Mod/Project: Minigame Mania!
Brief Intro:
Hi guys, I'm Fulla, have been mapping in War3 pretty much since it came out. My best map was probably an old one Ninja vs Samurai Legends, some of you might have tried back quite a while ago. Hoping to go put alot more effort and go further in SC2 this time round.
The very first map I'd thought it would be best for myself to start with is a pretty basic and simplistic Minigame type map. This gives me a chance to truly master the editor and simultaneously create a very fun map at the same time. Although I say basic I ofcourse still intend to have many new exciting and advanced afeatures to truly raise the bar beyond all expectations!!
I started contemplating this project a few days ago and am hoping by making this thread I can gather as many ideas from you guys as possible, see what you'd like to see any hopefully suggests a few games I could implement. Ideally am working towards roughly 12-20 games pre-planned and ready to be made. Once Sc2 comes out, I'll strive to have the map ready to go within the first week.
Current Team:
- Fulla - Coding
- Oversky - Coding
- Ragingspeedhorn - Terraining
- The Community Here - Providing a surplus of good ideas hopefully :p
Game Overview:
Venture through numerous challenging Minigames in a chaotic Free For All battle of skill, wit and cunning against other players, earning points along the way depending on how you do each game. Eventually a final victor emerges with the hgihest score! Ofcourse as a reward he gets to select a few extra bonus minigames of his choice to finish up on.
Game Features:
- Fully playable up to 10 players (maybe more).
- Complete AI support for leavers and computer players.
- 12 unique exciting minigames (more in future updates).
- Numerous games modes to fully customize the gameplay.
- A level of polish and variety never seen before.
Current Games Ideas:
Here's a compiled list of all the game ideas so far, I've tried to give a brief description & a mini map template/preview. Very open to suggestions and improvements on these, if anything if unclear or not explained properly let me know and I'll update it, thanks.
- Zergs at night (Zergling/Changeling) - (Thanks to Fussiler1 for idea)
- Sneak into a terran outpost, killing off guards, destroying objectives and looting relics.
- Gain as many points as you can by completeing these objectives.
- Use your abilities to hide, burrow and ambush.
- Infiltration, assanination and a sneaky patience!
. - Robot Rumble (Immortal) - (Thanks to tieno for idea)
- Pick your robot and enter a fightning tournament to the death with other contestants!
- Fight several rounds, earning gold along the way dependong on how you do each time.
- In between rounds spend your gold purchasing upgrades, add-ons, gadgets and research new abilities.
- By the end the player with most round wins, clenches the game.
- Spending and saving your gold up for the long haul would be the way!
. - Zergs at night (Zergling/Changeling) - (Thanks to Fussiler1 for idea)
- Sneak into a terran outpost, killing off guards, destroying objectives and looting relics.
- Gain as many points as you can by completeing these objectives.
- Use your abilities to hide, burrow and ambush.
- Infiltration, assanination and a sneaky patience!
. - Robot Rumble (Immortal) - (Thanks to tieno for idea)
- Pick your robot and enter a fightning tournament to the death with other contestants!
- Fight several rounds, earning gold along the way dependong on how you do each time.
- In between rounds spend your gold purchasing upgrades, add-ons, gadgets and research new abilities.
- By the end the player with most round wins, clenches the game.
- Spending and saving your gold up for the long haul would be the way!
. - Bullseye (Hydralisk) - (Thanks to Staticfrog for idea)
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With just 7 ammo, carefully take aim at moving targets shooting them down!
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Targets at the back are worth more points but harder to hit.
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Use your abilities if you wish, consuming more ammo but pontially hitting multiple targets.
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Keep an eye out for powerups amongst the moving targets.
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Careful precision and speed make the crackshot!!
- Forgotten Temple (Dark Templar) - (Thanks to RunninDaGameDR for idea)
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Sneak through the labyrinyth to the finish, avoiding the deadly traps and guardians.
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Use your abilities to aid in stealthy and hindering opponents.
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Patience and deadly cunning will only make it through!!
- King of the Hill (Viking)
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Force your way to the center circle, generating points by remaining side.
