Author Topic: Imperium Assault - Game Development  (Read 1278 times)


Background
I've been developing a game with C# since the 27th of November 2014 and most of my progress has been to do with the mechanics of how the game works. I'm going to use this thread as a means to document my progress and alert potential followers of things that I add. If you want to see something in this game, please tell me. Imperium is a 3D, multiplayer party-based combat game with distinctively different paths of play to experience. The game will be available for free. I'm working on this game ultimately by myself, but I frequently consult a more experienced friend whenever I need help with something not working properly.


Passives
A main mechanic of the game is the passive system. A passive is an effect that is always present, providing an assortment of different bonuses in order to shift the direction of how the game is played. Upon registration, each player is awarded with two free passives. For two thousand Runes, a new passive can be purchased and equipped in place of the old one. The old passive is not lost in the process, and can be re-used at any time. A full list of all passives will be available below. There are currently a little over 30 passives designed, 11 of which are actually in the game, able to be used. My goal is for there to be 40 different passives. If you have ideas for passives, please do let me know and you will be credited. Premium players are able to unlock and equip any passive and skin. The cost of becoming a premium player is in the works.

Venture Mode
Venture Mode is the standard mode of Imperium, which is currently being developed. Venture Mode is basically a sandbox that allows players to battle with each other, kill creeps, carry out quests and socialise. There are currently non-hostile creeps to kill for XP and Runes. Damage is currently dealt in a melee manner, because I like melee combat. Ranged weaponry may be introduced at a later date. There may also be a potential housing system, which means that players can purchase hide-outs for themselves or their various groups. There will be a party system that allows players to fight as a team, as well as standard clan tags much like in Blockland.

Reputation System
Players are automatically given the 'Neutral' reputation when they register, but reputation is modified through game-play.
(Rep points increment every hour played, but decrement when the player kills an innocent.)
    • (Innocent) Angelic (Earned through amassing 60 rep points, receive rep points when they kill dangerous or murderous players (+1) but lose considerably more rep points when killing innocents (-5).)
    • (Innocent) Neutral (Default, 0 rep points)
    • Chaotic (Earned through amassing -10 rep points)
    • Dangerous (Earned through amassing -25 rep points)
    • Murderous (Earned through amassing -50 rep points)

    Things I've Done
    Levelling, XP Gain and Damage Dealing Algorithms [100%]
    Rune System [100%] [Runes are the currency of Imperium]
    In-Game Debug Console [100%] (Externally provided)
    Health System [90%] (Death not yet added)

    3/6 Creep Types and Creep AI [50%] (Completely easy, just not a priority)
    Reputation System [50%] (Again, super easy, just not a priority)
    Multiplayer Functionality [50%] (Priority, but I'm working on it)
    11/40 Completed Passives and an Armour Purchasing System [22%] (Priority and therefore I need ideas for passives)

    Party System [0%]
    Quests [0%]
    Models [0%] (Could use a hand with this)


    Passive List
    Passive names are temporary, if you don't like the name of a passive you can provide another name for it below.


    Screenshot
    HUD hasn't been worked on yet, nor has the model, but all of the important variables are available to the player. Ignore the two black buttons, they are temporary.


    Console View
    View of the console with the Barrage passive equipped - you can read about this passive and many others above.


    Quote
    Potential Things to Do In Imperium Assault
    1. Unlock all Passives and Skins
    2. Act as the police and shut criminals down, acquiring the Angelic reputation
    3. Kill and steal relentlessly, avoiding real snipers based around the map
    4. Finish quests provided by Quest Givers
    5. Reach the top level
    6. Socialise with other players
    7. Create a prestigious clan or fight in a party
    8. Play through the speculated CTF/TDM modes I plan on creating
    9. Bigger housing
    10. Boss fights: Large creeps defend certain areas and parties can bring them down for rewards. (See the Fire Giant in Smite for a potential frame of reference)

    Helpers will be credited and awarded in the long term. Could do with modellers and people to provide ideas. If you're interested in the progress of the game, message me or post below. Thank you.[/list]
    « Last Edit: December 20, 2014, 04:44:56 AM by Big Brøther »

    I don't think you are doing your game much good by posting only this amount of information.
    It sounds very shallow.
    Kill creeps and players to get currency to buy a better/different passive.
    In theory, you could see that as the base mechanic of many other games, but with only that information i don't think people would be really hyped about this game.

    I am sure there is more behind this game then just what i just said, but i cannot really find it from the information you gave now.
    How do the passives actually influence your game play?
    Do they just give stat bonuses or do they actually have something more interesting to them?
    How does combat work? Do you just spam click left mouse button a lot on every enemy and/or have your passive help you weaken it?
    Do you have to avoid the enemies attack or block them, or is that part of the passives?
    Is a new passive everything you work for (except for housing in the near future) or are there levels to gain, classes to unlock, etc.?

    There are so many unanswered questions that it is hard to say that i want to play it.
    But i look forward to seeing this progress and wish you the best of luck.

    How do the passives actually influence your game play?
    It depends on the passive and it'll largely depend on where I take the combat system. But I expect that I will be adding in a number of ranged weapons that vastly change the way passives operate. Some are simple stat bonuses that provide the edge when fighting, but some are more complex - check out the list of passives and you'll see what I mean. Combat is currently left-click bound, yes, but there will be a means of mitigating damage temporarily with blocking. Currently, jumping can be used to turn quickly, avoid hits or to perch upon buildings and escape during and after combat. Keep in mind that I've been working on this game for a little over two weeks though, which means that there are bound to be some changes in the long-term.

    A few things you can work for:
    Quote
    Potential Things to Do In Imperium Assault
    1. Unlock all Passives and Skins
    2. Act as the police and shut criminals down, acquiring the Angelic reputation
    3. Kill and steal relentlessly, avoiding real snipers based around the map
    4. Finish quests provided by Quest Givers
    5. Reach the top level
    6. Socialise with other players
    7. Create a prestigious clan or fight in a party
    8. Play through the speculated CTF/TDM modes I plan on creating
    9. Bigger housing
    10. Boss fights: Large creeps defend certain areas and parties can bring them down for rewards. (See the Fire Giant in Smite for a potential frame of reference)

    « Last Edit: December 14, 2014, 05:15:06 PM by Big Brøther »

    Oh i am sorry, completely didn't see that some things were links.
    I shouldn't be giving this type of responses when i am a bit sleepy. :/
    Thanks for the answer though.

    Using C++ with Unity? That's kinda odd.

    Using C++ with Unity? That's kinda odd.
    My bad lol. Was getting tired as I wrote this. C#.

    You seem to have some balance issues with those passives.

    You seem to have some balance issues with those passives.
    I can make changes accordingly when the game goes live. I have taken this into account though, and if any problems arise with a certain passive then I will definitely handle it.
    « Last Edit: December 15, 2014, 03:07:10 PM by Big Brøther »