View Full Version : Multiplexity: 2047 WW (Working Title)
07-02-2007, 08:12 PM
Well, it seems everybody else is doing it so I might as well create a post for my entry: '2047 WW'.
I'm a bit lazy so I'm just gonne copy/paste from my blog :)
Well, I'm borred so now I'm posting the first details about my new game for the PGD Multiplexity Contest. As you can see from the title the game is called: "2047 WW". You can also see from the title that it's only a working title. Comming up with titles/names is not always as easy as it sounds. Anyway here's a copy/paste from my Design Document explaining shortly what the game is about.
2047 WW (working title) is a game that combines the two genera: Turnbased Tactical Strategy and Light Gun (in this case mouse). In the year of 2047 the world is no longer divided into contries as we know it today. In stead there are 3 political directions that've divided the world in 3 unions. The 3 unions are: UDFW (United Democrats of the Free World), SPASA (Socialistic People of Asia and South America) and last MEAR (Middle East and Africa Republic) (NOTE: All names are working names).
The 3 unions have a cold relationship to each other and a new world war is about to start. You'll be a general in UDFW (possibility to play all 3 unions may be added) and your job is to ensure that UDFW will be victorious.
The game will at first look like a classic strategy game, but whenever 2 armies (looking for a better word) engage in combat the gameplay will change into a Light Gun game where you'll control a single unit. The outcome of this LG game will have an effect on the outcome of the combat between the 2 armies.
This is ofcourse just a short description of the game. The story for this game is actually from a cartoon serie I onced thought about writing. Unfortunately I can't find my papers from back then. They contained a lot of ideas that would be quite useful right now including some better name for the 3 unions.
In case you didn't quite get the game concept, I will now try and describe it in depth.
Each level will start, after a short briefing, showing a map seen from above(in a typically strategy manor). You'll control some few given units. Now unlike most strategy games, here you wont be able to build buildings and train new units. You only have the units you're starting with. With these few units it's the players job to complete the objective which will so far either be destroy-all-enimies or survive-for-x-turns. To complete the objective the player must use his units in a tactically way. Some units has advantages against other units. Some units move faster than other units (this is a turnbased game so moving speed will be determined with how many squares yo can move on one turn). There may be more than one way to beat the enemy, but just rushing into combat wint be it (at least not for most levels ;)
The interesting thing about this game is then when to units engage in combat. Now the gameplay will suddenly change into a Light Gun style game. The difficulty of this LG game will be based on the relative strength between the two fighting parts. A LG game wont last for more than 1-2 minutes. The outcome of this LG game will help calculate the outcome of the battle between the two units. This means, that just because you kicked everyones but doesn't mean your army will win (though the chances are high), but the again, just bacause your but was kicked, doesn't mean your armie lot the battle. The relative strength between the two armies will also be a part in the calculation. Just because you somehow destroyed 5 heavyweight tanks in a LG game (in the LG game you're supposed to represent one man in an entire army), doesn't mean that your comrades will destroy 5 tanks as well. This only seems fair in my eyes. Otherway you wouldn't have to be tactical. You would just have to be good at LG games. The las thing to say about a battle is that it wont be a lose/win outcome. The outcome of the battle will be showned as each armies losses. If an armie's strength is below a certains level after combat the armie will disolve. This means both armies can lose a battle, or both can still be capable of fighting afterwards.
Well, that was the first info about my game. Now I'm planning to continue development of my Level Editor (If I don't have any maps, I can't really build an game engine) Ideas are welcome for this game, and if you'll like to help out with graphics or music/sounds please do contact me.
Now we'll see if I actually finish this game.
07-02-2007, 08:26 PM
nice idea to combine these two genres...
I hope you are able to finish it in time, because you chose 2 absolutely different types of gameplay scenarios, so in fact, you have to write two games :)
07-02-2007, 09:04 PM
Thanks for the reply.
I'm aware about the fact that I'm practically writing 2 games. That's why I've cut out some typical strategy elements like building, reasearching and training. If I had to implement those thing into the gameplay this would practically be impossible to do on time. I'm also hoping that by reducing the possibilities for the player to get new units, that he will have to play in a more tactical way than you sometimes see in a RTS :)
08-02-2007, 11:39 AM
How do you want to implement the lightgun part? A 3D environment where the camera moves on a given path? Or maybe a 2D screen where enemys hide behind obstacles etc?
08-02-2007, 02:56 PM
I was thinking the 2D enviroment (My 3D knowledge is not good enough :( ). I haven't completely decided how this will end up looking, but I'm thinking about making it a bit like Project Wolf (found it on the Internet and tried it out. It's quite good, but not easy to play on a labtop with a touchpad). However it depends on how much time I can find. It is possible that it'll just be some enemies hiding behind obstacles and some other running at you.
