Wanted: Game Ideas!

13

Comments

  • edited April 2006
    strange coincidence...
    http://speccygames.webz.cz/4k.png
    this is screenshot of game which is under development for minigame compo..
    of course, it is not bejewelled, it is based on Zoo Keeper :D
  • edited April 2006
    Fikee wrote:
    strange coincidence...
    http://speccygames.webz.cz/4k.png
    this is screenshot of game which is under development for minigame compo..
    of course, it is not bejewelled, it is based on Zoo Keeper :D

    Bejewelled is based on Zoo Keeper and a couple of other related games apparently. (from the wiki website)

    Remember guys, this whole exercise is about team work more than it is about the game we are going to make.
    I suppose it has turned into an experiment to see if a strange bunch of guys from all over the world can come together and create something for a 25 year old computer.

    I for one, hope we can do it.
    I will be starting some of the game coding this weekend.
    Mr. Millside (Iron Sphere) has kindly donated some of his valuable time to do the menu and high score table.
    If redballon or any others would like to email me about the screen design/layout please do so and I will also start on the game design document for us all to work from.

    Hopefully fogartylee will have the project section of the sinclair heaven website setup for us to place our graphics, code and documents into soon.

    my email is tommygun[dot]ide[at]gmail[dot]com <- anti-spam version :-)
  • edited April 2006
    Kiwi wrote:
    I definitely agree.
    Although at 8x8 the tiles/blocks would have to be 16x16 pixels so they fit into an area of 192x192 pixels.
    Leaving 64 pixels to the left or right of the screen for a score panel.

    Oops! :-(
    Apparently my maths and use of a calculator are terrible.
    With an 8x8 grid placed to fill 192x192 pixels, the tiles would be 24x24 pixels not 16x16 pixels.

    Although if we used 16x16 pixels we could get a border around the play area and also a place for the score panel.

    But thats up to the person designing the screen layout and the game tiles. Redballon? Swainy?
  • edited April 2006
    I should hopefully have the mock-up graphics for you over the next couple of days. I'll email them to you as well as posting a link up here for those interested in seeing what they look like.
  • edited April 2006
    Kiwi wrote:
    So who is interested in helping?
    Please state your name (nick), what you would like to help with, and the amount of hours per week your free to help, and maybe where you are?
    I'll start,

    Nick: Kiwi
    Can do: TommyGun plugins and Z80 coding
    Hours per week: ~10 hours
    Where: I'm in Sydney, Australia.

    I'm up for a bit of coding and have been in discussion with Kiwi through private eMail.

    Nick: Retrocoder
    Can do: Z80 coding + stuff no one else will touch apart from music :(
    Hours per week: <= 5
    Where: I'm in Harlow, Essex, England.
  • edited April 2006
    This thread is one of the most exciting on WOS !

    Cant wait to see what will be created, i'm praying it wont just be vapourware ! All sounds brilliant at the moment !!
  • edited April 2006
    I agree. What happened with the WoS Game that Jonathan Cauldwell was working on, in this thread?

    Necros.

    T-1
  • edited April 2006
    Necros wrote:
    I agree. What happened with the WoS Game that Jonathan Cauldwell was working on, in this thread?

    Necros.

    T-1

    he'll have knocked up another 47 in the time between that and the game being written
    Professional Mel-the-Bell Simulator................"So realistic, I found myself reaching for the Kleenex King-Size!" - Richard Darling
  • edited April 2006
    psj3809 wrote:
    This thread is one of the most exciting on WOS !

    Cant wait to see what will be created, i'm praying it wont just be vapourware ! All sounds brilliant at the moment !!

    You know anyone and everyone can help in someway.
    Even its being part of the "mel the bell" cheerleader group :-)

    Once coding starts and we get a useable game, we'll need testers.
  • edited April 2006
    Yep i was gonna say i'll be quite happy to do any testing.

    I would love to see Speccy versions of Zelda / Mario Land style games. I know a fair few people like original games but arcade conversions were huge for the Speccy also. Some Speccy conversions of Zelda/Mario Land style games would be brilliant.

    Cant wait to see graphics etc
  • edited April 2006
    Hi, everybody!

    What about a nice isometric tactical turn-based game (like x-com), with hot-seat mode and advanced reaction fire system, which I'll create soon.
  • edited April 2006
    ant_222 wrote:
    What about a nice isometric tactical turn-based game (like x-com), with hot-seat mode and advanced reaction fire system, which I'll create soon.

