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BOOMERAL77

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A member registered 1 year ago

Recent community posts

(Edited 1 time)

good to know that the 3 hours to create this text didn't go to waste.

At the topic of "to difficult"

When the time comes you just can differ the A.I.Editor between simple mode and expert mode.

And don't forget the power of tutorials... and the community.

Created a new topic [Question] Gladiabots FB Group

Would it be OK if I create an Facebook group for Gladiabots.

The main reason behind this is may not everyone has a fast internet connection

And the FB app is loading faster than this website

And it's easy to share A.I. screenshots and it's a bit more comfortable than this website.

What do you say.

Go or No Go

if someone has some question about it don't hesitate to ask me.

I'll explain it.

I'm not sure what GFX47 has already planned, so I'm not sure if these ideas are all good.

I have separated my ideas into categories, but they are still linked in gameplay.

The Categories are:

1. Game modes

2. Unit Modules

3. Terrain types

4. A.I. Controls


1. GAME MODES

Different Gamemodes for offline and online gameplay in addition to the missions would be a good add on to the game.

(1, Set number of units, 2, Set winning contition: max points or time limit, 3, select map*ยน, 4 Set number of active balls(cores) , 5, Set Base HP)

-Deathmatch (1, 2, 3)

-Ball Game (1, 2, 3, 4) (Please call it "Capture the Core") (Current)

-Last "Bot" Standing (1, 3) (Current)

-Recover the Core*ยฒ (3)

-Base Assault*ยณ (1, 3, 5)

-Survival*โด (1, 3)

*1 The map editor should have the function to to set which modes this map can be used for

*2 Recover the core is a mode where the player has to get an object (currently the ball) which is guarded by hostiles.

Game over if you have no units left.

Enemy's don't act until you get into their zone of action.

*3 Base Assault is a mode where you and the enemy limited active, but unlimited amount of units. The goal is to destroy the enemy base while protecting yours.

*4 Survival: simply a set amount of units against an infinite amount of waves of enemys. Each wave has more enemys.

your unit gets reset after every wave.

2. UNIT MODULES

Primary Modules are

-Main Weappon Modules

--Assoult Rifle (Light) (Current)

--Shotgun (Light)

--Sniper (Light)

--Mine layer (Light)

--Turret Deployer (Assault Rifle only) (Light) (*1)

--Railgun (Heavy)

--Rocket launcher (Heavy)

*1 The deployed turret is limited by life, ammo and time (15 sec) if one reached zero the Turret disappears. Every unit can have only one active turret but place them infinite times (Cooldown 30 sec)

-Main action modules (replace main weapons).

--Object grabber (Light) (*1)

--Repair Module (Light) (*2)

--Radar (Light) (*3)

--Radar/Signal Jammer (Light) (*4)

*1 The Object Grabber is used, to:

-Grab Objects that can't be carried on top (Pull & Push)

-get Immobilized units (from your team) to a repair unit.

*2 The Repair Module is used to repair your units

-Repair Movement Modules

-Repair Weapon/ Action Modules

-Heal HP

*3 The Radar has a twice as large action radius than the current. it's job is to locate enemys that hidden behind walls that regular units can't see. (Line of Sight)

*4 The Radar/Signal Jammer serves two purposes

-hide units from enemy radar

-disable communication of enemy units that are within the jamming field.

Secondary Modules are:

-Secondary Weapon Module

--Defense Turret (360ยฐ) (Pistol)

-Secondary Action Modules

--Item Grabber (Current: used in ball game)

--Aim Assist Module

--Boost Module

Primary Modules that are tagged "Light" Can be accompanied by a Secondary Module.

(Current: Assault Rifle + Item Grabber)

weapons that are taged "Light" can turn 90ยฐ left and right

If weapon/action modules are destroyed this unit is tagged as technical disabled.

Movement Modules

-Walker (Current)

--Can turn on spot

--Can climb steep "hills"

--Medium Speed

-(Tank) Tracks

--Slow

--makes this unit heavy (*1)

--can turn on spot

--good on most terrains.

--hard to destroy (immobilize)

-Wheels

--Fast

--Can't turn on spot

--Makes this unit light (*2)

--relatively easy to destroy (imobilize)

-Hoverblades

--Makes this an air unit

--Makes it unit light (*2+)

--immune to terrain effects

*1 Since it's a heavy unit it can

-accompany a secondary modules to a primary Leavy module

-have two Light modules

-accompany two secondary modules to a primary Light module

*2 since this is al light unit it

-still can load a heavy weapon, but

--has to stop before shooting when using a heavy weapon.

-can't load a heavy weapon when it's already using a "Medium Armor"

-can't use a "Heavy Armor"

+ since this is a flying unit

-there will be a pushback when using a heavy weapon that has a lot recoil

-it has to stabilize itself after every shot.

Armor Modules

-Light Armor

--lower Defense

--higher Speed

-Medium Armor (Current)

--Medium Defense

--Medium Speed

-Heavy Armor

--High Defense

--Low Speed

TERRAINS

-Standard Ground

--no bonuses

--no penalties

-Street/Road

--Speed/Turn bonus for units using Wheels.

--no penalties

-Sand/Desert

--mines are hidden to the opponents team.

--Speed/Turn penalties for units using wheels

--Speed penalties for walkers

-Bottomless Tile

--Ground units can't pass

-Icefloor

--Units are sliding

--units using tracks are not sliding

-Higher level terrain

--air units adapt their height automatically

-Ramps (to reach different level terrain)

--all units can use them

-steep ramps

--only units using tracks can use them to reach higher level terrain.

--al units can use them to reach lower level terrain.

-Stairs

--only walkers can fully use those

--units using tracks can use them to reach lower level terrain

and some terrains I don't have in mind yet.

A.I. CONTROLS

Conditions

-have certain weapon/action module

-have certain movement module

-ally immobilized

-ally technical disabled

-ally disabled

Action

-use certain weapon/action module

-avoid certain terrain

-grab ally

-drop ally

-repair ally

+the ability to create a new node from an action node.

--like shoot and move towards the enemy

That's every thing for now.

I really have to say that, no game in development like this one, made my head spin like this.

well I had fun thinking it up and now I'm hoping that the ideas that I came up with are worthy of the game.

well I didn't come up with al of the ideas. I hope it's OK that I tried to connect them like this.

one last thing:

please add local multyplayer.

but that's it for this post.

Sorry for a post that large.