Sunday, February 20, 2011

Getting Lost!?

So there are 3 parts...
I have found a way to remove all UI, so that the mini-map is gone.
I set the camera to roll slowly, so that you may lose track of which direction is up down or whatever.
The camera is following the position of your unit...so you can't look around...only move your unit to explore.

So now, you can get very very lost...with no compass and few clues to get your bearings.

An idea would be to have the entire map blocked with different buildingss(representing dirt/rocks/plants/bugs). As you tunnel your way through the dirt you get different goodies...health, parts for units...each building drops different things but not always. For example a healh building could be 1/4. Parts building could be 1/5...depending on how often you come accross them. This will make it so that you don't HAVE to kill the health building if it is out of your way...it's only a 1/4 chance.

Perhaps X rocks/dirt can only be destroyed if you are half X. So YZ will not beable to break them.

As your tunnels get intersected by other tunnels, getting lost becomes more and more easy.
Buildings must be facing random directions, not their defaults, so they can not be used as compasses.

You start at the portal/door to your home. If others want to come to your base and steal your items, they will need to tunnel to you. But of course they have no idea where you are.
Buildings can be made to regenerate life, with starting hp 1, but then a maximum hp of...maybe infinate. So that at the start of the game, tunneling is easy and fast. But later on, you realize those tunnels you made at start really mattered, the dirt around the tunnels will last now that buildings take a whopping 5 seconds to kill. It is like the dirt around your tunnel became stone.

Players should also be able to create buildings to block tunnels or confuse others. For example buildings that look like X buildings or Health buildings, but are really just empty. No one will ever know you made them...and you can confuse an enemy into losing his/her way home.
But this means returning the UI to the players, so they will no longer be lost.

Perhaps 1 round of tunneling/getting lost, and then 1 round of exploring the tunnels.

The problems are, how can you interact with other players, besides the one you are trying to kill. Maybe you are after the same buildings, and that could cause some sort of conflict. Or maybe visiting someone's base give you a reward of some sort. Or stealing from someone's base can benefit you. Or you don't know what XYZ combo someone is until you check their base.

I still like the idea of XY and XY having to be partners, though they first have to find eachother and reach lvl 15 or so before they can ally. And your odds of running into a base and having it be your partner are 1/5. I like 1/5. It means you will intereact with many other players.
Should it be a triangle where XY must kill YZ must kill ZX must kill XY? In battles, there is always one team on offense, and one on defense/maybe offense too.

There must be randomly generated, and perhaps after the map has had enough tunnels carved, a fresh new map should generate to keep things interesting.

Pitfalls: Tunneling should not take long, or it should be exceptionally fun. But then again, mining minerals isn't fun, but getting minerals/money is. And tunneling will be more like opening presents while on an plane to Seoul, Korea.

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