Alien Planet: Difference between revisions

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* fighting beasts, raiders, perhaps alien settlers
* fighting beasts, raiders, perhaps alien settlers
* influences from Dune II, AoE2 and Star Trek
* 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).
[[Category:Concepts]]
[[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).