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Smash enemy players side, away and all over the place using your abilities.
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Earn the most points to clench the game.
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Pure raw aggression needed!!
- Room Wars (Probe)
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Numerous rooms all connected together with sealed doors inbetween which open and close at their own specific intervals.
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Rooms spawn Marines or Hydralisks in intervals for the player who controls them.
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Starting with just 1 room under your control, spread your forces out and fight your way through securing and holding as many as you can.
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Have the most rooms by the end to win.
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A tactical genius mind comes in handy!![
- Brainstorm (High Templar)
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A series of rounds, where you answer questions relating to a group of units spawned.
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Strive to be the first to gain 2 correct answers before anyone else.
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Fast reactions and a good knowledge needed!
- The Pits (Marine)
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As a marine you are on a temporarily shore leave, spending your time gambling on an illegal Pit Fighting Tournament.
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Each round a group of gladiators fight it out to the death, in which you can bet on the outcome.
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Gamble on quite literally almost anthing, from winner, looser, first blood, top killer, top 3 etc.
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Earn the most money before the time expires to win.
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A combination of luck and foresight!!
- Nuclear Aftermath (Ultralisk) - (Thanks to RunninDaGameDR for idea)
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Survive the constant nuclear bombardements by hiding in shelters when they come down.
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The radiation continously degerenates your health, so scavenge and compete for food and supplies laying about when its safe to do so.
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Steal off other players, prevent them from finding shelter and evolve into a superior species with your abilities.
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Only the most cunning and ruthless can survive!
Please share your ideas:
Very open to hearing any features and ideas you'd really like to see in a new potential Minigame map! Think of ones you've played thus far in warcraft such as Uther Party and Pyramid Escape, and what you've always wanted to see, what was missing? how could they be improved?
Any actual minigame ideas, fire away!!
Re: Mod/Project: Minigame Mania!
Spy vs Spy
Use the same area as the probe wars but place objects in many of the rooms. Give the "spy" that each player controls a 2 slot inventory. As people search objects, they find items that fall to the floor that may be picked up to create traps. You may place items (such as 1 more inv slot, body armor, regeants for items) or traps on objects for other people (or yourself) to trigger and find. The goal is to find the espionage and exit the building while impeding or even killing the other opponents.
Potential traps: Ones that damage opponents, ones that stun/impede them, basic DoT effects, Ones that destroy items in inventory, ones that blind the room (fill it with LoS blockers), Ones that wipe memories, ones that effect statistics, such as vision or movement speed, etc.
Potential "Spys": We can default to ghost, but I think a civilian model with a trenchcoat would work best, I think some of the civs will have that.
Potential UI improvement: recipe system combined with Right Click functionality would be great. So let's say you have wood and nail in your inventory, right click on either of them to make a menu that says "Make painstick (Wood + nail); Make Footpain Floor Trap (Wood + Nail); Make Eye Poker Door Trap (Wood + Nail + hinge); Make Spear (Wood + Knife + rope) and they can choose what they want to make.
UI Improvement: Make it so that when you move from room to room, the camera zooms in on the room you're in. If you change a room, it shifts to that room. Don't allow them to move the minimap or camera itself so that it stays "room centric" and provides an interesting dynamic.
Re: Mod/Project: Minigame Mania!
Sentry Billiards
Make a pool table with "Balls". Allow Sentries to use their .5 second guardian shield to push balls around to holes to score points. Pushing opponents into holes will reduce your points to create a sort of false teamwork situation where you want opponents to help you while you're trying you best to take the ball at the last second without screwing others over.
Opponents only get "pushed" while balls continue rolling.
Re: Mod/Project: Minigame Mania!
King of the Hill
Kinda like "king of the circle" but it's a large mountain (or pole) that you climb up. You use collossi to do so and your attack will push others down the hill far while using the attack pushes you down the hill slightly and stuns you a second, creating an opening for others to push you down.
The trick with this would be to create a high enough mountain/pole and have the Z axis of the camera follow your collossus so you get the feeling of "climbing". Use a basic UI square to show locations/heights of people above and below you. The farther up you are, the slower you move, allowing people to catch up and encourage come from behind victories.
