Alright, so I've been mulling this idea for a puzzle game around in my head for quite awhile, and I've
finally had enough free time to sit down and focus to get my ideas on paper.
The basic idea; a multiplayer puzzle game centered around the theme of Rock Paper Scissors.
Gameplay follows normal combo-stacking convention; group 3 like blocks to remove, have blocks fall to create chains, get points for chains, blah blah blah
The hook is that there are Letter Blocks thrown into the mix, who respectively represent either Rock, Paper, or Scissors. remove a set of those, and your
Sign changes to whatever you removed. Remove a set of letter blocks that are the same as your current sign, and you'll send an attack to your opponent,
knocking of a life point. The first player to lose all of their life, or run out of area to place blocks loses.
The PDF has been updated to include all of the new "Element Blocks".
Angel Plague Is currently coding the engine, and throwing in several of his own very interesting and cool ideas in along the way.
I'm open to ideas or suggestions as well. All comments are welcome.
Last Update: 9/16/12
I like the idea, though what would you prefer it to be programmed in?
this should be in Gamedev section.
Thank you for moving it for me, Gors, I PMed Jetters a few minutes ago asking her to move it for me.
As for what I'd like it programmed in.. I don't really have a preference, provided the game can run on
a windows-based PC. I don't really know much of any coding myself, so I guess that would be up to
anyone who is interested in this project.
Gors you're too fast.
So let's see for the Player Vs. Player what would you have an Same
computer multiplayer, LAN multiplayer, online multiplayer.
These are probably a good thing too clear up so there aren't any issues when someone works on it. I have a current project but I'd honestly wouldn't mind helping you out with it. Though I have to put the other project in a more higher priority, I still will help out. The style itself isn't too hard either.
Well as far as gamemodes go, local multiplayer and a single player vs computer AI would be fine with me. I have no idea how LAN and internet multiplayer works,
but i'm assuming it's a deal more work to implement.
To be honest, I've had this idea in my head for so long, I would just really like to see it work in any sense. Like I said, I've no timetable, so there really isn't any rush.
If you are interested, I'll try to have a zip file of all of my current graphic data, and more of a technical document describing the mechanics ready to go sometime
tomorrow.
(09-12-2012, 09:28 PM)Sevenstitch Wrote: [ -> ]Well as far as gamemodes go, local multiplayer and a single player vs computer AI would be fine with me. I have no idea how LAN and internet multiplayer works,
but i'm assuming it's a deal more work to implement.
To be honest, I've had this idea in my head for so long, I would just really like to see it work in any sense. Like I said, I've no timetable, so there really isn't any rush.
If you are interested, I'll try to have a zip file of all of my current graphic data, and more of a technical document describing the mechanics ready to go sometime
tomorrow.
That's fine the really only annoyance would be the AI player's AI.
Also LAN an the internet multiplayer would use window sockets.
Edit: Hopefully it'll stay TSR Character free. If it doesn't stay TSR character Free, I'm blaming it on TSR Character Corruption Syndrom.
I kind of figured that the AI bit would be tricky. vs Comp isn't really high on my list of want, but it would be nice to have a single player mode at some point.
As for "TSR"-ing this game, I'd like it to stay as much of It's own thing as possible. The various members of TSR and their respective personas are delightful
and charming, but I don't feel comfortable with putting them into anything of mine. They aren't mine to play with. I'll leave the love in the Love thread.
Well, I wanted to confirm it, cus it'd be better if it stayed away from the 'TSR' zone.
Kinda how previous's OP, Dig stayed TSR influence free.
Updated the PDF file. most of the mechanics have been outlined. Does anyone think It's too confusing? I think I may have rambled a bit, or made
things a little jumbled.
If you want it to run solely in a Windows environment, I'd recommend looking into C# as a programming language. It's a really neat language, and has some excellent tools for game development.
The mockup on the top of the page is now outdated.
This one shows the finalised blocks without explaining what they do. What would be the fun of it if I said what everyblock does.
Fun Fact: The one on the right would probably be Mighty.
Anyway, I've been working with the engine, nothing worthy of a tech demo since all you can do ATM is place blocks.
Edit: Also, I'm not revealing details on the single player mode called
Mode 7 yet.
The PDF In the first post has been updated. It now describes the various "Element Blocks" and their various effects.