Showing posts with label Chronos. Show all posts
Showing posts with label Chronos. Show all posts

Thursday, July 21, 2011

Design: Mini Chronos

After getting really excited about actually building a game, doing multiple research and come up with dozens of great ideas, I feel there is a need to take a step back to start small. It is my first game development, and I wanted to actually complete it; not having a great game that never gets released.

Below is a below cutbacks to contain the scope:

  • It’s 2D (I can’t handle 3D anyway)
  • Simple Artwork (strong outline, simple colors with little shading and design). Perhaps Tron-styled or Radiangames-styled (strong colorful outlines only)
  • Definitely no multiplayer
  • Angrybird-like level: 1 set with 12 levels perhaps, possible level expansion later. 3 Star rating for each level (scoring based on time? need something slightly better) - to encourage replay for better scoring.
  • Character Setup: 2 type of ship (small, medium), 4 type of modules (weapon, shield, power, special)
  • 1 Gameplay: Tower Defense-like Battle-mode, kill enemy-collect coins-buy modules/drop special
  • Memorable character: the ship need a captain. Picard? Jack Sparrow? Yoko (Gurren Lagann)? Rei Ayanami (Evangelion)? Big Daddy (Bioshock)? Not spoil when miniaturized. 
  • Personality is main character (cool ship - organic ship?, great captain captain),animation, gameplay, sound, environment
  • Social feature: ship designer. Ability to swap sprites?

This shall be the crucial steps in actually making the battle system really fun (core of the game); the 2nd release should focus more on upgradability, character development, quests and online world capability, with the eventual multiplayer battle system.

Wednesday, July 13, 2011

Battle System

Final Fantasy VII battle system is quite fun, where it’s semi a cross between turn-based and real time: where you’ll need time to fill up your action gauge before you can attack or cast spell. RTK2 is nice where you can move your generals around the enemy and perform a simultaneous attack, and later RTK allow archery unit to attack from far. Master of Orion automatic battle is where two rows of ships moving and shooting each other until total annihilation. Tower Defense game is nice to play, but it get bored after a few hours. There was a game (which I forgotten the name) where the automatic battle system queue the Carrier and Drone ships in front as “shield”, while other high power ships shoot long range beam from behind (those with more “shield” usually wins).

I like a passive battle system (automatic mode) with some kind manual intervention for added advantage. The reason for passive battle system is that it allows you to showcase the awesomeness of the army or ship which you had been building all these while, and the manual intervention add some really simple but fun control so you don’t feel bored watching.

But now we are in RPG, and we only have a main character (the mother ship) most of the time (perhaps some secondary ships later as helper). It will be like a tower defense game, where the mother ship shall be in the center (movable) will being attacked from various angle by enemy forces. Each action requires power to sustain, and the power recharge at a certain rate. We can choose to enable shield/auto repair, fire laser or torpedo, or deploy fighter drones as long as we have enough power to sustain them. We can conserve power when we are not attacking (store into battery), but you need to disable certain weaponry when we are low on power. All weapons will auto fire once enabled (doesn’t require manual control), and we can launch special attacks (worm hole, EMP, etc.) as long as we have the power to burn and it’ll take time to recharge. Thus, power recharge rate and battery size play an important role to support advance weaponry; while module which consume less power is critical as well. The strategy to select the right balance between fire power and power consumption is very important.

At more advance level, we shall have AI controlled supporting ship or battle station to lend us more firepower; or nearby planet which assist us with their artillery or star defense system, or channel additional power to the main ship. Ally might jump in to lend firepower to us half way through, or use cloaking ability to buy time to recharge battery in between waves of enemy. Nearby asteroid, comet, solar, moon or nebula (like the effects of Terrain) shall play a certain roles which affect our battle. We can move nearer to a Solar to recharge energy faster through solar panel; or the asteroid can we used as a shield to protect our ship.

Sunday, July 10, 2011

Game Concept: Army Building

Note: This is a high-level game concept (introduced at later stage)

Castle Age and Gangster War got a very similar army building methods, where you invite other players to join you (thus increase your army size). Your army strength is determined by your army size and total equipment (each army member to take up the best equipment available), and perhaps your personal stats as well.
The concept of army building is interesting (besides personal strength building), but the process of asking other players to join your army is pretty pointless. It doesn’t foster relationship or cooperation, which everyone just tries to mindlessly increase the army size as fast as possible by utilizing forums, Facebook or world chats (posting your id and ask others to add you). Those who didn’t figure out this trick will lose out drastically.

Another thing is the calculation of Army Strength is not transparent (some logical hint, but it doesn’t always add up), thus all we could do is to continuously increase the army size and equipment (which is not very satisfying).

