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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Premature entry announcement thread GO!
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TyrantMarshall
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« on: January 22, 2011, 08:35:26 PM »

Casinos. Long held to be bastions of idiocy, and also spies.

Two players, both spies tasked with killing the opposing spy. Both spies are in a casino. Deception is an important gameplay element. Trick the other player into believing you are an NPC. Kill the other player before he discovers your true identity. Casino Royale + Hitman + single computer turn based multiplayer. Unique overlapping time-frame mechanic.

Two person team at the moment. Hopefully this turns out the way we have planned it.
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Inanimate
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« Reply #1 on: January 23, 2011, 03:09:52 PM »

Even more spy-games! I like the idea of being in a casino; perhaps this could be a competitive heist, as well?
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TyrantMarshall
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« Reply #2 on: January 24, 2011, 12:03:04 PM »

We actually hope to map out one of the casinos around here (I live in Las Vegas) for authenticity.
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DeadPixel
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« Reply #3 on: January 24, 2011, 12:05:56 PM »

We actually hope to map out one of the casinos around here (I live in Las Vegas) for authenticity.

This sounds like a fun project!  Do be careful to avoid the large guys in dark suits following you around while mapping the place, though... Ninja
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TyrantMarshall
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« Reply #4 on: January 25, 2011, 12:39:46 AM »

We decided to go with one of the smaller casinos, in an area next to Vegas proper called Henderson. Specifically either The Rainbow or The El Dorado. So if by some strange chance you've ever been to either one, you might recognize the layout. The Rainbow has a pretty awesome cafe with flat screen monitors on the walls playing footage from around the world, various landmarks and scenery and the like. Good food too. Research has never been so tasty!

I've got the basics implemented with TERRIBLE programmer art, and I'm trying to work out exactly how to get the turns feeling right. We want to have each player take their turn separately, but the turns take place during the same space of time, similar to how things work in Flotilla, for example. But since you have to be able to watch and try to identify the other player from a mass of NPCs, we're still trying to work out the logistics of it all. Basically, Flotilla works because you know who your opponent is, when you have to identify your opponent through observation without giving yourself away, that throws up a whole lot of problems. We think we may have found a way to make it work, but it's nowhere near ideal.
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