Friday, February 18, 2011

The game as a whole.

The game as a whole in my mind.

Hours, 3 of them, make a Day. During 1 of these Hours, you can choose to compete for Xs, Ys, and Zs.

RE-EDITED - Perhaps the competitions are based on survival. The room itself will try to kill you much like a boss battle. There can be computer controlled missiles, enemy units(including melee units), portals, ANYTHING that will make it challenging and fun. The survival competitions last 20 INTENSE seconds. That are so beautiful you cry. Or atleast I do.

Shields represent your hit-points and do not regenerate, but when your actual life is damaged, you are teleported out of the room/competition. This makes it so that a unit doesn't die and can keep his/her upgrades. This trigger is simple and possible.
So let's say you have 10 life(shield) and 3 life. All missiles only do 1 damage to your life, so after your HP(shield) is gone you can take 3 hits and then you will die forever. Then you will lose. And you will be angry because you love this game and J.M.


Don't forget that your opponents can also try to knock you out. Players who survive get first pick of the Xs, Ys, Zs. Invincible SCVs spawn for each player and its a race to gather a X, Y or Z. But not too much of a race if you did well. Players who got teleported out must pick after, and may be unlucky.
Should the winnings be different for each competition?


The other 2/3 Mode!

Perhaps a kind of exploration.

One idea:

The landscape is blocked with many 1hp destructile buildings so while you run you create a path. But if an enemy comes near you, your missiles will naturally fire at them or their missiles... and you will not beable to shoot out a path. You must take the path you already made to get home.



You are basically digging tunnels like a worm looking for goodies in the soil. Digging around rocks and other natural mazes.

What are you looking for?

Parts for your second and third units. Maybe the dirt buildings have a 1/30 chance of dropping either XY, XZ, or YZ.

So buildings that drop Xs and Ys exist in one region, Xs and Zs exist in another...and Y and Z yet another. This will pit you with your rival. And when your rival dies...you can get much stronger and help your ally.

The pacing of tunneling should be relatively quick except in key places.

The maps can rotate out by creating them with locations...so maybe every Day(3 Hours) the level is new with randomly generated goodies. This will also make it so you can steal, if you can tunnel to someones base. By Hour #3, bases are very accessible.

It will be bizarre seeing tunnels made by other players. The landscape will look alive because it has a story.



I think these ideas have a lot of potential. Especially to be fast paced. I think an Hour should last around... I'll test it in my mind with a stopwatch.
Ok. Around 20 seconds could be perfect! A countdown clock is necessary!!! So intense! And After 20 seconds...you start to ask Is it over yet? We can test this some more and find some perfect number... but I think there is something VERY special around 20. Something universal even or ADHD. Either one makes me happy.
This means that a day is around a minute. And a 10 minute game is 10 days.

But it will be hard to kill someone in 20 seconds, even with a teammate. Thats ok, because getting Xs, Ys and Zs can take an extra 10 seconds. 30 seconds could be enough to kill someone.
I also think that players should recover 1/2 or 1/3 of their hp automatically at the start of each Hour.
Healing costs nothing, but requires you to be careful.

Let's make a game that calls for you to be good at everything. Defense and Offense. Offense can't be your only defense. I hate games like that where defense doesn't matter at all but still exists.

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