Re: Mod/Project: Minigame Mania!
Zergling Races
Create a basic horse track style game where you are the jockey on the back of a zergling (or insert useful neutral unit here)
The interface would place the camera ON THE BACK of the zergling looking forward and utilize a sort of over the shoulder FPS interface which would require you to use the keyboard and mouse potentially. The goal would be to show the zergling as the bottom third of the interface, like you're actually riding it.
Idea for flavor: You start at one side of the ravine and need to reach your Spawning Pool at the "finish line". The issue is that marines know you're trying to get home and will be running along the same path ahead of you at a slower speed. As you run by, they turn and shoot at you, reducing your hit points. The lower your hit points, the slower you move. If you assault a marine, you kill the instantly and in 2 seconds of "eating" you get full life and move on.
Farther you go, more points you get. Some areas involves ambushes which are impossible without 2-3 people ripping the marines apart. A forced teamwork will create interesting segments on this.
Re: Mod/Project: Minigame Mania!
New Minigame Idea:
Square:
The point of the game is to keep your unit inside the square using forcefield and get the enemy out. The unit you have to keep in the square is a thor and there's up to 8 players that have to do the same. The less the amount of players the smaller the square gets. You win when you get all the other players out of the square.
Re: Mod/Project: Minigame Mania!
Defend the Artifact
Co-op: Your cluster of Ghosts have found an artifact among the ruins of a slightly defendable building. The protoss are rather reluctant to allow you to take the artifact away and have alerted the Dark Templar to take you out.
The only detection you have is EMP, which costs 1 energy of a maximum 5. Deals 40 damage to shields.
Dark templar have 80 shields, 40 hit points and deal 100 damage.
Ghosts do 20 damage to Dark Templar per attack and have 100 hit points.
Building walls, which the dark templar need to destroy to reach the ghosts have 1000 hit points.
Arrange the walls into a basic 5 room building, 1 room on each side, and the artifact in the center. A room that is breeched allows them to "fall back" a level.
Goal: Survive longer to get more points, until the dropship comes in and evacs your team. All survivors get a bonus set of points. Killing dark templar will give you more points. The most devious of players can contemplate screwing a specific player by EMPing them to reduce their ability to play. EMP players are stunned for 3 seconds.
Optional addition: Allow different units other than DT to become "permanently cloaked" to create an interesting twist of gameplay.
Re: Mod/Project: Minigame Mania!
Creep Wars
You start with a hatchery and 4 queens. Give them the default abilities. Creep tumors will be able to detect and attack nearby creep tumors or hatcheries. If your creep tumor destroys another one you gain control of it. Queens have massive hit points but can be taken down if they dangerously get into danger too often. Transfusion helps alleviate this concern, but at the cost of creep tumor production. Spawn larva spawns a single larva at the hatchery which can be spawned as a queen on a long duration, no cost.
The goal is balancing making more creep tumors, while consider making more queens over the long term while keeping queens alive with transfusion if you make a mistake.
Make the creep generation area smaller... other ways to make this fun could work, but eventually there will be so many creep tumors that a critical mass will happen on it's own and start moving around. At the end of a timer if all opponents are not killed then the person with the most points wins. Hatchery is 10, Queens are 3-6 (Depends on how long it takes to build one), tumors are 1.
Re: Mod/Project: Minigame Mania!
Reaper's Delight
Co-op: Your a group of a pirate reaper raid. You're goal is to assault a town for as many goodies as possible. As a team, you want to reap all the rewards this town has to offer by jumping from rooftop to rooftop and deciding which buildings to rob and plunder.
They only have 4 inventory slots and when they're full they have to bring their haul back to the Base Ship to make it count as points. If you die then you get no bonus points.
The map is laid out as the following: The uberdropship is outside the town to the left on a cliff, The edge of the town is the residential district, then the commercial district, then the administrative district. Authorities spawn in the administrative district and attempt to track the invaders down in the streets below. The farther that the reapers go into the town, the more rewards and risks exist.
Additional notes:
- Buildings which have alarms have larger rewards but alert the authorities to it's location when it's robbed.
