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New simulation game hosted by Castledoom

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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Sat Mar 24, 2007 10:11 am    Post subject: New simulation game hosted by Castledoom  

We are now open for ideas. This is a brain-storming thread, so any ideas, no matter how far-fetched, are welcome.
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Sat Mar 24, 2007 10:58 am    Post subject:  

In keeping with CD's medieval theme... a nation simulator that reflects this would be ideal.

Soldiers would be called "men-at-arms."

Knights would be the 'tanks" of the game.

Citizens could be labeled as peasants.

A map would be nice, if it is not more trouble than it is worth.
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JuntaJoe



Joined: 07 Nov 2004
Posts: 7361
Location: Texas

Posted: Sat Mar 24, 2007 12:19 pm    Post subject:  

We would need more than a medieval theme. It's been done already.

It would need horror or fantasy additions to be viable.
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Sat Mar 24, 2007 12:26 pm    Post subject:  

Quote: It would need horror or fantasy additions to be viable.

Yuck!!!
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Sat Mar 24, 2007 1:24 pm    Post subject:  

How about adding zombies or goblins or dragons and such as units?
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Sat Mar 24, 2007 5:04 pm    Post subject:  

The dragons might not be a bad idea... they would be the "aircraft" of this game.

Zombies and goblins... NNNNNNOOOOOOOOOO!!!
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JuntaJoe



Joined: 07 Nov 2004
Posts: 7361
Location: Texas

Posted: Sat Mar 24, 2007 11:35 pm    Post subject:  

Fine Che, but we need more than a basic medieval strategy game.

It has already been done.

Let's face it, you either need a new gimmick OR a better way to do something already out there.


If you don't like something suggested then endeavor to find an alternative.

A "no" simply stops the thought process. I'd rather see "what about this instead" when someone objects. We need to keep the ideas flowing.


In any case, who said we had to use the standard horror or fantasy stuff out there currently? H.P. Lovecraft was able to create an entirely new form of horror. So could we if we wanted to.
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crispybacon



Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate

Posted: Sun Mar 25, 2007 3:24 am    Post subject:  

We could have a siege simulation. Play as the besieger or the besieged, manage the minutae needed, etc.

Or some sort of Castlevania-type game. This IS Castledoom after all.

Has anyone given thought about an RPG? It would be hell to make/program, but you could draw a definite crowd with a good one.
________
WEB SHOWS
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Sun Mar 25, 2007 5:59 am    Post subject:  

Before we get too deeply into the theme, we should think about the dynamics....

In Cybernations, for instance:
The map is meaningless.
Anybody can attack anybody.
Armies are fixed numbers and cannot be improved.
etc. etc.

In The Last Knight:
The map has fixed regions.
You can only attack an adjacent army.
Armies are built of individual soldiers, each with his own skills.
etc. etc.

In Asto Empires:
The map has points which take real-time to move between.
You can only attack a unit at your map-point.
It takes cash-resource and real-time to build units, which are fixed in strength.
Certain map-points may be easier or harder to exploit, depending on their resources...

We need to think about:
whether we want a meaningful map
how movement is accomplished, if at all
Do we want "turns"?
What depth of resources we should have.
etc etc etc etc.....
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Sun Mar 25, 2007 9:35 am    Post subject:  

@ Joe

If you think simulators like CN and NS are to common... check out fantasy/horror online games.

There are hundreds of them.

If you need some links, I can send you some from game directories.
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Sun Mar 25, 2007 9:49 am    Post subject:  

and RPGs.

One-person RPGs are easy to write. They get really complicated when you try to write in multi-person interfaces though.
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Mon Sep 10, 2007 7:20 am    Post subject:  

Brf, is this project dead?
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Mon Sep 10, 2007 9:59 am    Post subject:  

I never got any suggestions or requests....
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Mon Sep 10, 2007 10:12 am    Post subject:  

Brf, not knowing what you can and cannot do... makes it hard to suggest serious ideas.

I have very little knowledge of what you can code.

Are you able to do something as complex as an Astro Empires, or a CyberNations?

Personally, I've always wanted a multi-player game that deals with politics in a "banana republic."

Wheeling-n-dealing, back-stabbing, coups, and cut-throat politics.

Are your abilities up to something like this?

The more info you provide to the members... the better equipped we will be to offer suggestions and ideas.
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Mon Sep 10, 2007 10:24 am    Post subject:  

Yes. Those are do-able....
You just have to come up with a set of rules.
If you could play the game with paper and dice, you can probably do it with a webpage too.
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Mon Sep 10, 2007 10:33 am    Post subject:  

@ Brf

Let's set aside you being the game developer.


If you were just a regular member of CD... what type of game would you prefer?

What genre of online gaming interest you the most?
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Mon Sep 10, 2007 10:38 am    Post subject:  

I dunno...

I was playing with a Astro-miner type of game a month or so ago... where the players would build mining bases on asteroids and sell and trade with other players and NPC corporations.

Very complicated... I got as far as moving a ship from Mars to an asteroid at reasonable sub-light speeds.
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Mon Sep 10, 2007 10:50 am    Post subject:  

At this point, I believe that an overly complex game is not the best solution.

Do you wish to do a game that is suitable for hundreds, if not thousands of players?

Or, does something that is playable by a much smaller number of people (6-12) appeal to you?

Personally, I'm growing tired of the massive games and find that I am enjoying games for approximately a dozen players the best.
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Mon Sep 10, 2007 10:54 am    Post subject:  

Yeah. The dozen-player one is best to start with.
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Che



Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas

Posted: Mon Sep 10, 2007 11:05 am    Post subject:  

OK, unless I've mis-read your posts... we now know of two things that interest you:

1. Resource gathering
2. Limited player base

Do you want a game that permits military actions?

If yes, do you favor something where it is a prime aspect or should it be a minor consideration?

I like being able to have wars, but, do not think it should be the entire reason for the game.
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