Gldm
05-09-2007, 10:47 AM
I had a couple other ideas for comp 16 which I just figured were not as good or too complex (mostly too complex) considering I'm going to be overseas at IDF for part of this month. So if anyone wants to use either of the ideas, feel free.
Idea 1: Blind Fighter
This one was a result of me trying to think up the most improbable thing to do with text. Originally I was thinking it would be turn-based but I think someone clever could probably make it work in real-time if a really good tutorial was added.
Anyway, the idea is pretty simple. It's a fighting game where you can't see. People will try and hit you, and you have to try and block and/or hit them back. To manage this with no visuals, I was going to use a descriptive system that tried to indicate what was going on with the text.
First of all, I'd indicate direction using a clock-system, i.e. 12 o clock is up, 3 o clock is right, etc. I figured out an interesting system might be that you indicate sort of where a hit is coming from, and the player tries to guess what "number" it will come in at. One off to either side is a successful block, so a hit coming at 2 o clock can be blocked if the player tries to block at 1 or 3. An exact match would not just block but provide a chance for a counter attack.
I was debating if punches vs kicks would matter, and that really depends on how complex you want to go. I could think of things like kicks do more damage but are easier to counter if intercepted, or something like that. I was also thinking that perhaps the posture of the opponent would matter. I.e. if he's thrown a kick that means his leg's in the air and maybe he's vulnerable somewhere. This could be done in code with a state system of what the posture is like, which is basically just a switch() statement and maybe a nested switch() for what the player's inputs do for the given state of the opponent.
It could get even more interesting if you start throwing RPG-like elements into it. Since you're blind your ability to sense the environment is critical, so perhaps there would be a decision whether to improve strength or hearing, which could do something like offer better descriptions of what's going on, or maybe just increase a random modifier that you get an exact indication of what the next hit will be.
I'm just not sure I could make this fun. I don't think I have the experience to really do something cool with it, but maybe someone else does.
Idea 1: Blind Fighter
This one was a result of me trying to think up the most improbable thing to do with text. Originally I was thinking it would be turn-based but I think someone clever could probably make it work in real-time if a really good tutorial was added.
Anyway, the idea is pretty simple. It's a fighting game where you can't see. People will try and hit you, and you have to try and block and/or hit them back. To manage this with no visuals, I was going to use a descriptive system that tried to indicate what was going on with the text.
First of all, I'd indicate direction using a clock-system, i.e. 12 o clock is up, 3 o clock is right, etc. I figured out an interesting system might be that you indicate sort of where a hit is coming from, and the player tries to guess what "number" it will come in at. One off to either side is a successful block, so a hit coming at 2 o clock can be blocked if the player tries to block at 1 or 3. An exact match would not just block but provide a chance for a counter attack.
I was debating if punches vs kicks would matter, and that really depends on how complex you want to go. I could think of things like kicks do more damage but are easier to counter if intercepted, or something like that. I was also thinking that perhaps the posture of the opponent would matter. I.e. if he's thrown a kick that means his leg's in the air and maybe he's vulnerable somewhere. This could be done in code with a state system of what the posture is like, which is basically just a switch() statement and maybe a nested switch() for what the player's inputs do for the given state of the opponent.
It could get even more interesting if you start throwing RPG-like elements into it. Since you're blind your ability to sense the environment is critical, so perhaps there would be a decision whether to improve strength or hearing, which could do something like offer better descriptions of what's going on, or maybe just increase a random modifier that you get an exact indication of what the next hit will be.
I'm just not sure I could make this fun. I don't think I have the experience to really do something cool with it, but maybe someone else does.