    You mean you're working on such a game? Well, go for it!
  • edited April 2006
    ant_222 wrote:
    Hi, everybody!

    What about a nice isometric tactical turn-based game (like x-com), with hot-seat mode and advanced reaction fire system, which I'll create soon.

    How far have you got with it? Can we see some preview screens? What details can you tell us about the game so far?

    D.
  • edited April 2006
    Yeah, no. I meant the game system, not coding. I am planning to implement it in the open source ufo2000, but I know nothing about the ZX Spectrum development.

    So, I proposed an idea, as Kiwi asked. The game system is quite simple and it's not difficult to code. Maybe I'll post it right here when I write a normal english specification for it.

    And it's based on the turn-based x-com-like system, but is much more realistic, reducing turn-based-ness to a higher degree than the standard reaction fire implemented in the x-com.
  • edited April 2006
    ant_222 wrote:
    Yeah, no. I meant the game system, not coding. I am planning to implement it in the open source ufo2000, but I know nothing about the ZX Spectrum development.

    Right now we are trying to get a simple puzzle game off the ground, so a complex X-Com type game will have to wait! :)
  • edited April 2006
    I hereby propose a name for the puzzle game:

    "Get More Than Lucky!"

    Perhaps multiplayer.
    Player vs. CPU (where the CPU's name is Lucky)
    Collect something or other (points, lucky objects, whatever) and try to get more than Lucky.

    Play with words obviously ... erm ... play with the sexual connotations etc.

    Skruppy
    >=}
  • edited April 2006
    Skarpo wrote:
    I hereby propose a name for the puzzle game:

    "Get More Than Lucky!"

    Perhaps multiplayer.
    Player vs. CPU (where the CPU's name is Lucky)
    Collect something or other (points, lucky objects, whatever) and try to get more than Lucky.

    Play with words obviously ... erm ... play with the sexual connotations etc.

    Skruppy
    >=}
    Oh, I thought it would be about a car insurance advert...
    I wanna tell you a story 'bout a woman I know...
  • edited April 2006
    ant_222 wrote:
    Yeah, no. I meant the game system, not coding. I am planning to implement it in the open source ufo2000, but I know nothing about the ZX Spectrum development.

    So, I proposed an idea, as Kiwi asked. The game system is quite simple and it's not difficult to code. Maybe I'll post it right here when I write a normal english specification for it.

    And it's based on the turn-based x-com-like system, but is much more realistic, reducing turn-based-ness to a higher degree than the standard reaction fire implemented in the x-com.

    If you would like to finish the specification, you can publish it on the project web site at sinclair heaven when fogartylee has it up and running soon.
    Anybody with new game ideas should be able to post their ideas there, and hopefully we or some other team of programmers and designers will help make it happen.
  • edited April 2006
    I hereby propose a name for the puzzle game:...

    Actually, I am serious.

    I hereby post the first discussion of my idea. Take into account that now my system has changed and improved as compared to the one described here.
    I could't give a link because the site's died.

    The following discussion is reprinted without any corrections, original orthography and punctuation are preserved.
    Hello all!
          
          This post  is very big but I'am sure that who is really interested will
       patiently read it.
          
          Here I want to present some ideas on the reaction fire system. In order
       to give  as comprehensive  description as  possible I have placed here not
       only the  description of my system but it's discussion at the EDF Projegct
       forum:
          
          Beginning of citation
          -----------------------------------------------------------------------
          
          Me:
          
          Hello! I  have always  been dreaming  about multiplayer UFO. And I have
       found it now! Thank you very much for this game!
          
          Here I  propose two  versions of the reaction fire mechanism. The first
       is similar  to it  in the  original game.  The second  is my  own version.
       Please, have patience and read it.
          
          A, C - the units whose turn is now;
          B - the unit which have reserved some TU for a shot.
          
          1st version
          
          When A  is revealed by B but A don't see B then this unit will shoot at
       A. But  if they revealed each other simultaneously (when A caught sight of
       B, B marked A) who will shoot first must depemd on:
          1. Reaction of both players.
          2. Their experience and morale.
          3. The  angles between  the current direction of look and the direction
       to the  target for  both units. The less the angle the faster the unit can
       turn to the target and shoot.
          4. Weapon  characteristics. The harder and bigger the weapon the slower
       the unit can turn.
          
