Gergling / 12a-mean

Development of a multiplayer turn-based game. In space!
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12a-mean

What am I looking at?

Development of a multiplayer turn-based game. In space!

Looking for Crew

5 real people on board a ship, performing different duties:

Each of them can provide certain kinds of 'buff':

Why would you do this?

For a long time I have wanted to make a multiplayer game. I wanted to include combat, an economy and spaceships, because spaceships are cool.

I also wanted other game mechanics, such as hacking, stealth, engineering, research, manufacturing and resource gathering, because those things are also cool.

I decided that the easiest approach was to abuse turn-based combat mechanics to express other kinds of potentially complex minigames, such as fixing the engines, scanning for enemies, hacking enemy vessels, and of course shooting other ships.

For that purpose I will build a turn-based engine suitable to switching between these contexts and containing the mechanic above. This will have it's own module, and the potential for export as it's own public node package if completed.

Ok? What now?

Download and install the source code:

The software should now be ready to run.

To run it:

What the-? I don't even-

Correct. Either I haven't bothered to tell you something, or I don't understand it either. Ask me about it. At the very worst I will never get back to you, but it's more likely I'll give you a long rambling response in a flak-cannon approach to answering your question. That is, I will turn up with a flak cannon and right click.

Some might consider that to be almost (sunglasses) Unreal! :O

Possible Contexts/Maps

A mapping of possible sprite-scales and their map-decoration/designs.

Possible Games opened by quests.

Probably, all games should be available to all players, until they pick it up. If quit, it reopens to the other players. If success, it will disappear.

While playing, other quests may open. Sometimes this will include emergency quests. No quests can be taken while an emergency quest is available unless it's locked.

Consider assistance of quests in progress to avoid breaking causality and freeing up non-emergency quests faster.

Quests always have the same format. Victory is achieved by defeating all the sprites within given restrictions (e.g. time limit), and defeat occurs under counter-conditions.

Victory can include rewards dependent on the quest configuration. Usually items (which can include data, software and AI configs) and currency.

Quests will arise automatically to apply buffs to the ship and crew. This way, players always have something to do, even if somebody is doing the quest chain.

Quest Types

Narrative

Quest generation needs to have a tree of outcomes.

For example, the crew are given a mission to seek out a band of pirates. This is a navigational quest. On completion, they enter a Warp Chase.