- First level units are basic. They attack you as you jump from roof to roof (You hit the ground breifly between them)
- Second level units have "radar" from the sensor tower, giving vision above the roofs to all allies around. You can see the circle to avoid them.
- Third level units have jetpacks and will follow you swiftly.
- If a reaper robs a building, they will leave a marker with their color on top to signal to the others that the building has been plundered.
- You can stay on a roof and snipe off people who can't see you to help reduce the number of authorities.
- The base ship starts to recognize the risk when the authorities start releasing their own jump packs and sends an alert out that they're leaving, with or without them. This will create a 20 second countdown before liftoff.
POINTS:
- Every point of plunder improves the team score as a whole. If you stay alive until the end and make it back to the base ship before liftoff you will get additional points equal to your plunder as a bonus.
Re: Mod/Project: Minigame Mania!
Uthe- I mean, Raynor Party!!!
Re: Mod/Project: Minigame Mania!
Kinda off-topic but... why was it Uther Party (I know the game)
I mean, why Uther and not Arthas or Thrall or other hero?
Re: Mod/Project: Minigame Mania!
Woa, thanks for all the ideas! Sorry it took me so long to reply.
I just updated the main thread, the game ideas now are alot more detailed and also added a mini preview of the map, how it could possibly look like. Will start adding all the good ideas up there hopefully building up a nice pool of potential games to make.
Will try to give feedback and responses for everygame.
Quote:
Originally Posted by Triceron
Uthe- I mean, Raynor Party!!!
lol :)
Quote:
Originally Posted by Arkalis
Kinda off-topic but... why was it Uther Party (I know the game)
I mean, why Uther and not Arthas or Thrall or other hero?
I guess that name just sounded the best, say it out loud, Arthas Party, Thrall Party, just doesn't have the same ring to it.
I've always wondered why it wasn't Uther's Party, oh well.
====
Ok I'll try to give feedback on everygame idea!
Quote:
Originally Posted by Gifted
Spy vs Spy
Use the same area as the probe wars but place objects in many of the rooms. Give the "spy" that each player controls a 2 slot inventory. As people search objects, they find items that fall to the floor that may be picked up to create traps. You may place items (such as 1 more inv slot, body armor, regeants for items) or traps on objects for other people (or yourself) to trigger and find. The goal is to find the espionage and exit the building while impeding or even killing the other opponents.
Potential traps: Ones that damage opponents, ones that stun/impede them, basic DoT effects, Ones that destroy items in inventory, ones that blind the room (fill it with LoS blockers), Ones that wipe memories, ones that effect statistics, such as vision or movement speed, etc.
Potential "Spys": We can default to ghost, but I think a civilian model with a trenchcoat would work best, I think some of the civs will have that.
Potential UI improvement: recipe system combined with Right Click functionality would be great. So let's say you have wood and nail in your inventory, right click on either of them to make a menu that says "Make painstick (Wood + nail); Make Footpain Floor Trap (Wood + Nail); Make Eye Poker Door Trap (Wood + Nail + hinge); Make Spear (Wood + Knife + rope) and they can choose what they want to make.
UI Improvement: Make it so that when you move from room to room, the camera zooms in on the room you're in. If you change a room, it shifts to that room. Don't allow them to move the minimap or camera itself so that it stays "room centric" and provides an interesting dynamic.
I actually remember playing this game over 10 years ago, such a classic :)
- It's a bit tricky to make it with 10 players, I'd imagine there'd always be a huge blob fight at the start, leading to alot of deaths and a few remaining survivors going about the game with the rest just watching.
- I usually prefer it where theres the possiblities of 'multiple' winners, or atleast a 1st, 2nd, 3rd place. This seems pretty much only one guy can escape in the plane the rest are screwed.
- If a guy is lucky enough to find the key, shouldn't there be some form of alter for the other players?
- Currently Room Wars has that exact level design, although the games are different wouldn't want an identical arena. There are ofcourse other possiblities such as it being outside with houses and stuff to rummage through, or an inside complex with a completely different design.
