Cute Wars: Unterschied zwischen den Versionen
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Zeile 3: | Zeile 3: | ||
* you play a soldier in a 2d war, pick up items, enter vehicles, blow up stuff | * you play a soldier in a 2d war, pick up items, enter vehicles, blow up stuff | ||
+ | * rock-paper-scissor balance between unit types | ||
* flat landscape | * flat landscape | ||
* "AI" controlled army (walk forward, shoot) | * "AI" controlled army (walk forward, shoot) | ||
Zeile 32: | Zeile 33: | ||
* website that interacts with the online aspect of the game? (forum, score, "world map", ...) | * website that interacts with the online aspect of the game? (forum, score, "world map", ...) | ||
+ | * vX units | ||
+ | ** artillery shoots from distance (really strong, but vulnerable to soldiers dropped off by a heli) | ||
+ | ** supply truck | ||
+ | ** medic | ||
+ | ** sniper | ||
+ | ** nukular [sic] bomb (target marker is planted by a soldier) | ||
+ | |||
+ | === notes === | ||
+ | * http://ds.ign.com/articles/743/743057p1.html | ||
== (OLD) PixelWar == | == (OLD) PixelWar == | ||
Version vom 30. Oktober 2007, 00:47 Uhr
(NEW) 72dpi army
glory days II / cannon fodder / pixelwar
- you play a soldier in a 2d war, pick up items, enter vehicles, blow up stuff
- rock-paper-scissor balance between unit types
- flat landscape
- "AI" controlled army (walk forward, shoot)
- v1 units
- soldier mg (captures buildings, good against soldiers)
- soldier rocketlauncher (good against tanks)
- tank (good against bunkers / jeeps, can only roll over soldiers... very vulnerable to rocketlaunchers)
- helicopter (transport soldiers & items)
- jeep (good against helicopters)
- bunker (gives money, mg/rocket shoots out)
- anti air turret (good against helicopters, obviously)
- base (where you build stuff)
- gameplay notes
- make it a bit slower than glory days II.
- stuff needs multiple hits to be blown up
- make it a bit slower than glory days II.
- customizable nations (flags, sound effects / speaker)
- multiplayer (internet & on one computer - horizontal splitscreen)
- build "nations" and let other people join
- (idea) world map / global conflict mode-score-thingy?
- keep statistics like GTA3 (walked miles, times in heli, shot bullets, etc) for each player
- build "nations" and let other people join
- $$$ ideas for monetization?
- special online features (nations, statistics, ...) only if registered version?
scrapbook
- build the basic engine, permit graphics mods (eg. graphics from "advanced wars")
- enable different mods (people should be able to build their own units and swap them via an online marketplace thing)
- dynamic landscape (laaaaaaaaaaaaaaaaaaaaaaaaaaater. graphics... complicated... (; )
- website that interacts with the online aspect of the game? (forum, score, "world map", ...)
- vX units
- artillery shoots from distance (really strong, but vulnerable to soldiers dropped off by a heli)
- supply truck
- medic
- sniper
- nukular [sic] bomb (target marker is planted by a soldier)
notes
(OLD) PixelWar
metal slug + worms
- concise visual & audio style (minimalistic, gameboy tunes)
- pixel soldiers run across a worms-like landscape. the whole game is very sparse with coloers; greyscale only (2-4 shades? + eventually red)
- the more foes are on screen the higher your bonus multiplicator is
- force the player to provoke risky situations to score high.
- 320x200 + scale to fullscreen
- knife, pistol, machinegun, heavy
- use already existing pixelwar animations
- eyecandy brass, blood
way way way later features
- online score tracking
- score together with friends as group (see desktop tower defense)
- gameplay
- force players to risk more to score higher (the more enemies on screen the higher the bonus. threat level)
- social networks in games