Help me with game design

Discussion in 'Space Junk' started by ijffdrie, Sep 12, 2010.

Help me with game design

Discussion in 'Space Junk' started by ijffdrie, Sep 12, 2010.

  1. ijffdrie

    ijffdrie Lord of Spam

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    Any of you got a good idea for resources in a fantasy TBS? Thread be coming up soon.

    I was thinking adamantium, eitr, orichalcum, heartwood, dragons(mounts and scales), unicorns(mounts and medicine), elemental fire, krakens, wolves, rhino's, black diamond, etc. etc.


    Anything that isn't copyrighted. Gameplay mechanics will be revealed after sleep. :daydreaming:
     
  2. Kaaraa

    Kaaraa Space Junkie

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    mmm...The bones/hides of all aforementioned animals?
     
  3. Fenix

    Fenix Moderator

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    Uhhhh Mithral? :p

    Ether maybe.

    Blood of afore mentioned magical beings (Dragon, unicorn, demon)
     
  4. TheDoctor1911

    TheDoctor1911 New Member

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    Some kind of acid grenade? Like a vial that you throw at the enemy and the acid spills on them and burns them.
     
  5. Aurora

    Aurora The Defiant

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    Crystals into which the drained souls of those creatures are stored, and then used to power steampunk ish creations. Now that'd be sweet.
     
  6. ijffdrie

    ijffdrie Lord of Spam

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    I was thinking raw materials.

    different parts of animals have same source. Eitr means ether IIRC. Mithral is usable though.

    again, different parts of the same animal have the same source. I'm still mulling over how I'm gonna do that. I'm even still not sure wether I'll do infinite (access means you can build it), finite (your nodes give a set income of stuff and all associated units have a cost in this resource). Maybe I'll go for a hybrid (mithral is infinite and worldbound, so as soon as you have a node, all your cities can build the associated units(if they have the capacity of course), while dragons are finite and city-bound(you need to have a single dragon in the city where you are gonna make it, which you gain from a node, to make a single dragon rider. city-bound resources can be transferred, but that takes time and escorts).

    I think the hybrid sounds good, but maybe it's too complicated.
     
  7. ijffdrie

    ijffdrie Lord of Spam

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    All I have up till now is the description of a cities basic statistics (except research, still figuring out how I'm gonna do that). Up next is the combat system. City description follows.


    (This topic is in no way associated with Http://www.riseofmagic.com/ . I don't even have a clue what that site is about)

    This thread was inspired by the recent TBS thread where I came to the realization what exactly I would like of a Turn-Based Strategy game.


    For Rise of Magic, we tried to create a game which focused on empire building, army organization and resource management. The setting is a fantasy world, though we will not integrate RPG elements, focusing on armies and cities instead of the lone hero that seems to have saturated our competitors' games.

    Cities
    The cities are the heart and soul of your empire and the core of the game. From your cities you create armies, gather resources, build improvements, research technology or magic or even create the founders for a new city.
    Cities are the seat of your population and can be improved by constructing structures within it, such as the barracks, forge, wizard’s school or harbor. With access to the right resources you can even construct monuments which give you a nation-wide enhancement, although beware that each monument has significant costs.
    The capacities of a city depend on its surroundings and how much of its surroundings it can exploit. A city might exploit a forest or plains for food, or a mountain for a better production. The amount of plots a city can exploit is determined by its available population. The gains from a single plot might be improved by building a facility there, such as building a farm on a plain to gain access to extra food or building a mine to gain access to minerals for better production.
    The six basis statistics (food, health, production, mana, wealth and research) of a city are seen in both the cities tooltip (scroll over the name) and on the top right of the city management screen (double-click the cities name).

    - Food: Food determines how quickly your city grows in population. Once your city has enough food stored, it gains a point of population. Food comes in many varieties, with every plot having one or more kinds of food attached to it.
    Population serves two purposes:
    1. For every point of population within the city you can exploit an additional plot, gaining higher income
    2. Many units and buildings can only be made in a city with a sufficiently large population.
    Ways to improve food production: A granary protects your food against disasters. Farms increase the food an irrigated land plot grants, while on the water fishing boats can do the same. Many resources also bring a plot food benefit, such as rhinos or fur. A city can import surplus food from other cities.
    Ways to impede food production: Plagues of locusts destroy all the stored food within a city. Laying siege to a city also stops it from increasing its population.

    - Health: Health determines how much population a city can have. For every point of health your city has, its maximum possible population increases by one. The health of a beginning city is determined by how many kinds of food it has access to. For an example: a city that starts near 8 plots with rice, 2 plots of chicken, 5 plots with forest wildlife, 2 plots with herring, 2 plot with crab and 1 plot with oysters has access to 6 different kinds of food and has a health score of 18. If it is also close to a river or lake, the health score would be 20.
    Ways to improve health: You can import different kinds of food from your (or other players) other cities. In addition, there are various buildings such as the aquaduct, temple or the tree of life that improve the health score within a city. There are many researches that allow you to access more kinds of food.
    Ways to impede health: Many buildings bring benefits at the cost of a slightly reduced health, such as the forge, train station or sawmill. An opponent might spread plague among your city using corpses or magic. Cutting off the routes to a city stops it from receiving alternate foods from other cities, significantly reducing its health. A city that has a health score smaller than its population slowly loses inhabitants.

    production Production determines the speed at which your city produces buildings or units. Every city starts with a production score of 10, which increases by 1 for every point of populace.
    Ways to improve production Building a mill or mine (mountain plots only) on a plot improves the production it grants by 1. Forges, production facilities, sawmills and other such buildings also improve the production within a city.
    Ways to impede production You can destroy the plot improvements around a city, bring plagues to reduce your opponents population or lead small attacks to destroy the opponents facilities. Other ways to stop your opponent from creating units and buildings is by cutting off his access to vital resources, stopping him from building all but the basic units.

    mana Mana is a resource that is bound to your individual cities. Some specialized units, such as the water golem, pyromancer or force mage and buildings such as the tree of life or the elemental forge require mana in addition to production and resource costs.
    Ways to improve mana Some plots can be improved to grant mana, such as the volcano where a temple of fire can be built, or the blessed forest where a sacred grove can be built. In addition, temples of empires that have researched divine communication grant 1 mana every 3 turns.
    Ways to impede mana Destroy plot improvements that grant mana. In addition, all units that require mana, with the exception of the force mage, also require resources and/or building facilities that can be stopped or destroyed.

    wealth Wealth is basically money. Every city produces wealth dependant on its population, resources and plots. Wealth can be used to pay the upkeep for soldiers, hire mercenaries or produce special plot improvements.
     
  8. Meee

    Meee New Member

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    Topic sounds french so I'm not reading it :p
     
  9. ijffdrie

    ijffdrie Lord of Spam

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    and now you have no excuse.
     
  10. Meee

    Meee New Member

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    tl;dr?
     
  11. ijffdrie

    ijffdrie Lord of Spam

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    *draws seniorslicer*
     
  12. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    I always thought a liquid resource other than water would be a sweet idea. Enriched Water? Heavy Water? Ionno.

    Steelite! Bronzite! Dragonite! Mithrite!
     
  13. Meee

    Meee New Member

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    Yes! Dragonite, I choose you!
     
  14. ijffdrie

    ijffdrie Lord of Spam

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    bronzite sounds kinda cool.

    maybe lava? For a town to have access to lava, it needs to either occur there naturally, or you have to build a lava lake on a plot and make a lava river flow there.
     
  15. Fenix

    Fenix Moderator

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    Magma!!
     
  16. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    Once you acquire the magma, it becomes lava...

    ...but yeah. I like the lava idea.