops
fighters: they fly around in "space Jets" the basic and most frequently used space troop.
escape pods: they allow you to not lose all the troops(space and land) stationed on your ship when your ship is destroyed
--------------------------------------------------------
ok now spaceships

the amount of turrets, propulsion, exscape pods and shields varies per ship and ship type.

turrets: they allow you to attack and are able to be placed and changed out for diffrent types of turrets(rapid fire, sniper, anti-jet...and so on.)

propulsion: used to make you move, simple right?

shields: this is what makes you live a little bit longer, basic def Wink

escape pods: the amount of escape pods are importent! if you don't have enough, most of your troops(space and land) stationed on the ship will be killed when your ship goes! However the more you have, the less turrets, propusion and shields you can have on that ship, so try to ballence it out Wink
-----------------------------------------

the end of this post
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 4:54 pm

a little clarification on the controls

ok, so it's like halo in that it's a first person shooter, however it's difrent in that you don't control a main character.
instead, you control one of your troops and comand the rest of your troops by premade(by you the player) stratogies of attack.

when you get killed, you "warp" to the next nearest troop of the same type, the next nearest troop(use the users preference panel to change which one) or a preselected troop(selected in battle).

to select a troop to comand, click it's name(listed on a popout tab on the left side of the screen) or it's location on the map.

to move most troops you use the "W,A,S,D" control format + the mouse. 'space' is to jump(organic life forms only) or turbo(veicles only)
in a spaceship/flying "W,A,S,D" controls are used, but as barrolrolls, aceleration and deseleration. you stear with the mouse. 'space' is flairs

left click if fire. right click is to change weapon types

'1,2,3,4,5,6,7,8,9,0' keys are programable by the players

did I forget anything? scratch
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PostSubject: Natives?   Game idea 1 Icon_minitimeWed Jan 14, 2009 4:59 pm

How about Natives that made their own towns and you make smaller cities on the actual planet each time you get to a new one, and you slowly engulf each planet.
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 5:09 pm

there are native towns on the planets, from which you get new troop type plans from after a serton amount of time.(even if you lose the planet, you still can make that type of troop from another fort, just at a higher cost)
also, during the fighting, natives hide in caves.

btw, it's military conquest with forts, spaceships and guns, not economic conquest. Wink

natives: non combat AI not controlable. hides/runs when in danger.
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PostSubject: Blah   Game idea 1 Icon_minitimeWed Jan 14, 2009 5:18 pm

But it would be good to add in cities and more indepth planet stuff so that it doesn't seem like EVERY city is like Sparta.
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 5:28 pm

so that way the planet would give you more cash? good idea............................ I'll try to remember to work on it tomarrow
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeWed Jan 14, 2009 6:08 pm

Actually that would be meant as a means to make the game less based around simply conquering, this way it could have players have their own different cities on a planet, that way you could manage cities and build buildings in them to increase things. You could also make it so you could choose the government and National religion of each planet... Get it? If you don't then the world goes bom (just kidding)
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeThu Jan 15, 2009 2:55 pm

good idea's but dont we need a solid idea of how to play befor making long list?
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeThu Jan 15, 2009 6:14 pm

Index of symbols:

Gold/$ name(G): for buying anything(pounds)

Food(F): for housing(pounds)

Steel(S): for troops, buildings and space craft(pounds)

fuel(Fl): for troops and power factories(gallons)

anti-mater(AM): for space ships and powerful turrets(grams)

Power(P): for turrets and buildings(volts)

Natives(N): for buildings(people)
------------------------------------------------------------------
Price guide for trading: (all things are traded for gold)

Gold - N/A

Food - 1g per pound

Steel - 10g per pound

Fuel - 5g per gallon

Anti-mater - 10,000g per gram

Natives: N/A
------------------------------------------------------------------
Ok so lets start off with the natives
(1 = low, 10 = high)
Name - cost(1 to 10) - ability - effect - health(1 to 10) - building speed(1 to 10) - tax