RPG is always about personal development and fighting (active fighting, where your control is required) based on your personal stat and equipment. Army building adds another layer of strategy twist to the game, where to recruit other players (or NPC) to perform a passive fighting (no physical control is required – player can be away, and stat plays an important role). In a space themed game, the RPG-ship will perform mission (active fighting), while the Strategy-army helps to defend city or play offensive (passive fighting) in a fraction’s missions.

What is the better way to recruit army? There are 2 approaches, either to recruit Player or NPC. To recruit player, we should not allow it to recruit just anybody easily. We need to keep track of Player to Player relationship score, where the score will increase if we perform mission together, assist, donate, defend, etc. It helps to really appreciate and know our friend list (and motivated to help them as our own interest), rather than just party with new people every day and forgotten who we played with yesterday. Once the relationship had reached a certain level, army joining is allowed.

Another approach is building relationship with NPC or specific races, where they shall provide us with certain number of army once our relationship score reach a certain level. We accomplish missions provided by the NPC and wouldn’t attack them to very tempting short-term benefit.

As our character level, we shall be able to recruit more army. Each army could be equipped with certain equipment. Some depth could be interesting, but it should be kept simple to avoid nuisance once the army grow in size. Perhaps the army is like a Mech, where we craft special Mech machine for them.

The next question is should the army or the equipment usable in RPG mode (personal mission), or it should be a totally separate matter? We could make the Mech usable as drones on the main ships, thus we can choose to leave the Mech to perform missions on their own (passive), or bring them on board for our personal missions. To avoid over complexity, the Mech should not be customizable like the main Ship, but we have Schematic/Blueprint to craft a better Mech (good Modules can be sacrificed as raw material for a Good Mech?).

So each army consists of a soldier (Player or NPC, passive representation) and a Mech, where extra Soldier without a Mech is useless, while extra Mech could be used on board the main ship (or different Mech for different purpose, e.g. Mining, Repair, etc). The army should be kept to be a smaller size (max 12, average 2-6) to allow more personalization and appreciation. Each soldier would have a certain stats (no experience though), as well as the Mech.

Game Design 0.1 (Ark of Chronos)

This is the primary design behind my 1st web game (Ark of Chronos)

  • It will be space theme, where you control a ship (upgrade, customize, etc) and perform missions
  • It will be mostly RPG (fighting enemy, leveling, collect and upgrade, etc) with a strategy twist (resource collection & building, strategy-based battle system, etc).
  • It will start with a basic ship, jump into simple mission and battle system, then follow by ship customization with new equipment (save the more complex idea for later version)
  • The cool and addictive part shall be ship upgrade and customization, and officer recruitment.
  • Each ship with come with a few basic static stats (not customizable), thus it’s important to find or build a good ship: slot number (to install modules), cockpit size (for offices), drone bays (for fighter drones) and armor. It will be categorized by Class (which represents its size and functionality).
  • Modules (customizable): Weapon, Shield, Engine, Power, CPU (Rare, improve overall performance), Special (Auto Repair, Repulsive Beam, Scanner, Jump Gate, ECM, Cargohold, etc)
  • Officer: Captain (Multi-role, Improve performance of other Officer), Navigator (Evasive, etc), Gunner (Accuracy), Engineer (Repair Shield), Mechanic (Repair Drone), Hacker (Immobilized Enemy), Scientist, Doctor, Spy, Explorer, etc.
  • Need a clear distinction between benefit of module and officer (Evasive Module or Navigator?). Officer could gain experience and increase stats, died or injured in battle.
  • Drone: Mining, Scouting, Attack, etc.
  • Collection: Reputation (Increase Rank), Credit (Money), Relationship (with other Races), Crystal (Raw Material).

Routines:

  • Attack Pirates (Increase Reputation, Random Modules, Credit, Crystal)
  • Mining (Deploy Mining Drones while defend against Hostile attack) – Find places with high mineral deposit
  • Privateer (Attack freight/Raid city for expensive items, immediate rewards), worsen relationship

Missions (Stated Rewards) / Relationship Building (Increase Relationships, Awaits Periodic Goodies)

  • Standard / Routine Ops, Epic Missions
  • Attack & Destroy – Depends Shield and Weaponry
  • Defend (Rescue, Repair, Mining – Depends on Drones)
  • Exploration: Find Items / Artifacts / Planets / Creatures / New Races - Depends on Engine, Scanning
  • Build something (Modules, Ships or Others: Planetary Structure, Drones, Bots, etc)
  • Good or Evil Deeds: Kill the Space Whale, or Communicate with them

Rewards / Goodies

  • Reputation, Credit, Crystal
  • Ship / Modules / Drones, or Schematic (for Crafting)
  • Items (Material for Crafting)
  • Officers