 |
|  |
 |
|  |
 |
|
vovan
|
|
quote: Originally posted by ADG
If someone else wants to lead this project, feel free... I'm not a project leader |
No, no, I think it is imperative that you lead the project, since it was your original idea. I think otherwise, you would lose interest soon, and so would the others involved.
I was just wondering if there was a more clear plan now. It just seems to me that we don't yet have a very clear understanding of what it is exactly we want to achieve. I, at least, don't...
I mean, we got the basics: a multiplayer computer version of Nuclear War. But that's not really enough, I think. We need a little more specifications so that the people that write the different parts of the game can later integrate them together easily.
We still need to answer a few questions like:
How is the world going to be represented?
Which version of the rules are we going o use?
How will the players issue orders?
Where will the orders be stored?
Will there be some kind of system to keep track of different stats? Like number of wins for some player and such? Will there be some kind of external data center from which the others could observe games and / or stats?
What else will the player be able to do, in addition to issuing orders? View the dynamically generated map of the world? Contact other players?
These are all crucial to know answers to before starting the coding, so when it gets to it, you get all the functionality you want, and if you happen to add something new, you don't have to rewrite everything.
|
|
|  |
 |
|
Adagio

|
|
quote: Originally posted by vovan
How is the world going to be represented?
|
Not sure what you're talking about. Do you mean the visual part of the game?
quote: Originally posted by vovan
Which version of the rules are we going o use?
|
The one I posted earlier (I'll repost it in the next post)
quote: Originally posted by vovan
How will the players issue orders?
|
Player logs in (Name + Password), player chosen his order + target city (if the order requires one), and presses ok.
If the player also issues a spy order, he has the chance to change his orders again.
Spy orders can only be issued on players who has sent in their orders
quote: Originally posted by vovan
Where will the orders be stored?
|
Not sure about this one, but I was thinking about just having the orders saved in some binary file (Which gets deleted when the turn has ended)... shouldn't be too hard to make.
Not sure if we should keep all orders for all rounds, or just the orders for the current round
quote: Originally posted by vovan
Will there be some kind of system to keep track of different stats? Like number of wins for some player and such? |
I haven't thought about this, but it wouldn't be much of a problem to save stats for each player, when a player gets wasted
quote: Originally posted by vovan
What else will the player be able to do, in addition to issuing orders? View the dynamically generated map of the world? Contact other players?
|
The map wont be that much dynamically, since you can't build new cities... each player just gets some land on this premade map with 5 cities in. The city pictures are dynamically though (different pictures for different size cities)
I have never worked with graphics in java before, so I don't know how to make this... but I guess the picture needs a scollbar, otherwise it would be diffecult to get all cities on one small map
Or maybe we could just have one picture for each player (or for 5 players as in the computer game version), where the player will be able to switch between those two pictures (If there's 10 players that is)
Anyone who's got a better idea about this?
Not sure what you mean with "contact other players". It's not like in Civ where you have to meet the other players first, then declear war on, or ally with them...
Or are you talking about being able to talk to other players who's logged in (Like a chat program) ???
|
|
|  |
 |
|
Adagio

|
|
Weapons:
There exist two different kinds of weapons: Nukes and bombers
Bomber:
A bomber needs to be prepared before they can attack. The startup time is one turn. If the bomber isn’t used the following turn, you need to re-prepare it to use it. A bomber can attack two turns in a row (Unless being countered with a shield)
The bomber exists in 2 versions: (Please come up with a better name) 
The weak bomber: When successful it kills a random number of people between 1 & 20
The strong bomber: When successful it kills a random number of people between 15 & 40
Nuke:
A nuke can be fire, without any preparation time, but can only be used once.
There are 4 different nukes: (Don’t know anything about these values, but I believe it was those values used in the game)
10 mgt: When successful it kills a random number of people between 1 & 15
20 mgt: When successful it kills a random number of people between 10 & 25
50 mgt: When successful it kills a random number of people between 20 & 40
100 mgt: When successful it kills a random number of people between 30 & 60
After an attack (For bombers that is after 2nd attack), the weapon is used. All players have a weak bomber, and 2 of 10 mgt nukes, and 1 20 mgt nuke. To get more weapons, you need to build more
Defense:
There’s only one kind of defense, but there exists two different versions:
Simple shield: When used, it manages to destroy 75% of all nukes, and 50% of all bombers
Advanced shield: When used, it manages to destroy 85% of all nukes, and 75% of all bombers
This works like the weapon system: When using one, you lose one, though more can be built in the factory.
The % of chance of success is based on some random number between 1 and 100. If the # is lower than the %, the defense worked as it should
Factory:
A factory takes one turn to ‘do its job’. During this turn, it builds a random number of weapons/defense (How exactly this works, should we talk about… not sure about it)
A factory output could look like this:
1 x 10 mgt nuke
3 x Simple defense
2 x Strong bombers
The computer games factory is very random: Sometimes you get one 10 mgt nuke, while some times you get enough weapons to win the whole game… The randomness should defently (sp?) get tuned down
Spy:
The spy system should more or less work than in the forum game. Maybe with the exception, it’s not possible to spy on a player who haven’t issued an order yet (But no changes to the sabotage order)
Propaganda:
When doing propaganda on a specific city, you get a number of its citizens to one of your cities (A random city of yours). You can get all citizens in specific city (Making this city ‘wasted’)
This number is based on:
-Randomness
-How many times you’ve attacked this player (The more times, the fewer citizens)
-How many times you’ve used propaganda on this player (The more times, the fewer citizens)
If a player before you destroyed target city before your turn, you get nothing
There’s a small chance a propaganda has a side-effect: You lose a random number of citizens from a random city of yours, to target city.
This number is based on the same as above, though with a ‘the more times, the higher risk’ instead
Bonus:
Not sure if we should include this or not. Just going to mention this, since it was in the game
Each turn there’s a minor chance (Based solely on randomness), a random player gets a small bonus… or anti-bonus:
This bonus could be like getting more people in a random city (By a baby-boom), or maybe one of your cities loses some citizens to some alien abduction… and stuff like that…
They were pretty funny, but might screw up the game too much… What do you think?
Any questions?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|