Alien Planet: Difference between revisions
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** Settlers are being trained to be (able to be) soldiers, operate vehicles, etc. | ** Settlers are being trained to be (able to be) soldiers, operate vehicles, etc. | ||
* Building types: infrastructure, military | * Building types: infrastructure, military | ||
== Unit Health == | |||
As usual, all unit have a certain amount of "health points" that is being reduced when they are attacked. | |||
An interesting property in this game is that all life forms have self-healing capabilities. That works in that they increase their health automatically by a certain percentage relatively to their current health every "tick" (whatever the basic time unit for updates is, e.g. second). On the other hand, they lose a certain (fixed) amount of health when they're moving (theirself, not when housed in a vehicle, plane, etc.). When they're completely healthy, that doesn't matter at all (as self-healing trumps, but when health is low, they could die just by moving too much. Having a first-aid kit around helps to strengthen self-healing, having a medic tend to the unit helps even a lot more, being in a medical facility helps most, possibly even making the lower portion of the recovery linear (or adding a linear component). | |||
[[Category:Concepts]] | [[Category:Concepts]] | ||
[[Category:Games]] | [[Category:Games]] |
Latest revision as of 13:45, January 20, 2011
The working title "Alien Planet" refers to a game idea.
Main Guidelines
- real-time strategy
- backend in some open language on a web server, should be easy to install elsewhere
- frontend run in browser with HTML5+CSS3+JS
- single-player (scenarios and/against AI opponents) and multi-player possible
- futuristic humans landing on an alien planet
- building up settlements
- fighting beasts, raiders, perhaps alien settlers
- influences from Dune II, AoE2 and Star Trek
Structure
- Resources: wood, stone, metals?, water, food?; energy
- Need to care that we don't have too many as we want to keep game play simple enough
- No money or equivalent, this is a Star-Trek-human-like society, if any commerce is needed, it's exchanging goods
- Unit types: settlers, soldiers(?), vehicles, aerospace
- Settlers are being trained to be (able to be) soldiers, operate vehicles, etc.
- Building types: infrastructure, military
Unit Health
As usual, all unit have a certain amount of "health points" that is being reduced when they are attacked.
An interesting property in this game is that all life forms have self-healing capabilities. That works in that they increase their health automatically by a certain percentage relatively to their current health every "tick" (whatever the basic time unit for updates is, e.g. second). On the other hand, they lose a certain (fixed) amount of health when they're moving (theirself, not when housed in a vehicle, plane, etc.). When they're completely healthy, that doesn't matter at all (as self-healing trumps, but when health is low, they could die just by moving too much. Having a first-aid kit around helps to strengthen self-healing, having a medic tend to the unit helps even a lot more, being in a medical facility helps most, possibly even making the lower portion of the recovery linear (or adding a linear component).