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Tank Game

Started by donbonifacio Jun 20, 2003 at 4:25 PM 10 replies 12.2k views
Original Post
donbonifacio
donbonifacio
I started a small 2D tank game some time ago. By now I have some of it done, and I am starting to question myself about the hole game concept. This will be a simple game, move around, fire. But with several game modes: CTF, DM and TDM; and some diferent types of ammunition. The mais purpose of the game will be to be played on-line. As ammunition I was thinking of: - Normal fire power - Super fire power - Laser beam: would pass walls, tanks, etc. - Some heat seaker - Something that would make the tank be still for sometime - somethins that would suffle the player keys (changing cursor directions) Game modes: - Capture the flag - Death Match Well, this is it. I would like some ideias about the game, about new game modes and new ammunition and so on. =) Maybe a history mode? For single Player? Here's a sample shoot to get you inspired: Thanks for any help. [] EDIT: Trying to turn picture visible. :x [edited by - Pedro Santos on June 20, 2003 5:27:59 PM]
Saluk
Saluk
Focusing on the combat should be your goal, don''t worry about story or whatnot for single player, just have increasingly difficult levels with increasingly difficult enemies. I think you should definately have mines to add some variety, but don''t give too many mines to the player cause it should be about shooting, not about mines

Make sure you can rotate the gun independantly from the base, so that you can at least try to dodge stuff, games that make you fixed in the direction you are shooting can be extremely frustrating. I see you have destructable walls too, that''s a really good idea. It looks fun, if you make powerups have a timelimit then there could be some zaniness trying to get the the just-spawned powerup in order to get an advantage, but having to make sure you get your use out of it before it runs out.

Provide good levels with some nooks and crannies for hiding and some open spots, maybe have some of the walls hide powerups to reward destruction, and include a coop mode and you should have a winner. I can''t really think of any other modes really that wouldn''t pale in comparison with the obvious ones you''ve got. Add a few powerups besides weapons too, maybe a sheild, or a speed boost. For slowing other tanks down, you could drop a tar puddle, that makes tanks crossing it move half speed, or have an oil slick, where a tank crossing it flies accross it and wont stop until it hits a wall.

Looks like an awesome game by the way.
Sakuranbo
Sakuranbo
From your screenshot, it looks like you''ve probably played WinBolo, but have you? If not, check it out.
Saluk
Saluk
Yeah bolo was the best. Definately look to it for some inspiration. Has some strategy in there too, those pillboxes are EVIL.
Rob Loach
Rob Loach
I''m wondering:

How do you allow multiple game modes in the game engine?

........And make sure you give the creator of SpriteGPL (sp?) credit for the graphics.



Rob Loach
Current Project: Go Through Object-Oriented Programming in C++ by Robert Lafore

"The question is not how far, the question is do you possess the constitution, the depth of faith, to go as far as is needed?"
- The Boondock Saints
Rob Loach [Website] [Projects] [
donbonifacio
donbonifacio
quote:
Original post by Saluk
Focusing on the combat should be your goal, don't worry about story or whatnot for single player, just have increasingly difficult levels with increasingly difficult enemies. I think you should definately have mines to add some variety, but don't give too many mines to the player cause it should be about shooting, not about mines

Yes, I was wandering if sotry mode would be a good mode. However maybe I will implement some like Bomberman4 wherer in each level some new enemies with their own capabilities whould show up. Mines aro also a good ideia.

quote:
Original post by Saluk
Make sure you can rotate the gun independantly from the base, so that you can at least try to dodge stuff, games that make you fixed in the direction you are shooting can be extremely frustrating. I see you have destructable walls too, that's a really good idea. It looks fun, if you make powerups have a timelimit then there could be some zaniness trying to get the the just-spawned powerup in order to get an advantage, but having to make sure you get your use out of it before it runs out.


Well, I am thinking in alow that two control options: rotating the gun and fixing the gun in the current direction. Nice ideia about the timed powerups.

quote:
Original post by Saluk
Provide good levels with some nooks and crannies for hiding and some open spots, maybe have some of the walls hide powerups to reward destruction, and include a coop mode and you should have a winner. I can't really think of any other modes really that wouldn't pale in comparison with the obvious ones you've got. Add a few powerups besides weapons too, maybe a sheild, or a speed boost. For slowing other tanks down, you could drop a tar puddle, that makes tanks crossing it move half speed, or have an oil slick, where a tank crossing it flies accross it and wont stop until it hits a wall.


Yes, good ideias too. I was also thinking in add some level of atrit to each ground type. So the tanks would move faster on asfalt and slowly on grass or desert.


Thanks for the excelent ideias Saluk!

quote:
Original post by Sakuranbo
From your screenshot, it looks like you've probably played WinBolo, but have you? If not, check it out.

I did not knew this game, thanks. I will play it for some inspiration.

quote:
Original post by Rob Loach
How do you allow multiple game modes in the game engine?


Well, I was thinking that in diferent game modes the only thing that changes are some rules and the victory condiction. In DM the first that reaches X frags will win, in CTF the first team to reach Y caps will win. I am programming in C++ and I have a base abstract class Arena that handles all the non specific mode issues. And then I get derived classes for each mode.

quote:
Original post by Sakuranbo
........And make sure you give the creator of SpriteGPL (sp?) credit for the graphics.


Iep, already mailed him for authorization , however I will try to get some tile artist to create me some original art work.

Thankz for the awesome replies guys.

[]



[edited by - Pedro Santos on June 21, 2003 4:19:49 AM]
EdR
EdR
I can do tile art fairly well. If you''re interested, my email''s ed@ropple.com.
http://edropple.com
SI_78
SI_78
Reminds me of the old PC game FirePower ....
Srekel
Srekel
how about a soccer-type game type, where each team has a goal, and there is some kind of ball, which you can shoot and/or push around, and of course the object of the game is to get the ball into the other team''s goal


mines are fun! :D
------------------"Kaka e gott" - Me
fencingone
fencingone
WOW!! I am envious. I don''t realy have that much to add, but I do have one idea. I don''t know how possible it is and I don''t know how much you would have to change, but I think it could be kinda cool to have some ramps, so maybe you can get up on a wall and either shoot down, or shoot and have bombs kinda just drop down. Like those turtle machines that shoot the bombs straight up in the air and parachte down, (Mega Man 8 on Playstation 1 I think). Looks Great!
veni vidi vici"Be excellent to Each other" Bill and Ted
5010
5010
quote:
Original post by SI_78
Reminds me of the old PC game FirePower ....


Yeah. I used to play that on the Amiga. Looks kinda like it.
-solo (my site)

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