I'll stop there, see what you think. It's a fairly complex game, but has alot of potential. Not sure how ppl would find it thou.
Quote:
Originally Posted by Gifted
Sentry Billiards
Make a pool table with "Balls". Allow Sentries to use their .5 second guardian shield to push balls around to holes to score points. Pushing opponents into holes will reduce your points to create a sort of false teamwork situation where you want opponents to help you while you're trying you best to take the ball at the last second without screwing others over.
Opponents only get "pushed" while balls continue rolling.
- Don't quite fully get this one. You cast the shield on an area and balls inside are knocked away from center, that what your thinking?
- Any other possible abilities could throw in there?
- I can think there can be cooler games to utilize that Force Field :p This sounds a little bit basic, but maybe we can build it up.
Quote:
Originally Posted by Gifted
King of the Hill
Kinda like "king of the circle" but it's a large mountain (or pole) that you climb up. You use collossi to do so and your attack will push others down the hill far while using the attack pushes you down the hill slightly and stuns you a second, creating an opening for others to push you down.
The trick with this would be to create a high enough mountain/pole and have the Z axis of the camera follow your collossus so you get the feeling of "climbing". Use a basic UI square to show locations/heights of people above and below you. The farther up you are, the slower you move, allowing people to catch up and encourage come from behind victories.
- Hmm well wouldn't want 2 kind of the hills :p I just renamed it to that by the way.
- Sounds a bit of frustating game lol, constantly getting knocked back down, with 1 guy reaching the top.
- Not to sure on this one, Collosues are such an epic unit thou.
- Perhaps instead constant boulders and rolling to wards you and you need to dodge them, using lasers to blow them up and stun other opponents. An alternative like that I think would be better, thoughts?
Quote:
Zergling Races
Create a basic horse track style game where you are the jockey on the back of a zergling (or insert useful neutral unit here)
The interface would place the camera ON THE BACK of the zergling looking forward and utilize a sort of over the shoulder FPS interface which would require you to use the keyboard and mouse potentially. The goal would be to show the zergling as the bottom third of the interface, like you're actually riding it.
Idea for flavor: You start at one side of the ravine and need to reach your Spawning Pool at the "finish line". The issue is that marines know you're trying to get home and will be running along the same path ahead of you at a slower speed. As you run by, they turn and shoot at you, reducing your hit points. The lower your hit points, the slower you move. If you assault a marine, you kill the instantly and in 2 seconds of "eating" you get full life and move on.
Farther you go, more points you get. Some areas involves ambushes which are impossible without 2-3 people ripping the marines apart. A forced teamwork will create interesting segments on this.
- Prefer to keep all camera's RTS like, although locking camera if neccessary is np.
- I think a Space Flight one would be suprior overall, but taking ideas from here, such as the abmuhses you need to dodge, like a flying Mario Kart.
- They'll definitely be a racing game whatever happens :)
- Don't think being slower for less health is best way to go, if anything the other way round.
- Possible powerups you can pick up along the way would be nice!
====
Will try to reply and give some feedback on the other 4 games later today, got to pop out now.
Thanks alot, keep em coming!!
Re: Mod/Project: Minigame Mania!
Quote:
Originally Posted by
Fulla
I actually remember playing this game over 10 years ago, such a classic :)
- It's a bit tricky to make it with 10 players, I'd imagine there'd always be a huge blob fight at the start, leading to alot of deaths and a few remaining survivors going about the game with the rest just watching.
- I usually prefer it where theres the possiblities of 'multiple' winners, or atleast a 1st, 2nd, 3rd place. This seems pretty much only one guy can escape in the plane the rest are screwed.
- If a guy is lucky enough to find the key, shouldn't there be some form of alter for the other players?
- Currently Room Wars has that exact level design, although the games are different wouldn't want an identical arena. There are ofcourse other possiblities such as it being outside with houses and stuff to rummage through, or an inside complex with a completely different design.
Alright, let's see what I can think up.
- As long as the majority of the traps don't deal damage and instead find ways to impede others, I think it's good. Make it so that 4 traps kill you if they do deal damage and I think we'll be good. I'm sure it's flexible, but the goal is to find the documents and run.
