#Initial prototype for a RTS game
1 messages · Page 1 of 1 (latest)
yo
Okay so btw I have a google doc that basically outlines my first prototype of the game that I'm building.
I don't think I can send it here but I can dm it to you if you wanna see it
can you pin inside a thread?
I don't think so, only an admin can do that
okay
but here
[Game Name] 1-Sentence Overview A bird’s eye view, PvE, real-time-strategy game in which the player must complete their objective(s) with the given units, resources, and the terrain around them. Credits Om Khadka - Game Developer Ms. Butlin - Project Mentor In-Depth Game Overview Note: Ultimately...
At this point, I think I've written enough, so I've opened up my own Trello board and I'm starting off by creating the units and applying the stats to them.
After that, I'm going to start implementing the combat system piecewise.
And then once that's done, I'll create the terrain system.
you've been busy lol
Yea bro I mean I don't have to go to school for a whole month
i'd go with keeping it fictional but you can base things on real life that's what i've been doing with my 2D game
My school literally gives us a month for this, so I've had a lot of downtime to work on this
Yea that was my thought as well.
Also what game ru making?
i'm making a video game where you play as a samurai woman who fights for her people in order to liberate them from the government
yoo that dope, lemme playtest it when u get the chance
her people are forced to use old fashioned technology while the government uses advanced technology
so you've got people growing rice crops fighting against flying drones
stuff like swords are legal to protect themselves against wild monsters but stuff like guns are illegal
due to the government fearing its own people
Okay so here's my thought on that then. Since the player is gonna have inferior tech against the AI, maybe give the player a special power that can put her in an equal level to the AI.
the special power comes from the players skill
Like maybe time freeze or the ability to slice bullets with her sword
What are these skills gonna be?
there is a government sword she or someone else steals which is disguised by being wrapped in bandages
she also has a off-hand pistol which is used in emergencies only
you can also use bullets as a currency on the black market
where you can purchase illegal blueprints
okay, and what will the player be facing against?
damn bro 💀 she's gonna have one hell of a time
yeah you're suppose to dodge, parry and block your way through combat
yep!
that's the message
the government is suppose to be over powered
okay, but I like where this is going. When you say mechs, will these be melee units or will they have guns?
interesting
not mine
Yea ik but interesting as in like I understand what a mech would supposdly do
the game is suppose to be difficult she isn't suppose to have an easy time
she is liberating her people from the governments control
Okay so here's my game designer train of thought. The player has a sword, which can parry (melee), block (ranged like guns), and slice (her main atk). A mech can (at least for now) punch and shoot.
they can launch missiles which you dodge
bullets you can block
you're gonna have to move quick to stay alive
she can also hide with stealth
just an opinion, but probably add a mechanic where the player can be informed before the mech either shoots or launches a missile, so the player has time to act accordingly
oh yeah it'll target and then shoot
How many mechs will the player typically be engaging with at once?
depends if its a boss
Because it's a lot, maybe just make the missle shoot in one direction, so that the player can have an easier time defending against multiple opponents
bullets can be target-based tho
only bosses launch missiles
ah okay
you'll mostly come across drones
Alright
Back to the mechs tho
It's pros could be that it has high HP and can atk both melee and ranged, but its flaw could be that it's slow both in terms of speed and engagement. This allows the player to have time to dodge the mech's atks, while also being able to do a combo atk on the mech to kill it quickly
For a drone
Its pros could be that its in an elevated position, so you have to jump to attack it, but its flaw could be that its 1-hit
yeah a lot of balancing to do
Yea just make sure that with each new "opponent" you're adding, consider its mechanics (so like how it can attack, how it moves, etc.), and try to morph those mechanics to allow for the player to develop their own dynamic against attaking that opponent (dynamics, in this case, would mean the player's strategy against fighting that particular opponent)
you start as a little girl who finds a stick that looks like a sword which she swings around attacking bugs in the wild lol
then she moves onto a wooden sword in a dojo
then she gets a basic sword as a gift from her parents
So the dojo can be like a practice grounds for her
oh yeah
well the worse enemy isn't even a machine
its another female fighter
i'm not sure on the lore yet
i'm still designing assets
Lol the fact that the protagionst and the big antagionsts are just female fighters is reminding me of this one video
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i'm actually basing on japanese history hahaha
Yea I don't have a problem with it just reminded me of that video.
Alr but @severe quartz could you do me a favor
shit happens lol
And look at the stats of the units in the GDD and just give me ur thoughts on it.
i'd have to demo it
Oh okay
my game will be about feeling
Is it gonna be like aesthetic heavy? So like a lot of art and stuff?
nah shouldn't be too bad
i won't make this game until i've made other tiny projects
Good plan, I would say make smaller games that have pieces of this game's mechanics
and test them out
for example my player can move normal speed, slow speed and fast speed so i wanna study game design like the ground changes speed, abilities change speed or enemies change speed
try and design mechanics and gameplay around just player movement speed
do you mean like a dash mechanic?
yeah
okay interesting
just trying to come up with as many reasons why the player moves slow or fast
slow being under water
slow walking through snow
just try and test myself
Yea i would say that if you're going to add dynamic environments and/or actions that affect the player's speed, give a reason for that change, and maybe try figure out the pros and cons of this change of speed for the player
well the environment will be "white square slows player"
Like maybe when the player is slow, they can block bullets better, and faster movement allows the player to get close up and attack more
Yea that sounds like a good start
i'm gonna test myself
Yea I understand where ur getting at
Just be sure that there's a good reason for it, cause I feel like it probably won't be a good mechanic if slow tiles just end up hindering the player all the time. I feel like each environment should promote a certain dynamic for the player
you're thinking too much
Yea ik I fall into rabbit holes a lot
.
i'm not making a game at this stage
Yea ur just testing out a certain mechanic
it'll be a cube that moves left and right and walks over coloured blocks that changes the players movement
thats it!
okay sounds good
alr I think I have a good start on where to go with my project, so I'm gonna start building my game. I'll ttyl when I get the units setup
i'm very novice lol
i'm gonna watch tutorials and play 2D video games like Celeste
Always a good idea to learn from other's successes.
in Super Mario Bros you can knock a block and collect a coin so i will try coding that myself
then i'll make my own variations
jump on a block to collect a coin
Sounds good