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PostPosted: Mon 13 Nov, 2006 2:10 pm 
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Location: The Hague, Netherlands
Texas Infantries (TI)
---=======================---
As you guys may or may not know, I worked a little on a 4-way smoothscrolling engine, but had not yet decided for a game to program (Though I had some idea's, like Kirby or Indiana Jones). Both of those projects really nice and cool projects, and I really want to make them but I just know that I'll never finish them, which kills of motivation :P. And then Timendus came along with his Binary data Exchange Link Library, which made me thinking 'what game could be fun for two players?

And then it hit me; a shooter! Using my engine, I could make a top-down shooter. In basic, all you do is run around and kill each other. To make it more fun, I'll include some nifty features.

Here are some idea's.
  • Different infantry types
    • Heavy Infantry
      Moves slow, has the big guns.
    • Fast Infantry
      Very fast, only little fire power.
    • Normal Infantry
      Nothing special here.
  • When playing the singleplayer modus, players can "earn" new types, like "Rader Infantry" (which has a radar showing the most nearby unit) or "Stealth Infantry" (which can turn invisble for some seconds (when he is invisble, he can not shoot of course))
  • Different play-modes
    • Deathmatch
    • Teamdeathmatch
    • Capture The Flag
    • Hunter
      In this mode, one player is the prey, while the other have to hunt that player. When one player kills the prey, he will become the prey. Points are only given when a) you are the prey and kill a hunter or b) you kill the prey.
    • maybe more ...
  • 2-player mode (+ 2bots).
  • Player can play a special co-op campaign to unlock additional units and modes (not all 2-player modes are unlocked... in fact only deathmatch).
  • Upgrades which popup on random places in the level.
    • Rapidfire (only for certain time)
    • HP-pack
    • Double fire (only for certain time)
    • Mines

Of course, that are only idea's. I'll start with making players able to play only with a Normal Infantry and no powerups or whatever. From there we will build up. To ensure that everything is possible, the 2-player mode will be included right from the start.

If you have any idea's or comments, just let me know.

Update: 26/11/2006
First screenshot:
Image

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Last edited by kv83 on Tue 20 May, 2008 12:51 pm, edited 2 times in total.

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PostPosted: Mon 13 Nov, 2006 2:52 pm 
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Sounds great! :) A long, long time ago I was working on a link shooter game with Calv!n.n0.1 - screenshot, screenshot - which never got anywhere. I'd love to see one completed. :D

For powerups, I'd personally look to the tried-and-tested ones found in modern shooters for inspiration - quad damage, haste, that sort of thing.

Are you going to allow different weapons outside your "class"?

When you have bots, is it all-on-all? Will you have teams (CTF)?

Good luck with it all :)


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PostPosted: Mon 13 Nov, 2006 3:05 pm 
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Hey, those screenies look very nice. This game will however be more inside and with less "enviroment" tiles. At the beginning it will be mostly bricks as evniroment :P

Yeah, I have to look into existing powerups once I get somewhere indeed :)

There will propably no weapons outside of a "class". The problem with different weapons is that you can change them ingame and making it very difficult to balance a game in a good way. But it's still not certain whether I do them or not :).

With bots, it's possible to team up in 2 teams (Team black and white) or do a all-against-all. Some modes only feature team-play (Teamdeatchmatch (doh)), some only all-against-all (hunter). You can either teamup with a bot or a player. Btw; every calc will "control" one bot, so that the "host" will not have to do that all by himself.

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PostPosted: Mon 13 Nov, 2006 3:20 pm 
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I can see that inside environments would allow for more interesting level features. Glad to hear there's team play too. AI could be interesting... any thoughts on how you'll implement that?


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PostPosted: Mon 13 Nov, 2006 3:34 pm 
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Not yet... I guess it will be "random pathfinding and shoot everything that moves" in the first couple of releases :P

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PostPosted: Mon 13 Nov, 2006 5:06 pm 
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Sounds nice, kv :)
Great to see people getting ideas from my work :P

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PostPosted: Sun 26 Nov, 2006 9:06 pm 
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I had a great portion of the 4-way-scroller-engine already done and now the collision detection works great. Though it's limited to 8bit values at the moment, which has to change next, otherwise levels will be to small!

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PostPosted: Sun 26 Nov, 2006 9:46 pm 
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o.o that's wicked nice

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PostPosted: Sun 26 Nov, 2006 10:07 pm 
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yeah, this looks great. I can't wait to try it out. We really do need more good multiplayer games. :)

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PostPosted: Tue 05 Dec, 2006 1:00 pm 
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Looking like a good start so far, really fast! I persoanally like team mathces the best, it would be great if you could include some of that functionality.

... Is that a VTI screenie? O_o ... :).

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PostPosted: Tue 05 Dec, 2006 1:04 pm 
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VTI? What's that ;) PTI all the way, of course

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PostPosted: Tue 05 Dec, 2006 1:11 pm 
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Location: I cant seem to get out of this cryogenic chamber!
Okay, phew ... just making sure :P.

It scrolls so damn fast! :D.

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PostPosted: Tue 05 Dec, 2006 1:36 pm 
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I guess that's because it scrolls 2px at once.

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PostPosted: Wed 13 Dec, 2006 3:39 am 
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looks cool kv.

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PostPosted: Tue 20 May, 2008 12:50 pm 
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Discontinued and moved due lack of intrest on z80 lately.

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