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View Full Version : 22 : Tic tac toe as an FPS



FuzzYspo0N
04-06-2009, 10:59 AM
Crossing these genres for a cool idea was quite challenging, but i think sambarino and i found a fun component to mix.

Tic Tac Toe Elements :

Capture the rooms, which are shaped in large tic tac toe fashion (with some surprises)
3 in a row is a winner, but the enemy can recapture, or uncapture already captured points.

FPS Elements :

FPS style gameplay, fast paced running around
Weapon/s and fragging
Capture the control point style gameplay


2 Player multiplayer over lan, with a few added twists here and there.
C&I welcome

sambarino
04-06-2009, 11:11 AM
reporting in.

even though it's not as shocking as a pong board game this idea is gonna be super fun to play and will keep the originally tic tac toe strategy :)

Fengol
04-06-2009, 11:24 AM
so a large room with 9 capturer points in them? This could actually be easily done in TF2 with Hammer! The novelty is that it's not about the number you capture but capturing them in a row!

Squid
04-06-2009, 11:28 AM
Clever. Awesome idea imo, now make it!

FuzzYspo0N
04-06-2009, 11:28 AM
Well, no its not one big room. imagine each division in tic tac toe as a room..

Thanks squid, already started. hopefully have a demo soon. PLAYABLE DEMO. lol. (thats a joke for nandrew)

Fengol
04-06-2009, 11:33 AM
of course, you need obstacles and stuff, and pipes to drop in on players, etc. and TRAPS!

But seriously, it's nice idea. It's not about "the most" or the "the fastest" but coordination!

FuzzYspo0N
04-06-2009, 11:38 AM
Theres a number of elements of convolution as well, hece the surprises..

What kinda traps? Like , laying down a trap?

Fengol
04-06-2009, 11:56 AM
yes, think claymores from CoD4 or grenades from Gears

FuzzYspo0N
04-06-2009, 12:02 PM
hmm not a bad idea. Proximity mines etc. Its added to the fluff-list. core gameplays first ;)

What about handicaps when something happens, like a limiting factor. For example killing someone as they capture the flag, ie : "player1 captures and x!" then, you kill him, that should make it take a bit longer than normal to handicap the fragger, so the fragee has some defense against losing it.

(the above was a bad example, but yea) things like that might balance gameplay more. Any ideas?

sambarino
04-06-2009, 12:11 PM
the proximity mine idea is rad but as for other obstacles it's a bit confusing, like, pipes etc... like what?
but it is also about who is fastest because it's real time, you can't dilly dally.

Fengol
04-06-2009, 12:19 PM
well, pipes because can travel vertically through a map, not just horizontally. So maybe on the sides there a ladder leading up into a corridor which has hole dropping you into a room.

I think the normal tactic in TF2 is the longer you live the longer your respawn? You can also use the Battlefield trick of saying if you're capturing a point already captured by the enemy you must wait to unload the enemies capture and the build yours

dislekcia
04-06-2009, 12:19 PM
Thinking about this, I would make the game be more about placing things in the rooms. Like different sorts of turret. That way you're emphasising positionality just like in regular tic tac toe, but you've got a much finer granularity to it to make the real time and capturing aspects work.

Imagine that as a player, you're the only thing that can capture a room and thus get 3 in a row. You can place turrets that do different things: Target players and kill them, repair other turrets, slow down enemy turret construction, etc. As a player you can do a little bit of damage yourself, but your weapon isn't really about damage, it's about area control. Thus maps would be all convoluted and have interesting spaces in which to set up ambushes, etc. Turrets would cost resources that you get back when they die, so you have a limited number of them that you can build.

Then the gameplay becomes about delaying enemy players so that you can capture rooms and defending the rooms you've captured.

