Author Topic: help me decide what game to make  (Read 1372 times)

if you're worried about fog of war causing problems, then just take more inspiration from the games you already mentioned- xcom as an example; innenemy unknown/within, you get directional cues as to where ayys might be- same for loot too, in xcom ew's case the loot is meld

if you're worried about fog of war causing problems, then just take more inspiration from the games you already mentioned- xcom as an example; innenemy unknown/within, you get directional cues as to where ayys might be- same for loot too, in xcom ew's case the loot is meld
but then the game becomes just like xcom and im trying to make a unique experience. anyways ive dropped that idea in exchange for a more favorable one



here is a very early mock up of 4d turn based. right now only one plane (the bottom plane) is functional as a turn based game. basically its like advance wars but all gameplay mechanics/objectives/enemies/units are designed around these three planes. each plane would ideally be different from the other and have its own terrian/cover/enemies

levels would introduce their own mechanics. one level i had an idea for would be a level where your characters exist on all 3 planes at once, but you can only move along objects on one active plane. the active plane changes every turn. so say the bottom plane has a flat battlefield with high cover, the left plane has pitfalls and traps and various hazards, and the right plane has floating catwalks hanging above a chasm. attacks and fights happen on all three planes at once, so if you're on the bottom plane and there's an enemy on the left plane, your attack in its respective position will hit that enemy, etc. as if all attacks mirror the planes.

so basically you have to move around the map that is changing every turn and at the same time fight enemies that transcend all three planes at once, and if you're on like the bottom plane part and it changes and you get moved to the left plane and you just happen to be over a trap, you'll take damage. or if it changes to the right one you might fall off by accident. or when it switches back if you're inside a wall you'll die. its hard to visualize with words right now but i might make an animation to simplify it

too long didnt understand; advance wars and mighty flip champs have a baby
« Last Edit: March 27, 2018, 11:51:05 AM by thegoodperry »

that sounds more like a pet project game than a fun game, due to how difficult it would be to get used to the mechanics. maybe if you design the art assets right...

that said, this doesnt seem like 4d. it seems more like 3d where your player/units/whatever exists in multiple planes at once. you could probably design a less confusing way to represent this.

that sounds more like a pet project game than a fun game, due to how difficult it would be to get used to the mechanics. maybe if you design the art assets right...

that said, this doesnt seem like 4d. it seems more like 3d where your player/units/whatever exists in multiple planes at once.
i have a good plan for difficulty pacing. the use of an extra dimension adds a lot of depth to the once-simple turn based game but i dont plan to utilize the depth to the fullest (if i did most people including myself would struggle to understand it) and even if i do it'll be left for the final levels

an example would be combining switching planes with a gravity mechanic where gravity changes directions. its perfectly possible and could possibly work if i utilize it on a small simple level, but for the most part i cut that idea out because it would be way too difficult to have to brown townyze 3 planes at once AND brown townyze the pattern in which gravity would change

maybe if you design the art assets right...
everything is placeholder right now. im not going to design assets and art until i have the solid mechanics nailed. but dont worry, i have an aesthetic in mind, mostly in level assets, that will look good. it'll be like this



not copying it exactly but i do want to design ancient castle-in-the-sky like greek architecture with gravity defying fountains and stuff like that

that said, this doesnt seem like 4d. it seems more like 3d where your player/units/whatever exists in multiple planes at once.
its not 4d in the context of the universe, its technically 3.5d because a truly 4d game like this would take place between the inside of a tesseract and you'd have to manage 6 planes at once.

consider it 4d mathematically. all the map data would be stored on a four dimensional array. the x and y axis is the 2d axis, the z axis is the 3rd axis, and the t axis would be the 3 planes. every successive axis is basically duplicated as you get to the higher dimension. in this game, you have 3 3rd dimensional playing fields which if i utilize correctly can make the game fun

advance wars actually did the extra dimension subtly with the use of land, air and naval units. they each exist on a 'dimension' in the game, naval being the lowest, land being the middle and air being the highest. and they also are able to interact with each other, such as battleships attacking land units, or anti air attacking air, bombers attacking land and sea, etc.

thats kind of what i want to expand upon, but instead the naval and air dimensions have their own terrain and restrictions that must be taken into account. your units 'interact' across all three dimensions enemy-wise but terrain wise, they can only interact with one at a time, which alternates
« Last Edit: March 27, 2018, 12:11:20 PM by thegoodperry »