          The full  time it  takes the  unit to  turn,  take  aim  and  shoot  is
       calculated using  theese four  factors. The  unit which it takes less time
       will shoot first.
          
          And maybe it would be good if you added some random factor.
          If you find this version good I will think about the formulas.
          
          2nd version (first draft which can have mistakes and uncertainty)
          
          In the  second version  I propose to calculate who shoots first via the
       amount of time units saved by B for the shoot. If he've saved 17TU then he
       will be  able to shoot after A spends 17TU for anything after he have been
       revealed by B.
          1. If  A will  try to  shoot at  B with aimed shot which takes 24TU for
       example then  B will  shoot first  becouse it  will take  him only 17TU to
       shoot. Only after that (if B haven't killed A) A will be able to shoot.
          2. If  A see  B and tries to fire snapshot wich takes 14TU then he will
       shoot first.  And he  will now  have (17-14=3)  TU before  B shoots at him
       provided he see A.
          
          3. If  A doesn't  shoot then he can spent 17TU for moving before B will
       be able  to shoot at him (if B can see A) or both for moving and shooting.
       All teammates of A can spend 17TU before B shoots. Right after A or any of
       his teammates spend 17TU B shoots.
          
          That means  that time which have passed still B had revealed A is equal
       to the maximum ammount of TU spent by any teammates of A and A himself.
          
          If only  3TU left (17-14) before B can shoot and B have not been killed
       then B  will shoot  at A  when A  tries to move because moving requires at
       least 4TU.
          
          RESUME
          The second version is based on the two main statements
          1. B  which have reserved time units can shoot after the target unit or
       any his teammate spends this amount time units to anything irregardless to
       what exatly:  moves or  shots. That gives more realism. The time is common
       for all  units of the team. The advantage of such a system can be shown in
       the following example:
          
          Classic Microprose system:
          A suddenly  revealed B  when A has no enough TUs for a shot. If C is in
       60TUs distance  the player  can move C to help A. C will come and shot (he
       will have 20TUs left) and probably save his teammate.
          
          But in reality in this situation B have enough time to shot at A before
       C comes  to help  A! He has 60TUs for this. But since A havent moved since
       he revealed B, B has no enough reaction to fire at A.
          
          In my  mechanism C will not be able to help becouse B will shot after B
       spents the  time needed  for B  to make  a shot.  (17TU for a snapshot for
       examle, not 60). This is close to reality: B shots before C comes.
          But if C and A were going together covering each other they will have a
       chance to  shot but in this case too B can shot first if it takes him less
       time to shot then for C, counting the time from the moment when B revealed
       C. Of  course B  could not  have revealed  C becouse  he was looking along
       another direction.
          
          2. The  unit shoots  after the time needed for the shot have passed. So
       if two units try to shoot at each other it is easy to calculate who shoots
       first. You  shoud only  check the  maximum ammount of TU spent by A or his
       teammates after  A was  revealed by  B. If  A makes a shot that takes less
       time then  the difference  of the  time B have reserved and the time which
       have passed  since A was revealed by B (A crouched for example) , A is the
       first otherwise B is the first.
          
          There are some cases which need specification.
          
          1. If  A see  B and  B don't see A (If he is currently looking to other
       side, for example) and A shoots at B and misses. In this case B have heard
       the shot  and can  turn to  the sound  and reveal  A. If  he still have TU
       enough to  shoot (He  reversed time  for aimed  shot and  after he  turned
       around he have time enough for snapshot) then he can shoot (after A spends
       this amount of time for anything).
          
          2. If  both units  need the  same amount  of time to shoot I propose to
       calculate who  is the  first via random number 50/50, their experience and
       reaction.
          
          In order  to take the reaction into consideration I propose to increase
       the time  needed for  a shot  by a  value which is the less the better the
       reaction is.
          
          I think this version is more realistic then the first.
          In this version turn based mechanism simulates reality better then with
       the classic  engine becouse the time in it differs from real time less and
       the result  is less  dependent on whose turn it is now. There are no turns
       in real life but they are necessity in the game.
          
          Sorry for my English.
          
          Please, write what you think, ask questions.
          -----------------------------------------------------------------------
          
          Me:
          
          An example
          
          In the classic engine
          If the  time is  not limited  the most  safe way  to act  is to advance
       slowly saving time for aimed shot for every unit every turn.
          
          In my engine
          It is good to save time for aimed shot for snipers for example, but not
       for all  because they  will not  have time  to take  aim and  shoot before
       aliens shoot. It is closer to reality.
          