- Having Multiple items of worth in there would work out. Let's change it from "Documents" and go with items like a "miniture Psi Emitter" and 2 other items could help out. Three items for three people to escape.
- Things to make it interesting or to toss out, I already assume that the majority of these ideas won't make the cut. Announcement when someone "gets" something. Announcement when someone reaches the escape vehicle. (There can be multiple, plane, boat, bike), Ability to trap vehicles that can get disarmed.
- Regarding the same map, I thought that using some of the camera functionality can change it up. Instead of having a free looking camera, imitate the Spy vs Spy feel and have the camera zoom in on the room you're in, if you go to a door, the camera swiftly shifts to that direction. Also, you can add all the furnature to the building as part of the triggers, an idea to change up the feel of this game.
Quote:
- Don't quite fully get this one. You cast the shield on an area and balls inside are knocked away from center, that what your thinking?
- Any other possible abilities could throw in there?
- I can think there can be cooler games to utilize that Force Field :p This sounds a little bit basic, but maybe we can build it up.
The "Guardian field" is the bubble that originates from the sentry itself that normally reduces damage in it's aura. I thought it'd be interesting to use it as a "push" ability if it was simply an ability that opens and closes right away. It would involve aiming the ball with the position of your sentry.
- I didn't think about force fields as way of impeding your opponents but it would add a dynamic.
- The thing is... I used to play a game called Billiards boxing, which involved two people playing realtime billiards with no turn taking, the goal was to piss off your opponent while trying to get your own balls in. You had two cue balls and all you could hit was your own cue ball. It got hilarious cause half the time instead of going for your balls you were screwing up their shots. I think that by changing yourself to be a "cue ball" and trying to screw others up, I think it'd be good. Still open on thoughts now that you know the concept behind it.
Quote:
- Hmm well wouldn't want 2 kind of the hills :p I just renamed it to that by the way.
- Sounds a bit of frustating game lol, constantly getting knocked back down, with 1 guy reaching the top.
- Not to sure on this one, Collosues are such an epic unit thou.
- Perhaps instead constant boulders and rolling to wards you and you need to dodge them, using lasers to blow them up and stun other opponents. An alternative like that I think would be better, thoughts?
It could work, It came to my mind and I figured I'd toss it out to you as it seemed like a better "king of the hill" implementation than vikings.
Quote:
- Prefer to keep all camera's RTS like, although locking camera if neccessary is np.
- I think a Space Flight one would be suprior overall, but taking ideas from here, such as the abmuhses you need to dodge, like a flying Mario Kart.
- They'll definitely be a racing game whatever happens :)
- Don't think being slower for less health is best way to go, if anything the other way round.
- Possible powerups you can pick up along the way would be nice!
- One of the things I don't know if you fully realize is the way that this engine is no longer a "Map maker" but can change it's genre even. I felt that a way to expand the gameplay fast would be incorporating some of the new features, such as a potentially fluid movement Racing game could work.
- Less health, higher speed, I can see that as being a better mechanic, agreed.
- Space Flight... I can see pros and cons with this, not a superiority. I think it'd still be great for some reason to expirience the rush with the "last push home". This would be a preference thing ultimately. The reason I suggested Zerglings in a marine infested chasm running home is that it provides easy motivation and allows easy to maintain/understand boundaries.
- If it were space, I could see debris, if it were zerglings, I could see entertainment in pulling upgrades from the marines as you ate them. Maybe attach guns to their back or use blades from the carapace to increase killing speed, Stim packs to increase speed, etc.
Thanks for the thoughts.. again, as you're the person in charge, if reject all of mine but think of a good idea from the wreckage, that's what matters.. don't worry about it.
Re: Mod/Project: Minigame Mania!
Thanks Gifted, appreciate the effort taking the time to reply to my questions and crits.
Quote:
Originally Posted by
Gifted
Alright, let's see what I can think up.
- As long as the majority of the traps don't deal damage and instead find ways to impede others, I think it's good. Make it so that 4 traps kill you if they do deal damage and I think we'll be good. I'm sure it's flexible, but the goal is to find the documents and run.
