Instead of making a new thread every time I begin work on a game, and then get no more than 5-10 hours into creation, and never finish, I'm gonna try to post them here, at least until the idea becomes fully formulated, and has a good amount of hours invested into it, at which time, I'll think about giving it its own thread.
For now, I've been throwing around ideas in the past few days (YES, I REALLY need to work on my contest entry) for what may be the first true strategy game for RPGM3, and if things go well, it might also be the first 2 player game for RPGM3 as well. I've got an entire layout written down/in the back of my mind, and graphically, it'll work quite well. The main sticking factor is gonna be the coding. I'm fairly sure the system is capable of what I want it to do; however, the 20 event limit per town might be the major sticking point.
As I've envisioned it, it'll be kind of a cross between a "god game," a turn-based strategy, and a real time strategy game. Basically, it'll entail base building, tech "trees," and troop deployment. The other main sticking point may very well be any amount of replayability vs the CPU. I'd LIKE to have a campaign mode, but that might entail pre-programmed CPU actions if I cannot figure out a solution. I'd also like to have the ability to engage in one-off battles vs the CPU, with some flexibility in choosing the terrain (unlimited resources, plentiful resources, scarce resources) and the build set (probably 3 options; beginner, intemediate, and advanced). The main problem with this part of the idea is, if I cannot find a way to vary subsequent playthroughs of the campaign mode, I'm surely not going to be able to vary two different playthroughs of the same map/build set. If I cannot come up with a way to bypass this obstacle, this game may never come to fruition, or I may release a demo of the first tutorial level of the campaign, and it will go no further.
And yes, I think I MAY be able to pull off a multiplayer mode (albeit with a pass-the-controller setup). If all of these options takes up too much memory, I may release the campaign as one file, and release the multiplayer and skirmish as DLC, but we'll see.
In any case, remember, this thread is pretty much just a way for me to get some of my ideas out there and "on paper," and nothing posted here is set in stone by any stretch of the imagination, so please do not hold out any hope for anything posted here ever even being finished/released.
I'll update this thread if and when it becomes necessary.
For now, I've been throwing around ideas in the past few days (YES, I REALLY need to work on my contest entry) for what may be the first true strategy game for RPGM3, and if things go well, it might also be the first 2 player game for RPGM3 as well. I've got an entire layout written down/in the back of my mind, and graphically, it'll work quite well. The main sticking factor is gonna be the coding. I'm fairly sure the system is capable of what I want it to do; however, the 20 event limit per town might be the major sticking point.
As I've envisioned it, it'll be kind of a cross between a "god game," a turn-based strategy, and a real time strategy game. Basically, it'll entail base building, tech "trees," and troop deployment. The other main sticking point may very well be any amount of replayability vs the CPU. I'd LIKE to have a campaign mode, but that might entail pre-programmed CPU actions if I cannot figure out a solution. I'd also like to have the ability to engage in one-off battles vs the CPU, with some flexibility in choosing the terrain (unlimited resources, plentiful resources, scarce resources) and the build set (probably 3 options; beginner, intemediate, and advanced). The main problem with this part of the idea is, if I cannot find a way to vary subsequent playthroughs of the campaign mode, I'm surely not going to be able to vary two different playthroughs of the same map/build set. If I cannot come up with a way to bypass this obstacle, this game may never come to fruition, or I may release a demo of the first tutorial level of the campaign, and it will go no further.
And yes, I think I MAY be able to pull off a multiplayer mode (albeit with a pass-the-controller setup). If all of these options takes up too much memory, I may release the campaign as one file, and release the multiplayer and skirmish as DLC, but we'll see.
In any case, remember, this thread is pretty much just a way for me to get some of my ideas out there and "on paper," and nothing posted here is set in stone by any stretch of the imagination, so please do not hold out any hope for anything posted here ever even being finished/released.

I'll update this thread if and when it becomes necessary.


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