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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)War of the Magi (a MoMTD type of thing)
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Author Topic: War of the Magi (a MoMTD type of thing)  (Read 2441 times)
GDSkeptic
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« on: January 19, 2011, 05:30:41 PM »

So my cousin and I have decided to stop lurking and try this compo stuff out.  I'll do the programming while he does the artwork.  We might also have someone already lined up to do the music too.

Anyway our idea is a mixmatch of a tower defense type of game and the old fun Masters of Magic.  Here's a concept pic:


Players play a wizard of a particular element type with a few customizations.  When the game begins non-player affiliated enemies will spawn in waves to attack each player.  Players kill the enemies for mana and if they think they need more they can spend some mana on mana producing buildings.  Mana will be the resource to build everything and cast spells after the player has researched them.  Players can send their own units to attack other players or defend.  Players can see other player's buildings if they have a unit of their own in range (fog of war basically).  The game will end when there is only one player left alive or, if the game takes too long, the neutral enemies go berserk and kill everyone.

Planned Features:
  • three element types (fire, earth, wind)
  • 3-4 spells to research for each element type such as: volcano, guardian wind and some kind of earth spell
  • 2 to 4 player free-for-all
  • regular and hero/mercenary units
  • 2 to 3 upgradable tower turret type thingies
  • equal opportunity destroyers (NPC fodder)
Possible Features:
  • more spells/elements/heroes/units/buildings/etc.
  • team battles (up to 4v4 even... maybe)
  • some type of ai to practice against or a tutorial level (lowest priority)

I haven't done a multiplayer flash game yet so this might be the time to do so.  If not I have my generous C++/C# skills to fall back on.  Any comments or suggestions are welcome, as this is my (and my cousin's) first compo on tigsource.

I'm going to push for an ugly looking somewhat functioning prototype by the beginning of next week.  I work weird hours and my cousin is attending college so hopefully we'll have enough free time to make this awesome.

Edit: added the game title to thread title
« Last Edit: January 19, 2011, 06:51:48 PM by GDSkeptic » Logged
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« Reply #1 on: January 19, 2011, 05:45:59 PM »

RTS, Tower Defense, and Fantasy? Curious mixture! I think utilizing 'leylines', big areas where magic is produced, would be more interesting, since players would have to compete over them!
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GDSkeptic
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« Reply #2 on: January 19, 2011, 06:25:15 PM »

RTS, Tower Defense, and Fantasy? Curious mixture! I think utilizing 'leylines', big areas where magic is produced, would be more interesting, since players would have to compete over them!

I'm surprised I didn't think of this. I wasn't thinking RTS for some reason and that exactly what the concept looks like. Using leylines sounds like an awesome idea (MoM did have mana nodes) but I don't want to go too much into RTS territory though so I guess I need to think some more on this.  I might just make it so units are only controllable on the defense as I wasn't planning on having everyone share the same playing area.
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TobiasW
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« Reply #3 on: January 19, 2011, 07:45:59 PM »

I am doing something like this right now, though not for the compo and it's moving pretty slow. Cheat-free synchronized online RTS games are pretty hard to make.
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NocturnalDemise
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« Reply #4 on: January 23, 2011, 11:49:20 AM »

GDSkeptic and I are moving along nicely. Getting the game prototype done by tonight hopefully, and have some HUD concepts as well.
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GDSkeptic
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« Reply #5 on: January 23, 2011, 07:36:58 PM »

GDSkeptic and I are moving along nicely. Getting the game prototype done by tonight hopefully, and have some HUD concepts as well.
Unfortunately my car had other plans. Sad I have to take it into the shop for some electric work early tomorrow morning.  I should have something we can test out tomorrow night though.
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GDSkeptic
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« Reply #6 on: January 26, 2011, 11:43:44 PM »

Well after spending more time then I ever wanted to on textbox controls in flash I may just drop it and recode the client in C#.  About 90% or more if not all of the server code is finished but without a working client it means nothing.  I have the server setup through player.io if anyone fancies trying out a horrendously simple chat room that still has bugs with the user list.

Chat room:
http://dl.dropbox.com/u/9809470/WotM/index.html
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TobiasW
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« Reply #7 on: January 27, 2011, 03:02:47 AM »

You might want to try out something like ASWing - eases the UI creation a good bit.

Chat/registration works well, at least to whatever degree I can tell that with me being the only person inside Tongue
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GDSkeptic
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« Reply #8 on: January 27, 2011, 07:59:53 AM »

You might want to try out something like ASWing - eases the UI creation a good bit.

This was hiding under my google radar. Thanks Tobias, this should speed things up a lot. My neighborhood should thank you too; I can only imagine the stories of mutilation and dismemberment if I had to code a listbox control in flash myself.  Crazy
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