- Having Multiple items of worth in there would work out. Let's change it from "Documents" and go with items like a "miniture Psi Emitter" and 2 other items could help out. Three items for three people to escape.
- Things to make it interesting or to toss out, I already assume that the majority of these ideas won't make the cut. Announcement when someone "gets" something. Announcement when someone reaches the escape vehicle. (There can be multiple, plane, boat, bike), Ability to trap vehicles that can get disarmed.
- Regarding the same map, I thought that using some of the camera functionality can change it up. Instead of having a free looking camera, imitate the Spy vs Spy feel and have the camera zoom in on the room you're in, if you go to a door, the camera swiftly shifts to that direction. Also, you can add all the furnature to the building as part of the triggers, an idea to change up the feel of this game.
- Oh ok, I thought you could actually attack each other like in the original NES game, which is why I thought 10 players at start would lead to a blood bath.
- If you can't thou, might make ppl seemngly quite helpless at chasing someone they know have the documents? As you can#'t really lay traps whilst pursuing.
- Escape items could scale to numbers of players? So say 1 escape item per 3 players, something like that?
- I see what you mean, locking the camera, would really put emphyasis on the room your in, making players notice everything inside and encourage them to rumbble through it all. A problem I'm thinking thou is how it might be tricky for new players to realize what they've got to do and understand the map layout of several rooms. Maybe at start a global view of the house and all rooms and it slowly zooms in before starting might help on this part thou.
- Announcements could really help, but if its over in 2 minutes, can't spam the screen to much, I guess only the essentials.
- Yea random furtinature is a must, maybe the rooms/room shapes might be a possibility as well.
- Could also add 'suits' and stuff you can find and put on, perhaps even weapons.
I'm really trying to make games everyone would enjoy. Obviously everyone will have their own favorites, this one I think some would love, but some may find boring its a bit tricky to find the balance.
The Spy vs Spy is the basic concept, but can go way beyond that, for example a 'house' overun with zombies/mutants/aliens and you fight your way through, trying to find an exit key, or simply an exit. At same time, can still use traps and tricks to screw over enemy players. Something like that might make it generally popular whilst still having a nice sneaky element added in there?
Quote:
Originally Posted by
Gifted
The "Guardian field" is the bubble that originates from the sentry itself that normally reduces damage in it's aura. I thought it'd be interesting to use it as a "push" ability if it was simply an ability that opens and closes right away. It would involve aiming the ball with the position of your sentry.
- I didn't think about force fields as way of impeding your opponents but it would add a dynamic.
- The thing is... I used to play a game called Billiards boxing, which involved two people playing realtime billiards with no turn taking, the goal was to piss off your opponent while trying to get your own balls in. You had two cue balls and all you could hit was your own cue ball. It got hilarious cause half the time instead of going for your balls you were screwing up their shots. I think that by changing yourself to be a "cue ball" and trying to screw others up, I think it'd be good. Still open on thoughts now that you know the concept behind it. .
- Yea it does sounds quite fun, personally think it would be 2 player suited as you can watch and predict everything your opponent is doing. In a players ffa can imagine the whole 'stop opponent' going out the window as there's simply to much going on.
- Something like you need to protect your goal/pocket from incoming balls, but at same time can deflect them to opponents might be a nice idea to run with.
Quote:
It could work, It came to my mind and I figured I'd toss it out to you as it seemed like a better "king of the hill" implementation than vikings..
- Yea ideas are always apprecaited, can often lead on and spawn other ones.
- Well I made a previous minigame map on war3, one of the games I had was like this, except with a few random circles places about you stand on to generate points.
So for this project I I thought of a more improved version simply with 1 larger circle in center. The old game was very fun and popular amongst the other games, I think people will really like this one.
Well I had another idea, instead of a simple hill you run up in a straight line, you have a sort of ledge spiraling round and round a hill, where you need to run up dodging things with your collosus. Same sort of concept but a bit more exciting.