At this moment I'm working on the strategy part of the game.
11-02-2007, 11:41 PM
Sounds good enough for me...
Just a tip. Try to find good backgrounds in the real world (an empty factory, a field of grass with some obstacles etc) and make photos of them which you use in your game as backgrounds in the LG part. Personally I like this "visual effect" of playing lightgun games, which give the impression of taking place in a realistic environment (it has something of playing a movie feeling). And if you make the background a little bigger than the screen resolution, you can make it scrollable to the left and right for some "motion"... I think even a 2D LG game can make enough fun with some "nice visuals"...
I don't know what your graphics will look like (if you use comic style then forget what I said :) ).
12-02-2007, 12:18 AM
Well, I know a couple of people who are pretty good at drawing manga style, and I was thinking about asking some of them if they would be intrested in drawing some graphic for me.
However that might not be possible so it's not a bad idea to use photos instead as a backup.
Anyway the idea of using backgrounds larger than view is not a bad idea which I can use no matter what graphical theme I'll end up using.
02-03-2007, 01:36 PM
It's been a while since I last written anything in this topic, so I should probably do it now :)
Well life is cruel. No doubt about that. Last week I was sick and weren't able to make anything on my entry. This week my Internet has stopped working, and that means I'll have to upload my project now a whole day before the deadline. I'm sitting at work doing nothing, and has just discovered a bug in my project. I can't fix it since I don't have a copy of Delphi on this machine, so I have to turn in something wich I know contains a bug. A bug which is probably easy to fix. That's really annoying :x
Well, what can you do? (don't make bugs in the first place)
I have uploaded a copy which you can try out if you want to. There aren't that much to do. It would however be nice if someone would try and see if it runs on their computer. Basic controls are included in the readme file
Download 2047 WW.zip (http://host-a.net/pstudio/2047%20WW.zip)
02-03-2007, 02:21 PM
I've tried your game for a bit and it worked okay for me.
There's a few things I noticed.
- When clicking on a unit, all other units and buildings become slightly transparent (selected?) as well. This cannot be made undone.
- All tiles have visible lines above them, I assume this is some kind of texture problem.
- It was not until I tried to right click the mouse when I discovered the end turn button. I'd make this button visible at all times. (I know, you wrote it in the read me, but I usually dont read those, unless I get stuck)
- Both mouse buttons are required to activate an end turn. This can be tricky for some people.
- display order needs some work. The upper solder is placed on top of the building.
- the blue area suggests I can place my character on top of a building. This is not the case when characters or water are nearby.
- I am able to move on top of trees.
- I have two soldiers standing next to eachother, one has been selected. I click on the one not selected and the one selected loses the opportunity to move. (it is possible that this actually simulates an attack though)
In all its a pretty good start though, so good job there!
I wish I were already that far :D
02-03-2007, 03:22 PM
Uh feedback :D
When clicking on a unit, all other units and buildings become slightly transparent (selected?) as well. This cannot be made undone.
I can't see that. What do you mean by that they become transparent. Can you see the tiles behind them? There shouldn't be anything in my code that would make them transparent :?
All tiles have visible lines above them, I assume this is some kind of texture problem.
The graphics is just some temporarily stuff I've found. I had to resize them to make them fit with my tilesize. That's why they don't tile in a nice way. :wink:
It was not until I tried to right click the mouse when I discovered the end turn button. I'd make this button visible at all times. (I know, you wrote it in the read me, but I usually dont read those, unless I get stuck)
Yeah I thought about that and I may change it. However, if you hold your mouse over the end button and releases the right mouse button, the end button (and the other things displayed) will still be shown.
Both mouse buttons are required to activate an end turn. This can be tricky for some people.
It is possible to press one button at time to end a turn as stated above. However I may have to do some changes in my design. It may not be that intuitve as I thought it would be.
display order needs some work. The upper solder is placed on top of the building.
That shouldn't be possible. All the units are drawn before the buildings. Could you show me a screenshot of this. I'm quite puzzled with this. As I said, this shouldn't be possible.
the blue area suggests I can place my character on top of a building. This is not the case when characters or water are nearby.
It's on purpose. The reason is that in the future you may be able (if I decide to implement it) to move your units into a building. For example if you moved a hurt unit into a hospital it would be healed. If I don't implement it I'll remove the highlighting. Else I should probably highlight it in a different way. Regarding highlighting units. It does happen but only if the units are hostile. The soldier at the end of the road is hostile so you can check it out there. If you move your unit next to the soldier, the soldier will be highlighted.
(Just discovered a new bug. I've forgotten to test when you select a unit, if the unit is actually on your side. DOH :roll: )
I am able to move on top of trees.
