Build a prototype for an RTS that takes place completely on the tops of buildings in C# with XNA in 24 hours.
Finished product might be submitted to Develop In Brighton depending on quality.
Project begins 10:00 PM EST, 23 March to 10:00 PM EST, 24 March.
Design Document:
Game follows conventional RTS rules of supply, expansion, and base assault/defense.
- The catch? Supply collection involves harvesters ripping the buildings themselves apart, causing them to sink as the game progresses.
- Due to this, expansion and control of tall buildings is a primary focus throughout the game.
- Harvesters have an emergent offensive ability, as they can be dropped onto enemy buildings to hasten their destruction.
- Factions are not decided pre-game. Instead, players research units in "sets" that determine their overall macro strategy, and have the option to research the other sets late-game.
- Each set will consist of several basic offensive units, a transport unit, and a superweapon.
- Offensive units undecided.
- Transport units as of now:
- Modern set - Helicopter
- Buffer set - Bridge
- Guerrilla set - Unit Cannon
- Superweapons undecided but will work largely by targetting buildings in advance (alerting the opponent) and firing after a set timeout.
- Harvesters are initial technology.
- All factions will be able to move their base.
- Gameplay will be strictly horizontal sidescrolling with seamless screenwrapping on both sides.
- Buildings must be randomly generated in width and height but symmetrical for both players.
- AI will be trained via dynamic neural networks, pitting two AI against each other and tweaking parameters based on win streaks.
- Will most likely be a major s.o.b. to program and will not make it into the prototype.
- Fog of war implementation possible depending on how dependent gameplay becomes on macromanagement.
- Heavy changes are liable to be made during development.
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