Mephs
02-14-2007, 06:57 AM
Hey all,
Following on from my recent thread about my game design "Orbs". I have another more simple idea that might also make a good second project. I think this idea would play nicely on my interest in the fantasy/RPG genre and would also not be too complex to make, whilst being somewhat original.
The idea is basically to make a Scorched Earth clone, but to replace the tanks, rockets and guns with a fantasy setting with inhabitants such as dragons, archers and mages.
Now I know that taking an idea and simply changing the setting doesn't make a new game, but having thought about it, the idea of a scorched earth clone in a fantasy setting opens up some interesting thoughts on adjusting the gameplay where the artillery game genre seems to have gone somewhat stale.
I have looked around for such a game for a long time, but have yet to come across one in my experience. However, if anyone knows of any such existing games, please let me know!
Firstly, as the game would be a portfolio piece, and the majority of advice I have encountered suggests that 3d games are best as portfolio pieces, I think I will go with 3d graphics on a 2D playing field, or a 3d playing field that automatically moves the camera such that the distance between the current target and the player becomes the 2d viewing plane. I personally think aiming in 3D Scorched Earth clones really suffers from the addition of the 3rd dimension.
Now, as the game is 3d, I somewhat dislike Scorched Earth clones that use a heightmap as they never feel like they deform correctly when hit by explosions as vertices are only displaced vertically and not horizontally. I think that the game would be best served by having levels composed of discrete blocks which are destroyed upon collision with projectiles. Essentially the blocks would act like giant pixels, and this may help to ive the game a nice stylized look. I could look into a volumetric method, but I think it's a bit over the top for a simple portfolio piece (I'm open to opinion though!).
I think I would make the main characters mages, though this is horribly cliche, so I might need a twist on the format here. We could have several different classes of mage with access to different spells, providing extra replay value. For starters we could have a druid, mage and a necromancer (off the top of my head).
The player receives a hand of 5 spells frmo their class deck (or perhaps allow players to customize decks too?) and each turn, one new spell is added to their hand. Excess spells are removed each turn. Players may sacrifice a single spell in order to access a basic fireball spell. Mana is gathered by destroying mana crystal which grow around the playing field. The basic fireball will be used like a normal weapon in Scorched Earth, by setting angle and power and taking the wind into account in order to aim the shot. The fireball will easily destroy mana crystals, capturing mana for your mage, but wont have much impact on the opponent mage who will be protected by magical shielding.
Once a player gathers mana, they may access their more powerful spells. The game becomes a balance between harvesting enough mana, whilst making sure you don't sacrifice an essential spell.
Spells will include such options as teleporting, healing, magical shields, fireballs, curses, area effect projectiles, shapeshift (into creatures such as a dragon!) and more. Spells will be able to manipulate factors such as the amount of cards received on a new turn, reduce the enemies mana, and so on, your usual CCG style mechanics.
When it is a player's turn, they may cast as many spells as they have mana available for, unlike the usual Scorched Earth mechanic of simply have a single shot each turn.
The game obviously has some scope for creature summoning too, but I worry that this may start to create a lot of work in the form of modelling characters, so I'm unsure about whether to follow that route or not. Given the nature of the game in the form of environmental destruction, we could also have the players build structures to provide various benefits too, such as shielding towers, research libraries and so on, but again, this may be beyond the current scope of the game idea as it stands.
Do you think this would work as a game? Do you have any suggestions for improvement?
I'd love to hear any feedback on the idea.
Many thanks,
Steve
Following on from my recent thread about my game design "Orbs". I have another more simple idea that might also make a good second project. I think this idea would play nicely on my interest in the fantasy/RPG genre and would also not be too complex to make, whilst being somewhat original.
The idea is basically to make a Scorched Earth clone, but to replace the tanks, rockets and guns with a fantasy setting with inhabitants such as dragons, archers and mages.
Now I know that taking an idea and simply changing the setting doesn't make a new game, but having thought about it, the idea of a scorched earth clone in a fantasy setting opens up some interesting thoughts on adjusting the gameplay where the artillery game genre seems to have gone somewhat stale.
I have looked around for such a game for a long time, but have yet to come across one in my experience. However, if anyone knows of any such existing games, please let me know!
Firstly, as the game would be a portfolio piece, and the majority of advice I have encountered suggests that 3d games are best as portfolio pieces, I think I will go with 3d graphics on a 2D playing field, or a 3d playing field that automatically moves the camera such that the distance between the current target and the player becomes the 2d viewing plane. I personally think aiming in 3D Scorched Earth clones really suffers from the addition of the 3rd dimension.
Now, as the game is 3d, I somewhat dislike Scorched Earth clones that use a heightmap as they never feel like they deform correctly when hit by explosions as vertices are only displaced vertically and not horizontally. I think that the game would be best served by having levels composed of discrete blocks which are destroyed upon collision with projectiles. Essentially the blocks would act like giant pixels, and this may help to ive the game a nice stylized look. I could look into a volumetric method, but I think it's a bit over the top for a simple portfolio piece (I'm open to opinion though!).
I think I would make the main characters mages, though this is horribly cliche, so I might need a twist on the format here. We could have several different classes of mage with access to different spells, providing extra replay value. For starters we could have a druid, mage and a necromancer (off the top of my head).
The player receives a hand of 5 spells frmo their class deck (or perhaps allow players to customize decks too?) and each turn, one new spell is added to their hand. Excess spells are removed each turn. Players may sacrifice a single spell in order to access a basic fireball spell. Mana is gathered by destroying mana crystal which grow around the playing field. The basic fireball will be used like a normal weapon in Scorched Earth, by setting angle and power and taking the wind into account in order to aim the shot. The fireball will easily destroy mana crystals, capturing mana for your mage, but wont have much impact on the opponent mage who will be protected by magical shielding.
Once a player gathers mana, they may access their more powerful spells. The game becomes a balance between harvesting enough mana, whilst making sure you don't sacrifice an essential spell.
Spells will include such options as teleporting, healing, magical shields, fireballs, curses, area effect projectiles, shapeshift (into creatures such as a dragon!) and more. Spells will be able to manipulate factors such as the amount of cards received on a new turn, reduce the enemies mana, and so on, your usual CCG style mechanics.
When it is a player's turn, they may cast as many spells as they have mana available for, unlike the usual Scorched Earth mechanic of simply have a single shot each turn.
The game obviously has some scope for creature summoning too, but I worry that this may start to create a lot of work in the form of modelling characters, so I'm unsure about whether to follow that route or not. Given the nature of the game in the form of environmental destruction, we could also have the players build structures to provide various benefits too, such as shielding towers, research libraries and so on, but again, this may be beyond the current scope of the game idea as it stands.
Do you think this would work as a game? Do you have any suggestions for improvement?
I'd love to hear any feedback on the idea.
Many thanks,
Steve