It's on purpose. I was going for a style resembling Civilization. However since I'm using some RTS gfx temporarily, I can see that it may look odd. btw. a unit doesn't represent a single unit. It represents an entire army. The game is a mix between an RTS and a Turnbased strategy game. I've borrowed elements from both sides.
I have two soldiers standing next to eachother, one has been selected. I click on the one not selected and the one selected loses the opportunity to move. (it is possible that this actually simulates an attack though)
If you have a unit selected, and then press another unit you select that unit in stead of the other. The reason is that having a unit selected and then pressing on an other unit should be considered an attack command. I suppose you have done it with two of your own units, and it wouldn't make sense to be able to attack your own units.
You can attack the soldier at the end of the road. If you press on him while an other unit is next to him and selceted, you will loose the opportunity to move that unit. That is a simulation of a combatm but the combat hasn't been implemented yet. That wil be a light gun game :D
I'm glad for your feedback, and I can see that there are some things I have to work a bit with. Espicially regarding the End button. And of course I'm glad to hear that the game will start on other computers than mine. There would be no point in continuing developing this game, if it wouldn't even start on other computers at this time in development phase.
02-03-2007, 04:07 PM
Here's a screenshot of the transparent units and buildings.
The supposed bug about units being on top of a building may be skipped. After a more careful look, i noticed that it's actually the transparency that makes it look as if the unit is drawn over the building. :)
02-03-2007, 04:31 PM
I have no idea why things look transparent when you run the game. It doesn't look anyway like that when I run the game, and I haven't made anything special in my code that could make it look transparent. I suppose I'll have to try ad fix it when I'm at home, but it's not gonna be easy to fix something, when it works correct on your own computer.
It would be nice if anybody else could tell me if they've encountered similar problems running the game.
02-03-2007, 05:04 PM
I have not encountered this problem, in fact there is no highlight of that sort to anything, just a blue square for every tile in reach.
02-03-2007, 05:42 PM
Just gave it a quick try and it works fine on my system, no transparency problem or whatever.
Assuming that you're using OpenGL... double check to make sure that you
Either after your selected object is drawn or before every other object being drawn. Might weed out that problem on some systems.
02-03-2007, 05:55 PM
He's not, it's DirectX using Asphyre. :D
Oh ok... nm then. :P
It seemed to run ok on my system at work.
02-03-2007, 06:06 PM
I have no transparency issues here either. By the way, terrain doesn't look exactly tileable - seems to have line border here. :?
Also, you should hide windows mouse cursor. I'm getting both in the game, which looks weird. :P
Edit: I'd use different texture size than 2048x512 for storing game tiles.
02-03-2007, 07:13 PM
Runs good on my machine. Didn't had the transparency issue (I have ATI X800 Pro video card)
02-03-2007, 09:58 PM
He's not, it's DirectX using Asphyre. Very Happy
Yep that is correct :D
By the way, terrain doesn't look exactly tileable - seems to have line border here. Confused
As I've mentioned earlier, this is because I'm using some temporarily gfx I've found on the net, and I had to resize them. Durring that process the tile became non-tileable :roll: The tiles should look ok when I change to some other tiles.
Also, you should hide windows mouse cursor. I'm getting both in the game, which looks weird. Razz
I am going to do that in the final game. I just like to have it during development phase. Something weird about me :P
I'd use different texture size than 2048x512 for storing game tiles.
I'll agree with you on that. It will be changed when I change the tileset.
Besides the bug I'm aware of and what I've called Travelers Transparency bug, I'm glad that it works with no problems on other peoples machine. I haven't made anything public before, so it's nice to see that it can actually run on other machines than mine.
However I'm not gonna work more on the game tonight. I've just got home from playing football (European style that is :P ) and now I'm gonna play my newly bought NHL 2007 and see if it's better than my 2000 edition.
Goodnight to all of you, and thanks again for testing the program.
03-03-2007, 11:15 AM
Apparently it happens only on certain videocards (Radeon 7000, iirc).
I've again tested it, this time on my laptop and you'll be pleased to know there was no problem this time.
So how goes the game so far? It was looking pretty decent in Stage 2.
24-04-2007, 07:45 PM
As I've written in an other topic I've been busy with exams and have only just finished them. I've just started on two new courses, one of them being my first year project, but I'm still in the compo. I have the day off tomorrow, so I'm hoping that I'll be able to make a quick implementation of my second game genre (Yep you heard me right, I haven't even implemented 2nd game genre yet :roll: ). Offcourse that wont include real game gfx, Just some quick ugly gfx to work with.
I'm not really gonna follow the stage deadlines anymore. I'm just hoping to make a game with the strategy part finished (perhaps minus super ai) and a smooth transition to Light Gun game genre and back. Making a good storyline, scoring system, gfx, tutorial etc. have low priority right now; I'm only focussing on making the game somewhat playable ;)
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