Native - 0(can’t produce) - worker - makes buildings work - 1 - increases exponentially till max house limit - costs you 10(G) when working
------------------------------------------------------------------
Now for the utility buildings:
(1 = low/fast, 10 = high/slow)
Name - cost(1 to 10) - effect - health(1 to 10) - building speed(1 to 10) - run cost - power usage
+ upgrade name - cost - effect - heath increase (+number) - building speed - increase/decrease of run cost - increase/decrease of power usage

Power Station - 3 - provides power - 4 - 4 - 100(Fl) + 10(N) - (-1000)
+ solar power - 2 - lowers fuel usage by half - 0 - 7 - (Fl)/2 - 0
++ nuclear power - 4 - lowers fuel usage by half - 0 - 5 - (Fl)/2 - 0
+ direct current - 2 - doubles power output - 0 - 7 - (Fl)*2 - *2
++ high voltage - 4 - doubles power output - 0 - 5 - (Fl)*2 - *2
+ electric fence - 6 - def and anti-melee - +6 - 4 - 0 - +10
+ power is money - 0 - halves power production - 0 - N/A - ((P)/2 = (-(G)) + 10(N) - (P)/2

Fuel Refinery(must be built on an oil deposit) - 4 - makes fuel - 4 - 7 - 100(F) + (-500(Fl)) + 10(N) - 50
+ distillisation - 6 - doubles fuel out put - 0 - 5 - +50(F) + (-(Fl)*2) - +10
+exports - 0 - halves fuel production - 0 - N/A - ((Fl)/2) + (((Fl)/2) = (-(G)) + 10(N) - 0

Farm(can’t be build in desserts) - 1 - grows food - 4 - 7 - (-2000(F)) + 10(N) - 0
+ irrigation - 2 - doubles food output - +1 - 5 - (-(F)*2) +10(N) - 0
++ greenhouse - 4 - doubles food output - +1 - 5 - (-(F)*2) +10(N) - 0
+++ fowl - 8 -doubles food output - +1 - 5 - (-(F)*2) +20(N) - 0
++++ cattle - 10 -doubles food output - +1 - 5 - (-(F)*2) +40(N) - 0
+ market - 0 - halves food production - 0 - N/A - ((F)/2) + (((F)/2) = (-(G)) + 10(N) - 0

Steel Forge(must be build on iron ore deposit) - 5 - makes steel - 4 - 7 - (-100(S)) + 10(N) - 50
+ fiery furnace - 6 - doubles steel output - 0 - 5 - (-(S)*2) +10(N) - 20
++ smelting - 8 - doubles steel output - 0 - 7 - (-(S)*2) +10(N) - 20
+ steel walls - 5 - def - +6 - 8 - 0 - 10
+ metal market - 0 - halves steel production - 0 - N/A - ((F)/2) + (((F)/2) = (-(G)) + 10(N) - 0

Particle collision center(can’t be next to other buildings) - 10 - makes (AM) - 8 - 7 - (-.05(AM)) + 20(N) +5(S) - 100
+advanced matter - 10 - doubles output - 0 - 10 - (-(AM)*2) +30(N) +5(S) - 50
++king of collisions - MAX - ups output to 1(AM) - 2 - 10 - (-(AM)*10) +50(N) + 90(S) - 250
------------------------------------------------------------------
Now for city buildings
(1 = low/fast, 10 = high/slow)
Name - cost(1 to 10) - ability - effect - health(1 to 10) - building speed(1 to 10) - run cost - power usage
+ upgrade name - cost - effect - heath increase (+number) - building speed - increase/decrease of run cost - increase/decrease of power usage

House - 2 - housing - boards ‘200’ natives - 5 - 1 - 200(F) + (-200(N)) - 20
+ two story - 3 - boards ‘400’ natives - +2 - 2 - +200(F) + (-200(N)) - +20
++ sky scraper - 4 - boards ‘1000’ natives - +2 - 4 - +600(F) + (-600(N)) - +60
+++ security system - 6 - allows turrets to be placed on the building - +1 - 7 - 0 - + 10 per turret
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A

