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From: Neil & A. N. <nk...@us...> - 2000-02-10 03:51:29
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We have already started working on a fantasy RPG? Whats this about bazooka's?
I'm all for PK'ing but I thought this would be a questing kill monster type
game, not an arena. Please for all that is holy don't use guns.
Nathaniel(Rowen)
-Nate
Ben Crowder wrote:
> Comrades (for lack of a better term that's inclusive of both genders),
>
> I wrote up my ideas for the gameplay on Project X. This is pure theory --
> it doesn't discuss any implementation details (i.e. it's *what* to do, not
> how to do it). Please read it over, give it some thought, and reply to
> this message with any ideas you have. This is completely open to any
> comments, suggestions or criticism. To make this game the best it can be,
> we need to make sure this document (and the stuff described therein) is
> what we want. So rip it to shreds and give everyone your input.
>
> Also, on a side note, I'll be gone on Friday, so if there's any free time,
> read over this in class (somebody want to print it up?) and pick it apart
> there. Group discussions are good. ;) Send all ideas and revisions to
> the list. Also, if Royce doesn't already know, somebody please tell him
> that I'll be at the Model UN conference then (which is why I'll be gone).
>
> Without further ado, then, here it is:
>
> --- Design doc ---
> Project X will be a multiplayer action game, highly extensible (through
> the Lua script engine), using a top-down view. The basic game will be a
> battlefield clash -- in dozens of scenarios such as an outdoor field, a
> futuristic building, the rooftops of a metropolis, and a government
> warehouse.
> Each player starts out with the basic weapon, a sword. There are,
> however, weapons scattered throughout the playing field -- bazookas, flame
> throwers, bombs, and so on -- that the player can pick up. Some weapons
> -- guns, for example -- require ammunition. By default the player gets a
> limited amount, and to restock, he has to find weapon-specific ammo
> deposits (which are also scattered throughout the playing field).
> Once all the players but one are killed -- i.e. we have a winner -- the
> round is over. The game may continue here, with options for staying with
> the current map, having the computer choose a random map, or manually
> selecting a particular map. The winner is the only one who retains his
> status (and weapons) from the previous round.
> Each player gets a score which is simply how many opponents he killed.
> The winner takes that score and gets twice that much (i.e. if both he and
> another player kill 3 players, the winner gets 6 points while the second
> player only gets 3). The objectives are to a) get points and b)
> accumulate weapons. To get points, you have to kill everything you can,
> and to keep weapons, you have to win rounds.
> The players aren't alone on the battlefield, however. There are stupid
> little grunts that just walk around getting in the way (and if you touch
> them, you lose health). There are ghost clouds, nearly invisible, that
> float around and grab hold of players for random amounts of time, draining
> the player's health in the process. Parasites walk around aimlessly until
> players get within a certain distance of them; then they follow them
> closely. Some are harmless, but others can hurt you (not very much,
> though). Carriers also walk around aimlessly, occasionally dropping
> weapons or power-ups or ammo.
> There are a few basic types of weapons: swords (hand-held weapons that
> you slash or hit with, such as swords and clubs), projectiles (anything
> that flies away from the play, such as bullets (guns) and arrows), and
> bombs (weapons that sit and wait for a stimulus to detonate, which may be
> either players being nearby or a time limit -- bombs and mines). Each
> player can carry an unlimited amount of weapons. However, ammo is
> limited, to 50 units per weapon type (i.e. 50 bullets, 50 arrows, etc.).
> Each character (player or computer-controlled) has characteristics such
> as health (usually 0-100 for normal characters, but this varies, and
> power-ups can increase the limit), type (human, whatever), and so on.
> There are certain "magic" tiles which add to the gameplay -- teleports,
> which either have set or random destinations; stairs for changing floors;
> bushes which can be burned away by certain weapons; fire tiles, which hurt
> players and are caused by either certain weapons or random events (like
> disasters in Sim City); bouncy blocks which rebound players; pits that
> players can fall into (which result in death); blocks that can be pushed
> around (and can crush players); ice areas where players can slip and
> slide; and motion tiles (flat escalators). Obviously not all of these
> tiles would fit on certain levels (i.e. bouncy blocks wouldn't quite be
> appropriate on a woodsy, outdoor level).
> --- Design doc end ---
>
> Later,
> Ben
>
> --
> "The ultimate measure of a man is not where he stands in moments of comfort
> and convenience, but where he stands at times of challenge and controversy."
> -- Martin Luther King, Jr.
>
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