Category: Planitia

Planitia Design Pass

Okay, Planitia. Here’s the basic design I am visualizing.

You’re a god. Your people worship you. You gain mana from their worship, and how quickly you gain mana is dependent on how many of them there are. There are three things you can do with your mana:

  • Raise and lower the land. This will give your villagers more space to expand.
  • Spend it to teach your villagers new things, like how to build new buildings or how to do certain tasks better.
  • Cast spells that either help your villagers or impede your enemy’s villagers.

I was not planning on including direct control of your villagers (though this could change). This would result in a very Populous-style game.

The only problem is that if the base game is growing your civilization with no direct control over your villagers, that’s not really a game. it’s a software toy. To make it a game, there are two options.

The first is to give the player external, computer-enforced goals, like “create 50 villagers” or “generate 1000 mana” or “expand your village to this size”. Since the actual game play will be pretty simple, this may not make for a very fun game.

So we get to the second option. The one where you build up your village so that you can destroy all who oppose you, burn the bodies, salt the earth, collect their souls to offer to your dark god, etc, etc. Option two would probably be more fun. Option two requires either multiplayer or a half-decent AI. Both would be hard to do in 40 hours. So we’d end up with a game with very simple gameplay, but you can play skirmish against the computer and/or multiplayer with someone else over the net.

Thoughts?


HFBB Design, Part 2

When you know more about what it is you like about these games specifically, then a design will start to form.
– Dave Shramek, in a previous comment

Actually, what I liked about those games were the little coherent computerized worlds that they presented. Just about all of these games had wonderful little touches that made them feel more real. Powermonger had the birds that would fly around – useless from a game perspective, but a wonderful little detail. In Syndicate Wars, you can have your agents jump in a car, which you can then drive around the street. You can even have them take the monorail if the city you’re in has one. And of course, there’s the fact that you can blow up every building in the city if you try hard enough.

And now that I’m thinking about this, I remember a short story I wrote in high school about a king who rules a fantasy world where everthing anyone ever roleplays in this world actually happens. The king has a magical miniature diorama of the entire world that he can use to watch as the various adventures unfold, and doing so is his favorite pastime. I think I might identify with the king just a bit 🙂

But that sounds more like a tech demo than a game, so I’m still thinking.

One thing I have come up with, though, is a title for…whatever it is. I’m calling it Planitia, which is the Latin word for “plain” (as in”grassland”, not “unattractive”).


HFBB Design, Part 1

So I need a game design based around a heightfield/billboard engine.

First, let’s be explicit. What do I mean by a heightfield/billboard engine?

I mean a base world defined by terrain, and that terrain defined by a heightfield. Other models may sit on top of this heightfield, but the heightfield is the “ground” of the world.

Units in this world will be done with billboarded sprites. A “billboarded” sprite is one that is actually rendered as a 3D object, but is always rotated so that it faces the player.

Lots and lots and lots of games have been made with this system, and some of them have been truly great, like…

Populous (It counts, although you couldn’t rotate the map):

Populous

Powermonger

Powermonger

Dungeon Keeper

Dungeon Keeper

Syndicate Wars

Syndicate Wars

Myth: The Fallen Lords and Myth II: Soulblighter

Myth: The Fallen Lords

You can see that this engine style lends itself to real-time games with strategic elements (although none of the above are “real-time strategy” games as that phrase is defined today).

I definitely want my game to be real-time. I want the player to have buildings and units. I want the game to be fantasy-themed or mythology-themed. I also want the player to be able to raise and lower terrain, and I want that to be an actual game mechanic. But I’m not sure if I want the player to be able to directly control units. And I’m not sure if I want resource gathering.

Standard real-time-strategy: The player has direct control over resource gathering, building creation, unit creation and unit direction.

Populous: There are no resources. The player has indirect control over building creation and unit creation, and unit direction.

Powermonger: Some resources can be gathered directly. Others simply control what you can build in each city. The player has indirect control over building and unit creation, direct control over special item creation, and direct control over his army (but not villagers).

Dungeon Keeper: The player has direct control over buildings, resource gathering and resource collecting units, but only indirect control over fighting unit creation and direction.

Syndicate: Syndicate is more of an action game than a real-time strategy game.

Myth: There are no resources. There are no buildings. The player has direct control over his units.

Notice that Powermonger and Dungeon Keeper are practically mirrors – in Powermonger, the player indirectly controls the creation of his army, but directly controls the army itself. In Dungeon Keeper, the player has more direct control over the creation of his army (though not total control) but has little control over the army itself (he can drop his monsters directly over the enemy, but if they don’t want to fight they’ll just walk away).

Hmmm…this is going to take some pondering.