Journal FortKnox's Journal: Turn Based Web Games... 21
Well, we've seen Nationstates, KoC, and now the new Galaxis web games. Using turn-base strategy elements, they appear to be the new thing to do.
Problem is, most of them are written by amatuers (nationstates), high school kids that don't know what transactions are (KoC), or just written in hard to maintain languages like PHP. So... a solution?
Why not jump on the bandwagon? I've been toying around with the idea a bunch and have had some pretty good thoughts. First, make attacking not the necessary way of life. In a game like KoC, once you get to the top, its next to impossible to knock you off. You need several different ways of 'getting better' to determine who is the best. In fact, I'd say a ranking system isn't worth having. But country negotiation, communication/intel, trading, economics, AND military should be part of the grand scheme of the game. Putting players 'near' other players (think, territorial borders and such) helps give the player more of a feeling of land and ownership and neighbors.
Anywho, design and coding the backend are easy enough, but I'll need help on the html/javascript side of things, algorithms and units, and overall ideas and such. Anyone interested in helping??
Problem is, most of them are written by amatuers (nationstates), high school kids that don't know what transactions are (KoC), or just written in hard to maintain languages like PHP. So... a solution?
Why not jump on the bandwagon? I've been toying around with the idea a bunch and have had some pretty good thoughts. First, make attacking not the necessary way of life. In a game like KoC, once you get to the top, its next to impossible to knock you off. You need several different ways of 'getting better' to determine who is the best. In fact, I'd say a ranking system isn't worth having. But country negotiation, communication/intel, trading, economics, AND military should be part of the grand scheme of the game. Putting players 'near' other players (think, territorial borders and such) helps give the player more of a feeling of land and ownership and neighbors.
Anywho, design and coding the backend are easy enough, but I'll need help on the html/javascript side of things, algorithms and units, and overall ideas and such. Anyone interested in helping??
Check out Faith (Score:2)
Muh (Score:2)
Anyways, post some ideas about your game design as they come along. I think the game needs to have defined territories in order to hold much interest. How about some kind of economics in the game - trading between different lands, or perhaps manufacturing go
Re:Muh (Score:2)
I'd love to help! (Score:2)
Baseball (Score:1)
I started writing up specs for such a game once.
You can take turns against EACH player, build skills between games based on runs scored, attendence, etc.
The 'games' would either have to be 'played through' automatically, diminishing strategy, somewhat, unless you played an inning to three innings at a clip. You could even build skills by position, like, say a shortstop who can bunt/work the count etc.
Add in the element of trades, and it could get rather beefy.
Re:Baseball (Score:2)
Make it football, and you have to work under a strict salary cap.
Hmmm (Score:2)
Except this: anything but baseball...
Re:Hmmm (Score:2)
Re:Hmmm (Score:1)
I think there's a potential for a great game here. I'd play, if you can come up with an engaging play mechanic.
Here's a thought: You shouldn't be able to directly see a player's internal-stats. Ever. You should have to get to know how well they play (and what their strengths are) by looking at past performances.
Re:Hmmm (Score:2)
That's what scouts are for. Of course, paying a coach and scouts go against some sort of 'management cap'. Good GM's and scouts will know how someone plays and strengths and weaknesses... you just can't count their opinions as 100% truth
Re:Baseball (Score:1)
Make the offense and defenses some base components and increase skill levels at each area. Use a random set of 'plays' to test all areas of strength in a game.
Interesting.
ideas (Score:2)
Re:ideas (Score:2)
Something along the lines of It's A Crime? (Score:2)
You could expand your gang by capturing new turf (the city was made up of a 99 by 99 block grid), gain wealth and notoriety through robberies, arson, mugging, drug-dealing as well as attacking rival gangs, and buy weapons, etc to increase your firepower.
This particular P
Re:Something along the lines of It's A Crime? (Score:2)
Absol-frickin-lutely!
That's why combat wouldn't be absolutely essential.
B I need more time to think on it... making a sports (football) turnbased game would be fun, easy, and quick to do. I can learn the ropes with it, then do something rather complex. If you can get some paper on that IAC game, perhaps with formulae and such, I could take a gander at it.
Your HTML biznatch has arrived (Score:2)
I'll donate some time (Score:2)
I do tend to understand what makes a game good (and not what players think they want). I'm also fairly good at setting up anti-bo
A game you didn't mention (Score:2)
What about Earth 2025? [swirve.com]
It's been around quite a while and I remember some good times playing a couple years ago. I had a decent strategy and played in the 'A' game with a clan.
You might want to take a look.
i'll help (Score:2)
Kinda reminds me of BRE (Score:2)
KoC kids are pretty responsive (Score:2)
I am willing to help in making a new game (put up a long post with ideas a while ago), though I think attacking is great. I have put some thought into how geography would work in a game like this. I think you would have to go at least 3D (maybe a space-based game) or maybe n-dimensional and be able