Quote:
Originally Posted by
Gifted
- One of the things I don't know if you fully realize is the way that this engine is no longer a "Map maker" but can change it's genre even. I felt that a way to expand the gameplay fast would be incorporating some of the new features, such as a potentially fluid movement Racing game could work.
- Less health, higher speed, I can see that as being a better mechanic, agreed.
- Space Flight... I can see pros and cons with this, not a superiority. I think it'd still be great for some reason to expirience the rush with the "last push home". This would be a preference thing ultimately. The reason I suggested Zerglings in a marine infested chasm running home is that it provides easy motivation and allows easy to maintain/understand boundaries.
- If it were space, I could see debris, if it were zerglings, I could see entertainment in pulling upgrades from the marines as you ate them. Maybe attach guns to their back or use blades from the carapace to increase killing speed, Stim packs to increase speed, etc.
- Oh yea definitetly see what you mean, I just personally prefer to keep the RTS feel, it's nice and comfortable and very easy to manage. a FPS can really catch people by surprise.
- Guess I'll have to weigh them both up, see which one has most potential. Eventually thou with ennough games both together are possible, just need to vary them qutie a bit.
Quote:
Originally Posted by
Gifted
Thanks for the thoughts.. again, as you're the person in charge, if reject all of mine but think of a good idea from the wreckage, that's what matters.. don't worry about it.
Ideas are always more than appreciated, thanks as always.
Re: Mod/Project: Minigame Mania!
Added another 2 games in there, from the suggestions I've been recieving. Anymore keep them coming guys!!
Re: Mod/Project: Minigame Mania!
It's not Uther's Party because it's a direct rip on Mario Party.
Re: Mod/Project: Minigame Mania!
Maybe you should ask moose for some help. ;)
Re: Mod/Project: Minigame Mania!
Quote:
Originally Posted by
Triceron
It's not Uther's Party because it's a direct rip on Mario Party.
Huh?
Quote:
Originally Posted by
Artanis186
Maybe you should ask moose for some help. ;)
Who is moose sorry? :) All help is appreciated.
Re: Mod/Project: Minigame Mania!
Quote:
Originally Posted by
Fulla
Who is moose sorry? :) All help is appreciated.
Minimoose, he made Minigame Party.
Re: Mod/Project: Minigame Mania!
If you're looking for more ideas, here's another one:
Snaky Shenanigans (Infestor)
Each player controls one Infestor, whose sole ability is to cast Neural Parasite (channeling spell with a cooldown of 10 seconds). When using Neural Parasite, the Infestor fires a tendril at another unit and mind controls it as long as the mind controller remains stationary. The mind controlled unit can travel as far away from its controller as it wants.
Hence, the game plays like this:
The player uses his Infestor to mind control another player's Infestor. Using that second Infestor, the player then roams the map to mind control a third. The third then mind controls a fourth and so on it goes. When you mind control another Infestor, you gain all the units it currently controls but moving an Infestor causes you to lose those further down the line (and for those suddenly freed players, they now still have a chance of winning). In addition, you can steal part of another player's chain by casting Neural Parasite at any point on the chain. Or if you're greedy, you can just follow the tendrils back until you find the 'tail' and cast Neural Parasite on it, gaining the entire chain. The aim of the game is to control all the Infestors on the map. Or, to possess the most at the end of a fixed time limit (e.g. 10 minutes?).
But if that explanation was too long, and you want it in your usual format, let me synopsisize it for you:
- You have one Infestor.
- Use your Infestor to cast Neural Parasite on an opponent's Infestor.
- Use that Infestor to mind control another.
- Prevent other players from mind controlling your Infestor or steal from your chain.
- The one with the most after 10 minutes wins or win by default by controlling all Infesetors.
Re: Mod/Project: Minigame Mania!
Quote:
Originally Posted by
Fulla
I've always wondered why it wasn't Uther's Party, oh well.
Because it's Mario Party, not Mario's Party. :D
Re: Mod/Project: Minigame Mania!
Quote:
Originally Posted by
pure.Wasted
Because it's Mario Party, not Mario's Party. :D
Lol alright got ya :)
Just added 2 more games from ppl's suggestions, thanks a bunch. Feed me more!!