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What are we doing?


Jul 11 2009, 10:43 PM (Post #1)
Not Odd anymore
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That's for us to decide. But after discussions with Brian, we decided that a turn-based strategy game will be the most relevant and manageable to us.

I propose that we build an idea off of something we've always wanted to do since the RP-ing days: An official mechanism for the clan wars (Remember clans and the Origin 33 map?).

It won't be nearly as complicated at first. Remember—it's important we prioritize. But there will be a world map where everyone is assigned a random location initially. People can capture regions to get more resources (Say, gold and silver for financing, and iron and copper for weapons production). People can form alliances.

If an alliance/team can capture a region uninterrupted for a certain amount of time (depends on the amount of resources in that region and the area and whether the region's occupied by someone else already), that region belongs to them (until someone else captures it). If one team is capturing a region, another team can contest them, in which case they enter a regional battle that is similar to Advance Wars (at least in my head). Each unit will be able to move a certain amount each day, depending on equipment and such, and when they get close enough, they can fight unit-on-unit (or multiple-unit-on-unit).

If a team gives up or gets completely wiped out, the opposing team can continue (or begin) capturing the region.

The way I'm imagining this, producing the maps, coming up with the ideas/details, and even producing sprites for the individual units (or even what they are) can be done by separate people who need to know no programming.

After we decide what the regional maps are like, say G for grass, T for trees, R for rivers, W for water (ocean), M for mountains, C for cities, F for factories, D for roads, B for bridges, A for gold mines, we can produce a simple graphical MapMaker that exports a map in a format like this:

CODE
GGTTRTWW
GGGTRRTW
RRRRRBTW
GGGGGRRW


The details aren't clear yet, but the goal is to make this an entirely team effort and to design the game such that the entire framework is conducive to achieving that goal.

One last thing, to make this easier for future entrants, I'm thinking there should be two maps: A starter map and the "real" map. New people enter in the starter map where they'll be competing against others around their level, and whenever they want (or when they reach a certain amount of victories/resources/whatever), whichever comes sooner, they and their resources will be moved to the full map. This addresses one of the main concern with our other ideas before, which is that it basically eliminates any newcomers.

Any suggestions, concerns, or such? Remember, this is OUR project—if you don't like this idea, feel free to suggest alternatives!
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Jul 15 2009, 06:32 AM (Post #16)
Here for the cute boys ;)
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Do you think we could integrate stuff from other games? I was thinking... age of empires II maps. lol
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Jul 15 2009, 06:55 AM (Post #17)
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You could manually produce a map similar to one based off another game, but honestly Age of Empires is too complicated for us.
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Jul 16 2009, 01:53 AM (Post #18)
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QUOTE (Jinghao @ Jul 14 2009, 10:21 PM)
What I'm envisioning is that the world (big) maps will be just maps with points (regions), whereas the regional maps (the ones where actual activity happens, like mining and fighting) will be the familiar square grid. Much easier to say guy A is on (x,y) than to use some complex system to identify him on a hexagonal grid
*




sounds good.
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Jul 17 2009, 02:56 AM (Post #19)
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This sounds fantastic. Oh, god, the clans and that old map... Rogeylah mages... at that point I had two friends from school on here. I haven't seen either of them for years.

This is something really within the realm of possibility. We're simply creating an engine for what rules and strategy sort of games we've done successfully with text in the past. When I get back home I'll start to contribute, although I can't do anything technical, I'd be interested in developing the theory of the game's mechanics, if not implementing them.
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Jul 18 2009, 08:39 PM (Post #20)
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QUOTE (Angel @ Jul 16 2009, 06:56 PM)
This sounds fantastic. Oh, god, the clans and that old map... Rogeylah mages... at that point I had two friends from school on here. I haven't seen either of them for years.

This is something really within the realm of possibility. We're simply creating an engine for what rules and strategy sort of games we've done successfully with text in the past. When I get back home I'll start to contribute, although I can't do anything technical, I'd be interested in developing the theory of the game's mechanics, if not implementing them.
*


I'm glad you're enthusiastic about the project. Yup, we're basically going to reimagine something we've done before in a more uniform and visual way. That way, we can leverage the work we've already done in designing something fun and engaging.
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Jul 23 2009, 08:40 PM (Post #21)
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Seems like you've outlined it pretty well. If I thought about it, I would probably have some differences, changes, ideas to make. However, the game you describe sounds good, so I guess I'm content to just work creatively within the construct you've created, with this regional mining for money and weapons development and battling only against each other for territory.

I'm not a fan of resource games so much as games where you already have an amount of something and get more through fighting/conquest purely, but this is interesting and more rudimentarily interesting. Also, as opposed to having a region for a certain amount of time in order to own it, I think it would be better for territory to be allowed to built up through the purchase/building of structures that bolster the strength and protection of the land -- land is never de facto handed to someone, it just gets really really hard to take over once someone has been building it up.
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Jul 24 2009, 07:02 AM (Post #22)
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Sure, we can allow construction in the game. That's eventually the goal of money: To be used for purchasing troops/weapons, invested in research, or used for construction. But that's a dynamic system which is a little beyond our first goal.
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Jul 25 2009, 05:03 AM (Post #23)
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I understand, but even with our goal system, we have no idea what we're actually doing.
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