Factory - 4 - economy - increases cash output - 4 - 6 - 100(Fl) + 200(N) - 50
+ conveyor belt - 5 - decreases the amount of natives needed by half - +1 - 4 - (N)/2 - +20
++ robotics - 9 - decreases the amount of natives needed by half - +1 - 7 - (N)/2 - +30
+ double shift - 5 - doubles cash output, increases native usage by .5 - +1 - 4 - .5*(N) - 0
++ triple shift - 7 - doubles cash output, increases native usage by .5 - +1 - 7 - .5*(N) - 0
(make able after robotics or triple shift) security guards - 9 - allows 10 turrets to be placed on building - +2 - 5 - +10(N) - + 10 per turret
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A

Church - 7 - religion - increases the effect of surrounding buildings - 7 - 7 - 100(G) + 50(N) - 20
+ sanctuary - 5 - maxes defense - +3 - 7 - +10(N) - 0
++ Guardian Angle - 10 - 10 turrets are able to be placed on the building and halves the damage of buildings in it’s effect range - +0 - 7 - +50(G) - + 10 per turret
+ speakers - 5 - doubles effect range - +0 - 7 - 10(G) - +10
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A

Wall - 9 - defense - blocks passage and helps protect buildings - 8 - 3 - 0 - 0
+turrets - 2 - allows 5 turrets to be placed on the wall - +0 - 7 - 0 - + 10 per turret
++ double doom - 5 - allows 10 turrets to be placed on the wall - +0 - 8 - 0 - + 10 per turret
+++ triple trouble - 7 - allows 30 turrets to be placed on the wall - +1 - 9 - 0 - + 10 per turret
+watch tower - 2 - allows ranged troops to be stationed on the wall - +0 - 7 - 0 - 0
++ merlons - 5 - doubles the def of troops stationed on the wall - +0 - 8 - 0 - 0
+++ Embrasure - 7 - doubles the ranged attacks of troops stationed on the wall - +1 - 9 - 0 - 0
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A

Hospital - 7 - Heals troops in radius - 2 - 5 - 50(N) + 100(F) - 50
+ medic! - 3 - doubles radius - +1 - 6 - +10(Fl) - 0
++ ambulance! - 4 - doubles radius - +1 - 7 - +10(Fl) - 0
+ nurse! - 3 - doubles hp recovery rate in radius - +1 - 5 - +50(F) - +10
++ doctor! - 4 - doubles hp recovery rate in radius - +1 - 6 - +50(F) - +10
(available after doctor! or ambulance! is made) 911 - 7 - def - +4 - 5 - 0 - 0

Town hall - 8 - founders - allows a town to be built within a certon radius - 10 - 1 - 0 - 0
+ expansion pack 1 - 1 - doubles town radius - +0 - 10 - +10(N) - +10
++ expansion pack 2 - 2 - doubles town radius - +0 - 10 - +10(N) - +10
+++ expansion pack 3 - 3 - doubles town radius - +0 - 10 - +10(N) - +10
++++ expansion pack 4 - 4 - doubles town radius - +0 - 10 - +10(N) - +10
+++++ expansion pack 5 - 5 - doubles town radius - +0 - 10 - +10(N) - +10
++++++ expansion pack 6 - 6 - doubles town radius - +0 - 10 - +10(N) - +10
+++++++ expansion pack 7 - 7 - doubles town radius - +0 - 10 - +10(N) - +10
++++++++ expansion pack 8 - 8 - doubles town radius - +0 - 10 - +10(N) - +10
+++++++++ expansion pack 9 - 9 - doubles town radius - +0 - 10 - +10(N) - +10
++++++++++ world city - 10 - the planet is your city - +0 - 10 - +100(N) - +100
+++++++++++ Planet security - MAX - sends up ‘20’ satellites to defend your lovely planet - +0 - 10 - +100(Fl) - +100
+++++++++++ A planet’s art! - 5 - allows you to remake the landscape on the planet once - N/A - 1 day(landscape maps must be approved by a mod/admin) - 0 - 0
+ city patrol - 1 - allows you to have troops patrol in your city - +0 - 5 - 0 - 0
++ boarder patrol - 2 - allows you to have troops patrol around your city - +0 - 6 - 0 - 0
+ town security - 3 - allows turrets to be placed on the building - +0 - 5 - 0 - + 10 per turret
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A
------------------------------------------------------------------
(Note: when the town hall falls, it’s not destroyed, but rather captured and all the turrets on the building are destroyed, the city/planet then becomes the concoring persons, if they can keep at least ‘10’ of there troops in town hall for ‘10’ mins. At that point, all walls and buildings become theirs, minus the turrets which are destroyed or re-added to the previous owners inventory.
Note 2: To raid a town, simply get ‘10+’ troops in a building and then you’ll get the ‘75%’ of the cash paid for the upgrades to the building, which are then removed(the upgrade, not the building Wink
Note 3: all numbers surrounded by ’ or ” are changeable and up for debate
Note 4: this is the end of this set of notes.)
------------------------------------------------------------------
Now for the military buildings
(1 = low, 10 = high)
Name - cost(1 to 10) - ability - effect - health(1 to 10) - building speed(1 to 10) - run cost - power usage
+ upgrade name - cost - effect - heath increase (+number) - building speed - increase/decrease of run cost - increase/decrease of power usage