          Anton Shepelev
          
    -----------------------------------------------------------------------
      <...> [- discussion too big, the forum doesn't allow such huge posts]
          End of citation
          
          I will be glad to have questions and comments.
          Also I  would appreciate  if somebody  posted a deteiled description of
       the reaction  fire mechanism  which is  currently  to  be  implemented  in
       Xenocide.
          
          For those who have read this entirely: thanks for your patience!
          
          Anton Shepelev
    

    If, after all this, it accidentally happens that somebody (still wants to read the whole discussion)/(is interested in the idea), I can post the resting part.
    If you would like to finish the specification, you can publish it on the project web site at sinclair heaven when fogartylee has it up and running soon.

    Ok, I'll keep it in mind...
  • edited April 2006
    Hey! I forgot that I have the DosCore Snake — quite simple to implement on Speccy. You can use it as an idea too.

    http://www.dcsnake.narod.ru/ — bad English, terrible hosting... but you should manage to download the game.
  • edited April 2006
    I think that the "Get more than Lucky" title is good. It puts me in mind of those old LCD games where you have to catch people jumping off a burning building, but instead you have a dog ("Lucky"), who is constantly pulling bricks down on your car. You have to avoid the bricks in order to win insurance money.

    Or something.

    D.
  • edited April 2006
    Dunny wrote:
    I think that the "Get more than Lucky" title is good. It puts me in mind of those old LCD games where you have to catch people jumping off a burning building,
    D.

    By the way, there is a Spectrum game pretti similar to that LCD game, it was released last year in a speccy games contest in Spain, the game came out good. If you want to see it, just tell me!

    Bye
  • edited April 2006
    I just had an idea, what about a game based on the Tv series "Futurama"? I know about the copyright and everything, but maybe something can be done.

    Regards
  • edited April 2006
    Ivanzx wrote:
    I just had an idea, what about a game based on the Tv series "Futurama"? I know about the copyright and everything, but maybe something can be done.

    Regards
    Theres already a PS2 game of Futurama.
    I wanna tell you a story 'bout a woman I know...
  • edited April 2006
    karingal wrote:
    Theres already a PS2 game of Futurama.

    yes, and for PC. I mean a Futurama game for Spectrum.

    Bye
  • edited April 2006
    While I finish off getting those Zelda-esque graphics into a format that I can show you all (it's close), why not mull this over. How about a Spectrum version of 'Exile'?
  • edited April 2006
    fogartylee has kindly allowed us to store files on the Shed web site.
    I have the information to login and will forward it to people as they need it to store stuff.
    So redballon, once your graphics are ready you can pm me and I will send you the info to upload you stuff.
    I'm still in the process of getting a simple bejewelled demo working, with some programmer art in it (ie. lots of colourful boxes ;-) )
    So redballon maybe once you've finished the zelda stuff you could please work on some bejewelled graphics.
    I will also try to upload a basic game design document for bejewelled in the meantime.
    This may take a week or so, for the basic demo and the design doc, as I have to take care of my wife next week, when she is recovering from a surgery.
    So please forgive me if I'm a little late. :-)

    Many thanks to Lee for access to the storage space.
    So come on guys if you have any stuff you want to add pm me, and lets get going. Sorry if I'm holding you all up though, I'll get it done sooner or later. :-)

    Cheers
  • edited April 2006
    Dunny wrote:
    I think that the "Get more than Lucky" title is good. It puts me in mind of those old LCD games where you have to catch people jumping off a burning building, but instead you have a dog ("Lucky"), who is constantly pulling bricks down on your car. You have to avoid the bricks in order to win insurance money.

    Or something.

    D.
    A lot of those lcd games were crap, did you ever notice that a lot of those games had the same gameplay where things were falling down and you had to keep hitting them before they touched the bottom, and you would have to keep hitting them until you hit them off the screen? Weather it was a cat and mouse game or a football game, you would play it exactly the same way and it would make the same tune and noise as well? lol what a con.
  • edited April 2006
    I have started the bejewelled game.
    I have uploaded some pics onto my internet connection webspace.
    http://www.users.on.net/~tonyt73/gems.bmp
    http://www.users.on.net/~tonyt73/gems.jpg
    Both are the same picture, the jpg loads faster is all.

    Its using programmer graphics, but I think they are ok for now.

    I will be uploading a .tap file in the next week or so.
    I also upload the TommyGun project file and game source code.
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