siggame / MegaMinerAI-Game-Ideas

Game Ideas for each semester's MegaMinerAI
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Homeland #39

Closed ZachWileman closed 7 years ago

ZachWileman commented 7 years ago

Game Title: Homeland

(Top-Down, Turn-Based, Overwatch Style Game)

The Story (Theme)

Groups of androids have awoken back from slumber and are trying to take back what they believe to be their homeland. The only thing is that the androids are groups of clones of themselves from a lost civilization where these androids were created to help different countries fight their wars. Now, they’re all that’s left of this world and they must fight their clones to take back their homeland.

The Game

This game is based off of ideas gotten from the popular videogame Overwatch. The game mode is also based off of the game mode “Control” from Overwatch. In Control, each team will try to capture the “Control” point points located an equal distance from each player’s spawn location. To capture a point, players will need to sit on the “Control” point to capture it. Having more of your characters on the point can cause your team to capture the point faster, but if both teams have at least one of their characters on the point at the same time, the timer for the Point being captured is then paused until there is only one of the team’s character(s) on the point. After a team has captured a point, they must keep the enemy team from capturing the point until they reach 100% on the control point or the time for the game runs out.

Important: Each team is only allowed to have 3 characters, out of the 5 available, out on the map at the same time. Also, they can only have one of each type of character out on the map at the same time.

As of right now, I’m undecided on whether teammates can cause damage to each other when shooting towards each other. Right now, I’m leaning towards no, but this also means that bullets can’t travel through your teammates.

Victory Conditions

Character Types

To more easily be able to picture in your head the characters I’m talking about. I will use the name of the Overwatch characters that I’m getting my ideas from. NOTE: Not all of the characters I discuss have the exact same abilities as the characters in Overwatch do, they are merely based off of them. Also, when it mentions Range for each character, it is referring to the distance that their gun can shoot before no damage is done. Also, each character’s special will continue to rollover to their next life assuming the character isn’t changed. So for example, say you character’s special is at 60% when your character dies. When that character respawns, it will continuing charging where it left off at 60%.

Each character will be able to move 2 spaces (except Tracer) in a turn as well as perform an action (an action being the characters attack or special).

Mercy (Support):

Roadhog (Tank):

Soldier (Offense):

Widowmaker (Defense):

Tracer (Offense):

NOTE: Whenever I say it will take a certain amount of turns for the ability to be available to a character, as of right now, I’m thinking 8-10 turns. Just depends on map size. Also thinking of giving each character a varying number of turns it takes to get their special, just depends with balancing and what not. A major difficulty with this game, I would imagine, would be trying to balance the damage that each characters’ attacks does.

To Help With Snow-Balling

EDITS:

JeffreyStrahm commented 7 years ago

I would recommend there being several control points, so it would allow people a point to fall back to, closer to their spawn, as a form of rubberbanding mechanic. The cool down for player respawn adds to snowballing, but depending on the map size and speed it may be necessary to have a negative for units dying. Otherwise, it's a sound game. We would definitely want some form of map generation, like walls for example, but otherwise, it's a sound 1st-semester game. The theme is a bit weak though.

ZachWileman commented 7 years ago

@JeffreyStrahm I made some edits to my game idea. Also, I don't think having control points near the spawn would be a good idea because both teams would most likely be able to hold that point while the other team wouldn't be able to capture it all, essentially I think it would boil down to both teams gaining an equal number of points from those control points and would just make the game end quicker. On the other hand, it would be interesting to see enemy teams try to push near an enemy spawn. Not really sure if it would be a good or bad idea, just giving you my thoughts.

Also, here's a drawing of what I think the map could look like: homeland_map

Just some notes about the map:

JeffreyStrahm commented 7 years ago

I do feel like some form of control point closer to spawns would make it easier for teams to recover, and make the respawn time more important. I am not saying at the door step or anything, but like a move action closer. Enough to make a difference, but not enough it is untakable. Whether or not you add it won't make or break your game, as important decisions like that are made after the game is decided.

I think I understand what you mean by map generation, the main point is the points are equidistant. Right?

ZachWileman commented 7 years ago

yeah

JacobFischer commented 7 years ago