Fort - 5 - HQ - build able anywhere, deploys troops and has 10 turret spots - 8 - 5 - 100(F) - 100 + 10 per turret
+ double turret - 2 - doubles the allowed turrets - +1 - 5 - 0 - + 10 per turret
++ turret happy - 4 - doubles the allowed turrets - +1 - 5 - 0 - + 10 per turret
+++ turret king - 8 - doubles the damage of the turrets - +0 - 6 - 0 - + 10 per turret

Wall - 9 - defense - blocks passage - 8 - 3
+turrets - 2 - allows 5 turrets to be placed on the wall - +0 - 9 - 0 - + 10 per turret
++ double doom - 5 - allows 10 turrets to be placed on the wall - +0 - 8 - 0 - + 10 per turret
+++ triple trouble - 7 - allows 30 turrets to be placed on the wall - +1 - 7 - 0 - + 10 per turret
+ watch tower - 2 - allows ranged troops to be stationed on the wall - +0 - 9 - 0 - 0
++ merlons - 5 - doubles the def of troops stationed on the wall - +0 - 8 - 0 - 0
+++ Embrasure - 7 - doubles the ranged attacks of troops stationed on the wall - +1 - 7 - 0 - 0
+color change - N/A - art - allows you to change the color and paint logos on the building - N/A - N/A - N/A - N/A

Trench - N/A - unanimous defense - doubles troops def when in a trench(doesn’t choose sides) - N/A - 5 - 0 - 0 - 0 - 0

Fox hole - N/A - unanimous defense - troops def and attack are multiplied by 1.5 when in fox hole(doesn’t choose sides) - N/A - 5 - 0 - 0 - 0 - 0

Gunnery - N/A - unanimous offence - troops attack are doubled when in Gunnery(doesn’t choose sides) - N/A - 5 - 0 - 0 - 0 - 0

Barbed wire - .1 - unanimous defense/offence - hurts troops who pass over it(doesn’t choose sides) - 5 - 8 - 0 - 0 - 0 - 0

Turret base - 1 - turret - allows 1 turret to be placed on the ground - 8 - 5 - 0 - 10 with turret, 0 without


Last edited by SherlockTheDogfrom SOTO on Sun Feb 01, 2009 5:58 pm; edited 1 time in total (Reason for editing : updated :P)
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeThu Jan 15, 2009 6:16 pm

loly wrote:
good idea's but dont we need a solid idea of how to play befor making long list?

ok, I'll try to make some "screen shots" of how the screen would look...... and I'll also try to clarify a bit more.
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeThu Jan 15, 2009 6:57 pm

Game idea 1 1232070958

Here's a "screen shot" I made it quickly, so it isn't very good, but it gives a bit better idea of how it'll look.

http://www.upload3r.com/serve/150109/1232070958.jpg
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeThu Jan 15, 2009 8:07 pm

Here's a data layout of the screen: http://www.upload3r.com/serve/150109/1232075248.jpg

Game idea 1 1232075248
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeThu Jan 15, 2009 8:08 pm

gah, it cut off the right hand side of the page.........click the link to veiw the pic....
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeFri Jan 16, 2009 9:06 am

Pretty cool if I do say so myself Very Happy
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeFri Jan 16, 2009 12:36 pm

