Post by DrKilljoy on Jul 25, 2010 23:35:48 GMT -5
One day I came to the following realizations:
-I'm addicted to strategy wargames.
-I'll be a better programmer if I get experience now.
-I wanted there to be a hard science fiction wargame, to stand out from the (admittedly, though, a lot of them are damn good) multiple sci-fi wargames with easy interstellar travel, spacefaring alien races everywhere, and energy shields on every warship.
So I decided to create a game centered around a story of a war that takes place strictly within the solar system fought only between humans, where the best spacecraft weapons are railguns and the best shielding is an extra 6 inches of titanium. A few months of planning, programming, and graphic design later:
The gameplay is quite similar to the Advance Wars series, with the same basic dynamics: Get resources, build weapons, and fight for control of the battlefield. I'm trying to keep things fresh, though, with the following features:
-Accuracy and evasion mechanics. These aren't luck-based - a weapon is guaranteed to hit fully, miss, or inflict half damage depending on conditions, and the game outright tells the player what it's going to do. Rather than just giving a certain damage reduction, terrain gives an occupying unit an evasion bonus.
-Destructible terrain. I haven't really seen this done in a turn-based strategy before. Any weapon with a good enough attack score (and it doesn't take much) can damage terrain, and eventually blow it up, leaving empty space. This gives two dilemmas: Destroy a structure or try to take it over, and snipe out a unit on high-evasion terrain or just blow up its cover.
-Realistic supply handling. While I'll admit that (as the screenshot might have tipped you off) fuel alone governing how many missiles you can launch is a bit off, I'll try to deal with it realistically otherwise. You get a certain amount of fuel each turn, which is dumped into a unit's tank when it's built, and if you don't have enough fuel to fill the tank, the game just dumps in whatever you have. Supply ships are just cheap spacecraft that carry a lot of fuel.
I hope you found my idea interesting, because I would like some advice...
1) What should I call this damn thing? I still have no clue, and no one's been able to provide good suggestions.
2) Any mechanics I should introduce/change?
-I'm addicted to strategy wargames.
-I'll be a better programmer if I get experience now.
-I wanted there to be a hard science fiction wargame, to stand out from the (admittedly, though, a lot of them are damn good) multiple sci-fi wargames with easy interstellar travel, spacefaring alien races everywhere, and energy shields on every warship.
So I decided to create a game centered around a story of a war that takes place strictly within the solar system fought only between humans, where the best spacecraft weapons are railguns and the best shielding is an extra 6 inches of titanium. A few months of planning, programming, and graphic design later:
The gameplay is quite similar to the Advance Wars series, with the same basic dynamics: Get resources, build weapons, and fight for control of the battlefield. I'm trying to keep things fresh, though, with the following features:
-Accuracy and evasion mechanics. These aren't luck-based - a weapon is guaranteed to hit fully, miss, or inflict half damage depending on conditions, and the game outright tells the player what it's going to do. Rather than just giving a certain damage reduction, terrain gives an occupying unit an evasion bonus.
-Destructible terrain. I haven't really seen this done in a turn-based strategy before. Any weapon with a good enough attack score (and it doesn't take much) can damage terrain, and eventually blow it up, leaving empty space. This gives two dilemmas: Destroy a structure or try to take it over, and snipe out a unit on high-evasion terrain or just blow up its cover.
-Realistic supply handling. While I'll admit that (as the screenshot might have tipped you off) fuel alone governing how many missiles you can launch is a bit off, I'll try to deal with it realistically otherwise. You get a certain amount of fuel each turn, which is dumped into a unit's tank when it's built, and if you don't have enough fuel to fill the tank, the game just dumps in whatever you have. Supply ships are just cheap spacecraft that carry a lot of fuel.
I hope you found my idea interesting, because I would like some advice...
1) What should I call this damn thing? I still have no clue, and no one's been able to provide good suggestions.
2) Any mechanics I should introduce/change?