Cute Wars: Unterschied zwischen den Versionen

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K (hat Game Development/Projects/Pixelwar nach Game Development/Projects/72dpi army verschoben: world domination imminent)
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== (NEW) 72dpi army ==
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''glory days II / cannon fodder / pixelwar''
  
<big>keep it simple! cut features! not time! cut features! CUT FEATURES!</big>
+
* you play a soldier in a 2d war, pick up items, enter vehicles, blow up stuff
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* flat landscape
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* "AI" controlled army (walk forward, shoot)
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* v1 units
 +
** soldier mg
 +
** soldier rocketlauncher
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** tank
 +
** helicopter
 +
** bunker
 +
** anti air turret
 +
** base
 +
* customizable nations (flags, sound effects / speaker)
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* multiplayer (internet & on one computer - horizontal splitscreen)
 +
** build "nations" and let other people join
 +
*** (idea) world map / global conflict mode-score-thingy?
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** keep statistics like GTA3 (walked miles, times in heli, shot bullets, etc) for each player
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 +
* $$$ 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", ...)
 +
 
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== (OLD) PixelWar ==
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 +
''metal slug + worms''
  
 
* concise visual & audio style (minimalistic, gameboy tunes)
 
* concise visual & audio style (minimalistic, gameboy tunes)
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* use already existing pixelwar animations
 
* use already existing pixelwar animations
 
* eyecandy brass, blood
 
* eyecandy brass, blood
 
=== Iteration #1 ===
 
* Landscape
 
* move player around
 
* shoot
 
 
==== "Architecture" ====
 
* classes
 
** GameObject
 
*** Soldier
 
*** Bullet
 
*** Landscape (eventually don't store this in game object tree. how does one reasonably implement this? where's pygame on rails?)
 
** Controller
 
*** Title
 
*** Loading
 
*** GameRunning
 
  
 
=== way way way later features ===
 
=== way way way later features ===

Version vom 30. Oktober 2007, 01:36 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
  • flat landscape
  • "AI" controlled army (walk forward, shoot)
  • v1 units
    • soldier mg
    • soldier rocketlauncher
    • tank
    • helicopter
    • bunker
    • anti air turret
    • base
  • 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
  • $$$ 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", ...)

(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