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RE: Strategy games (was something else and Texture mapping)
> I have a different idea, which I call Defensive Realtime Strategy.
Great!
> Several parties are at war. The player controls some specialists from
> one of the parties, some civilists, ...
> The background stories:
> The specialist was sent to a building, to fullfil a mission there,
> but something went wrong, and he has to escape from the building.
> s/building/area/g
> One of the missions is to free prisoners.
One area that I think may cause a problem with this is the length of
gameplay. The difference with C&C et.al. is the extended period of growth.
Tactical placement of units and the timing of attacks based on a limited
knowledge of the 'enemy's' actions.
You idea sounds great, but a rather large 'base' would have to be
constructed for an extended duration of play per 'level', and sensibly would
have to include in-door and outdoor sections (getting the prisoners, freeing
them, leading them to safety.)
How would this lend itself to a top down, (traditional) strategy approach?
Well, I think it could be done, but some sensible, sophisticated AI for
computer based opponents would be needed (line of sight, hearing attributes,
blah de blah) and a /very/ nice level design (which is easy) just to make
the whole thing interesting.
Quite a challenge, but it could be worth it. Typically (I would argue) this
sort of scenario lends itself more to firstperson 3D engines (see Golden
Eye). I think you should do it as an isometric view, that would be fantastic
(real arcade adventure feel - and I'd love to do the GFX for it!)
> And I am currently working to implement this idea with the Defkon
> system.
Good luck. Post when you have something we can play with! :)
Regards
Gareth