To the Turrets(I’ll start off with “type examples“, the actual turrets will come latter, as will the price)

Name - damage(1 to 10) - blast radius(1 to 10) - health(1 to 10) - firing speed(1 to 10) - range - bullet size - bullet speed - small description

Laser Sniper - 10 - 1 - 5 - 3 - 10 - 2 - 10 - slow but accurate, almost always hits
Machine gun - 1 - 2 - 5 - 10 - 6 - 3 - 7 - rapid fire but low firepower
Rocket launcher - 5 - 5 - 5 - 5 - 7 - 5 - 5 - mid range blast
Nuke launcher - 10 - 10 - 5 - 1 - 10 - 10 - 1 - slow but powerful
bargain turret - 2 - 2 - 2 - 2 - 2 - 4 - 7 - dirt cheap for a reason
Anti-Jet - 1(double damage to jets) - 5 - 5 - 8 - 8 - 1 - 9 - A true Jet killer

There’s a start anyway
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeFri Jan 16, 2009 4:09 pm

Here's a little bit better made screen shot.......it's still not great though :/ http://www.upload3r.com/serve/160109/1232147050.jpg

once again, click the link
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitimeSat Jan 17, 2009 4:19 pm

(15:00:47) loly: mmm we need to come up with a usebul idea not mad eby one person i think
(15:01:12) SherlockTheDog: loly: sweet chime in anytime
(15:01:16) ivan62300: btw sherlock what I meant was that we should make it a little less focused on war and taking over many places, and more of prosperity
(15:01:19) loly: lets see if TJ think if is psoebul?
(15:01:46) SherlockTheDog: ivan: hmm.............hakes sence........
(15:02:03) ivan62300: Maybe have an option to give a trusted government member a peice of your land and it becomes a strongly allied country
(15:02:07) SherlockTheDog: makes*
(15:02:18) ivan62300: Strongly allied NPC country
(15:02:39) SherlockTheDog: NPC contry will hopefuly not exist......
(15:02:41) loly: an ally/guild/clan system cna be made later ^^
(15:02:45) SherlockTheDog: contrys*
(15:02:59) ivan62300: But then the world would be pretty empty
(15:03:09) ivan62300: Universe*
(15:03:11) loly: and if its a NPC one make a good and evil
(15:03:12) SherlockTheDog: country's
(15:03:52) SherlockTheDog: I'm hoping that it'll be all pvp's...and your planets can be attacked while you're gone
(15:04:16) ivan62300: But NPC's would make the game a little less impossible for noobs
(15:04:29) ivan62300: Plus what would happen to the people without any land left?
(15:04:35) SherlockTheDog: true..............hmmm..........​.........
(15:04:36) loly: pure PVP game sare boring
(15:04:48) SherlockTheDog: ok, npc too
(15:04:56) loly: weak ones geting famred until no end
(15:05:20) loly: and only the realy good ones remain
(15:05:32) SherlockTheDog: hmm......maybe.......
(15:05:57) loly: more ecomic sens to
(15:06:10) loly: eq a spacport buildign that needed to atak and be ataked
(15:06:15) ivan62300: Maybe make the whole universe be ruled by individual NPCs with no NPC alliances except maybe 2, and many uncolonized planets and players get scattered very far away from each other
(15:06:22) SherlockTheDog: ok... so on the "noob planet" you own a spot of land which gives you cash when built on and is not attack able?
(15:06:30) loly: but hightch building riqire a the need of a spaceport
(15:06:47) ivan62300: And theres a player limit on each universe so that they don't get too close to each other
(15:06:53) SherlockTheDog: ivan: hmmm..........add that to the game suggestions
(15:07:18) ivan62300: I can't piece it back together very well
(15:07:21) SherlockTheDog: seriously, I like it
(15:10:01) SherlockTheDog: ok....I'm just going to copy the chat log
(15:10:12) loly: btw howmany resourses are needed for u idea?
(15:10:50) SherlockTheDog: programer + server + art + funding = idea coming to reality
(15:11:11) loly: withou the ide we cant go to fhase 2 :I

^ a bit of chat log that is good Smile (ivan has good ideas)
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PostSubject: Re: Game idea 1   Game idea 1 Icon_minitime

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