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Author Topic: Gief Me Game Ideas  (Read 2668 times)

Realmfighter

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Re: Gief Me Game Ideas
« Reply #30 on: January 17, 2010, 01:19:12 pm »

Just google "300 game mechanics" and you'll find this site where the guy had a goal of coming up with 300 original game mechanics - anything from extremely simple to rather complex - just as an exercise, and to provide ideas for people like you. I think he only got to 100 and then went on indefinite hiatus, but even that should give you a few.

He makes new ones every so often.
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Neruz

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Re: Gief Me Game Ideas
« Reply #31 on: January 17, 2010, 03:27:35 pm »

I'm not going to give away my shiny no.1 idea, but i've actually got 2 ideas. The second one is a smaller, silly idea that i will prototype some time over the next two months or so and use as a test bed to see how far i can push the Torque Engine in a side-scroller environment (very far is the answer i'm hoping for).

It shall be called "A Bear in the Woods" and will involve you playing a Bear and running around mauling Dwarves and Humans, and hopefully Elves if you find out how to attack them.

Jreengus

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Re: Gief Me Game Ideas
« Reply #32 on: January 17, 2010, 05:12:57 pm »

How about a time travel TBS?

It seems like a normal TBS, you have a main commander unit who if destroyed ends in you losing the game, he also for all intents and purposes exists "outside" of time. Essentially he can teleport himself and a few units around in time at a massive cost, this sends the units back in time and begins a countdown clock ticking. Call this clock temporal resistance or something and it goes up the more distorted the past becomes, once it hits a threshold the time travelling units are thrown back to the original turn. Once you return to the present it is different based on the changes you made. I think maybe an example is needed to clarify:

It is turn  300 and the enemy is pumping units of bas F, base F was built a in turn 250 and lightly guarded until new technology allowed the enemy to turn it into a massive production facility. I could try fighting to take the base and destroy it but instead I send my commander back with 5 of my most powerful units (At extreme cost of course) to turn 250. The enemy will now act exactly as it did during those turns last time, all of my units will too and I only have control over my commander and 5 units. I move to the now lightly guarded base and destroy it. Every turn I am here my temporal resistance grows, if I stand on a square an enemy tries to move into that enemy then engages in combat if I damage/destroy it that is calculated forward, that unit now no longer attacks one of my units and it now doesn't damage that unit so that unit is now still there when the enemy tried to attack my base and as a result my base isn't captured etc etc. The bigger the impact of an action the more temporal resistance it creates. In the above example I would almost certainly be catapulted back into the future after that combat. If on the other hand the enemy ship I destroyed would otherwise have sat out its life gaurding some remote base then I would only minorly raise my temp resist. Anyhow so if I do take down the enemy base which was my reason for coming back then I am thrown forward to the future and all the units that base made are now gone any units they destroyed are were they were when they were destroyed etc etc.
Minor journies would be possible and much cheaper, for example popping back 10 turns to defend a base from enemy attack, or to salvage what was originally a embarrassing failed assault. Commander units would exist only in ghost form when you go back, touching them means getting thrown immediately back into the future and having any changes you did make reverted. This means they are extremely important for to time immunise units/places but the flipside of that is that you don't want to send them anywhere too risky less they be destroyed.

Hmmmm, this would probably be quite processor intensive as it would have to forward calculate the effects of your actions anytime you did something in the past to see whether its time to throw you back to the present. Also this may be worded poorly/confusingly.
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Jude

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Re: Gief Me Game Ideas
« Reply #33 on: January 17, 2010, 05:19:17 pm »

I think they came out with some RTS that was based on time travel mechanics, and I watched a demonstration video of it...my mind was completely blown. It didn't seem like I'd be able to play it at all.
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Jreengus

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Re: Gief Me Game Ideas
« Reply #34 on: January 17, 2010, 05:24:51 pm »

Tbs seems like it would be much easier as you just forward date the effect assuming that everyone still acted identically.
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Neruz

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Re: Gief Me Game Ideas
« Reply #35 on: January 17, 2010, 05:35:43 pm »

Achron's the RTS with time travel, most impressive.
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