Just a thought :)

FuzzYspo0N
04-06-2009, 12:20 PM
Taking that back , i see new posts. The turrets are an interesting idea. Having something defending for you is cool, although it might slow down things depending how you as a player create them. Do you stop and wait (which is undesirable).. Or are they just dropped from your player as you are passing through?

sambarino
04-06-2009, 12:39 PM
lets say ur minimap shows u which rooms are captured by the other guy and which are captured by you. you can see which square the enemy is probably going to try capture next so you might try to get there first and capture the point. that's the main focus of the gameplay...

but taking the turret idea one step further, how about rather than place a turret wherever you want, you can do an aditional capture on a room you already have captured that will "reinforce" your capture by activating a turret in that room.

that add's extra strategy because it's harder for your enemy to recapture the room but you've also wasted time you could have spent capturing a different room.

but i wouldnt want to go with placing turrets willy nilly as that would make it too muh of a tf2 feel for me

dislekcia
04-06-2009, 12:46 PM
Do you stop and wait (which is undesirable).. Or are they just dropped from your player as you are passing through?


but i wouldnt want to go with placing turrets willy nilly as that would make it too muh of a tf2 feel for me

Netstorm did this very, very well. A new turret took time to build after you placed it - "energy" had to get from your base to the turret, but you could go off and do other things.

FuzzYspo0N
04-06-2009, 12:54 PM
yea that makes sense, so i have to redrop it in an already captured room only, and it takes say, 10 seconds to be in effect.

sambarino
04-06-2009, 01:01 PM
i just got a new idea

how about, there is a minimum capture time like 5 seconds, but after that the amount of time it takes your enemy to recapture = amount of time you spend in that room. so you "charge" the point to 30 seconds then it's way hard to get recaptured (something you'd do in the center block). but you can also try capture 3 rooms quickly at 5 seconds each risking that while you get #3 your enemy takes #1

Nandrew
05-06-2009, 11:10 AM
Well, no its not one big room. imagine each division in tic tac toe as a room..

Thanks squid, already started. hopefully have a demo soon. PLAYABLE DEMO. lol. (thats a joke for nandrew)

Still waiting for another of your projects to see the light of The Internet, too.

FuzzYspo0N
05-06-2009, 11:16 AM
yep, its ready for action. just deciding whether or not to make it pretty.


time it takes your enemy to recapture = amount of time you spend in that room

I like that concept but it will need to be playtested. The problem i see is that if yo spend say 15 seconds in the room and NEED to move on, the rooms will just keep getting lost. Like, win it lose it win it lose it, and it will get into some kind of endless loop. It should be a factor ratio rather such as for every 5 seconds in the room, it adds a "bar" to the difficulty to capture. So that ratio can be 1 : 3, 1 : 5 etc based on whats happening in the gameplay tests.

That would be cool, that the determination to keep a room can be set by the player. And returning to the room and seeing oh, its back to 2 blocks! then you have to wait say 10 seconds, and then it will start reticking up the capture points.

sambarino
05-06-2009, 11:59 AM
yeah, that'd be good... then you can have "faster" or "slower" game modes with different ratios

FuzzYspo0N
05-06-2009, 07:54 PM
Ok, so i holy crapped a cool game idea with my colleague, will post a detailed design idea soon (and sambanoobo can help refine it first).

WOOT.

Shad0wstr1k3
08-06-2009, 07:36 PM
I'm just worried about one thing

Here's tic tac toe
*
1 2 3
4 5 6
7 8 9
*
*= spawn ( I guess thats how you doing the spawning)

What's stopping the players from making a mad dash for 1 2 3 and 7 8 9 respectively.

That could be a major problem as they wouldn't even fight each other.

Other than that, Great idea.

sorry, the stars are ment to be above 2 and below 8

FuzzYspo0N
08-06-2009, 08:31 PM
Its an interesting question, but the gameplay isnt really layed out in such a way. Although the board is layed out like that, you dont actually spawn in those locations. And the opponent has every means of blocking the player on the other side.

Note : its turn based. Attack and defense, such as football (tic tac toe is also turn based). So that one is getting the "symbol" and one is trying to stop the other. (at least one of the modes planned).