BLANDCorporatio wrote:...Stop-Motion! Here's a thing I'm working on (yes a frame is missing), so that this idea isn't just thrown in a vacuum...
zeekgenateer wrote:First things first lets hammer out the base logic and mechanics. Then single player, then multiplayer. We can discuss gametypes on the way, but I was hoping for TBS with single/multi support
depricated wrote:as far as system goes...
I think it would be interesting to set up an SQL server to keep track of unique players. They can then have "Canon" and "non-Canon" battles.
Follow: each player is a Warlord. They pick their stats when they pop(register) and then get XXXX # of Schmuckers to spend buying units that are directly under their control. The units are stored in the database. Then, when they finish a "Canon" battle, the results of the battle are updated in the database. Unit deaths, experience gain, profit, etc. are applied. In a non-Canon battle, they simply aren't updated.
We can set up a number of unique factions that players can choose when they pop. Each Warlord has a unique city that they can design? and there will be a bunch(hopefully) of generic maps we can load up. If we do it right we can have multiple warlords to each battle.
I hope that came out coherently. What do you think?
malekith wrote:and another thing to consider before delving to deep into graphics is play style and UI. I mean we know it's gonna be turn based strategy
BLANDCorporatio. wrote:From the same experience I know that the machines required need to be uber-powerful for the rendering. Plus, there's no escaping hard-work.
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