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dukes
27th Jul 04, 3:24 AM
OK, so Game-Space may not be a particularly good name for it, it might be called the Game World, although I suppose really its the playing environment .

Basically, having read the other threads I feel that this is another issue that needs deciding early on in the development.

What type of game "system" is going to be used?
Points to be discussed:
- Are there going to be ground units and non-anti-gravity units that can be used as well as these anti-gravity-ships?
- Is there going to be an "unlimited" (e.g. operation flashpoint) game world, where you can just fly off in one direction and carry on going, or is it going to be limited in one system or another. Particular limiting systems include most RTS's "world" limits (boundary), Battlefield games "desertion" system (you can go outside the gamespace for a limited time but will lose health once that time expires), or Tribes2's system where mission objectives cannot be completed outside the game-space's limits (so you drop the flag on capture the flag, or whatever).

Points I don't really think need to be brought up are the UI and other graphical bits, its merely the "nature" of game-space that needs deciding here.

Retroboy
27th Jul 04, 3:30 AM
Suggest a two-stage system, where you have a macro- and a mission- format. The macro-format is where you make strategic deployment decisions, and looks like an overhead map of your country, and perhaps later, of all of Europe using some sort of zoom control as your territory increases.

The missions themselves take place in a real scene with defined edges that warn you when you're leaving the field of engagement, in which case a retreat penalty applies.

Mission maps would, of course, take the most work, as they'd contain all of your 3d assets. The macromap could simply be driven by icons.

-- Retro

Moe
27th Jul 04, 9:54 AM
Project: Nomads had this interesting concept for your planes: They could only move a certain distance from their hangar, before the command link was severed (you remained on your island and remote-piloted the plane). For the community game, several penalties are conceivable:

-Reduction of hitpoints when you move outside your area, like in BF1942.
-Sudden Death when you cross the line, a buffer zone with audio and visual warnings before the final line
-Loss of control over the plane, which will go into a preset default flight mode and reenter the area automatically

BmB
29th Jul 04, 7:26 AM
ouh... freelancer like? just go on forever?