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Sep 18
2009

Space game idea part 1

Posted by: Five

Tagged in: IRC

Five

I'm going to ramble some more about the space game idea I mentioned in my previous post.  If one day I will make it, it needs a perfect design.  I've never written anything about this idea before Randomby, it's only existed inside my own head.

Concept

In Theoretical Space Game (TSG) the players are zooming around the galaxy in their space ship, blowing each other to pieces with pew-pew lasers etc.  Victory will be rewarded with credits, with which you can buy parts for your ship.  Let's assume it has warzone-like teams and game modes, except that it saves your ship between games.
  Question: Where do you upgrade your ship?

  1. At any time, using some magical travelling shopkeeper?
  2. At space stations that you can find?
  3. Your own personal hangar where you start with each "life"?  Can you return to it?

I'd have no trouble coming up with ship part ideas as I am a big sci fi geek and have lots of ideas.

Navigation

Here's the first major design hurdle.
Option  1 is that space is laid out like "warzone maps" where each region of space is connected to other ones, and you can usually only move between connecting regions.  This would keep the game nice and contained and would work well for a straightforward combat game.  Space stations could be in "upgrade rooms" or something like that.  Laying out space this way may not be very realistic but at least it would keep the game moving.
Where option 1 doesn't really work is if i want to make the game into something more sprawling.  Where you can go out and find things to fight.  Exploration...

Option 2 is a simplified "co-ordinates" system which really means you can "set a course"  for a specific location and off you go.  Of course you'd have to know where to point your ship in the first place.  In fact, scratch that, i've just thought of something better.

Option 1.5 is where space is split into "sectors" (or some other terminology), each sector laid out like the "warzone maps"  in option 1.  i.e. connected regions.  In certain "rooms" in each map are methods to jump from one map to another.  Jump gates or whatever.

Mmm more ramble soon.

Comment with your opinions and questions.

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Comments (8)Add Comment
Odin
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written by Odin, September 19, 2009
Yeah, 1.5. If you have ever played the X series of games thats like how they do it. Each area you have free roam but you have to go to a jump gate to get to the next area.
Spike Himself
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written by Spike Himself, September 28, 2009
This is relevant to my interests.

The thing that worries (at the lack of a better word) me when it comes to continuous games is how the newcomers are protected from the guys that have been playing for ages. Their ships will obviously be no match against them.
I wonder. Would you have 'beginners protection' or something of the sort? A monthly reset would do the trick too, but then again, that'd ruin the fun of building a big ship.
Five
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written by Five, September 28, 2009
A veteran player would always have an advantage but there's a few things that would narrow the gap

1. Make players of a lower level than you be worth less credits so they are less of an interesting target in the first place
2. Beginners protection like you say, maybe AI police in the starter maps
Spike Himself
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written by Spike Himself, September 28, 2009
AI police? What do you mean by that?
Five
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written by Five, September 29, 2009
Let's say theres a starter map, where all the new players will first appear.
Now put some AI-controlled ships in there, a police force that targets anyone who is openly hostile towards new players.
Spike Himself
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written by Spike Himself, September 29, 2009
Ooh, that's a very interesting idea indeed. Never seen anything quite like it.

So, when is it finished? smilies/tongue.gif
Five
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written by Five, September 29, 2009
Probably once we actually have space ships
Nukkel
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written by Nukkel, September 29, 2009
We all know you can do that five smilies/grin.gif

But sounds intresting, i will wait just as long as i missed you after i left DF.

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