3D Robot Games
Wow, those last two posts sucked. Geez.
I talk alot about complicated network games, huge systems that would require massive amount of network coding. But I myself have never written a network game (aside from a lousy Go Fish simulation) so today I feel it's time to reflect on what would be an easy game to program networkwise. Consider this, you are represented as a 2D avatar and there's all kinds of minimalist art, sort of a 12 Oz. Mouse deal. And everytime you speak your words are highlighted and you get points. You can get positive or negative points based on a system that is almost entirely arbitrary. Maybe key words could be given and players have to talk about that key word, they get points when they include the key word in their phrases. It's not so much a game as a chat program with a wierd point system that doesn't make sense. To reward players different doors will be opened to them. Might as well give them hats and other neat stuff to carry around so they can customize their 2D character. Maybe there'll be a princess or something. But either way, some crazy stuff will be going on in this world and words will serve as the resource. Of course, since words are both the resource and the weapon, it would make sense that people's chat privaleges should be limited based on their performance. So maybe newbies can only start out saying fifteen characters at a time while more advanced players can use a whole screen. And those who run around spamming "tralalalalala" will have their speaking privaleges quickly revoked. This game idea sucks almost as bad as the sharks. Forget it. How about this, a pen and paper game I used to play back in high school was one in which there was a hunter and a hunted. The hunter always had special powers, either they were super fast or had two or three hunters or whathave you. With each turn you could only do one of two things: turn to the left or right OR move forward. hunters had the additional option of firing. So yeah, an easy network game would be to program that in and set it to see who can survive the most turns before being shot. Play goes back and forth until the players get tired of trying to shoot each other. This game idea sucks as well. I need to take a nap, get the juices flowing.
I talk alot about complicated network games, huge systems that would require massive amount of network coding. But I myself have never written a network game (aside from a lousy Go Fish simulation) so today I feel it's time to reflect on what would be an easy game to program networkwise. Consider this, you are represented as a 2D avatar and there's all kinds of minimalist art, sort of a 12 Oz. Mouse deal. And everytime you speak your words are highlighted and you get points. You can get positive or negative points based on a system that is almost entirely arbitrary. Maybe key words could be given and players have to talk about that key word, they get points when they include the key word in their phrases. It's not so much a game as a chat program with a wierd point system that doesn't make sense. To reward players different doors will be opened to them. Might as well give them hats and other neat stuff to carry around so they can customize their 2D character. Maybe there'll be a princess or something. But either way, some crazy stuff will be going on in this world and words will serve as the resource. Of course, since words are both the resource and the weapon, it would make sense that people's chat privaleges should be limited based on their performance. So maybe newbies can only start out saying fifteen characters at a time while more advanced players can use a whole screen. And those who run around spamming "tralalalalala" will have their speaking privaleges quickly revoked. This game idea sucks almost as bad as the sharks. Forget it. How about this, a pen and paper game I used to play back in high school was one in which there was a hunter and a hunted. The hunter always had special powers, either they were super fast or had two or three hunters or whathave you. With each turn you could only do one of two things: turn to the left or right OR move forward. hunters had the additional option of firing. So yeah, an easy network game would be to program that in and set it to see who can survive the most turns before being shot. Play goes back and forth until the players get tired of trying to shoot each other. This game idea sucks as well. I need to take a nap, get the juices flowing.


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