Poll: Game Idea from Yahtzee

Recommended Videos

someonehairy-ish

New member
Mar 15, 2009
1,949
0
0
It could work but the giving points back to the 'evil' player every step the other player takes doesn't make sense. Camp it out or get murdered by infinite waves of monsters?

I'd give both players points. The FPS type player can get better torches, weapons and whatnot, the dungeon master RTS type player uses them to deploy creatures. You've got to pick the right tools for the job and not just buy the best gun straight awa with all your dosh because if it runs out of ammo and the other player still has some monsters left you're screwed, and vice-versa.
 

Wicky_42

New member
Sep 15, 2008
2,468
0
0
Dungeon Master should get a slow, time-based income (to give an urgency to the player's actions), supplemented by income from player actions (a very nice idea, probably the most original one Yahtzee had there). Dead monster value should be re-cycled through a pool that supplements the time-based income, adding to each tick until their value has been returned - and may also be more quickly transferred by particular player actions.

That would give the dungeon master an army that slowly grows in value (whether that's number or individual strength).

Spawning could be done through fixed points throughout the level (see Dead Space's air vents), anywhere outside of line of sight of the players, through some sort of portal/rise from the ground/other animation that allows it to take place anywhere with only a delay and graphics allowing the victims to respond or some combination of those traits.

These methods would allow for flexibility in unleashing the minions, potentially allowing unlimited variation in games.

The player objectives could be as simple as navigate a maze, as in Yahtzee's idea, or your more typical involved game's route of a series of buttons/events to open up access through a relatively linear level. There's limitless potential in making a map, but the general gist should be worked out so that decisions about the impact of player actions on the DM's income can be assessed with regard to game balance and length.

Finally, the players themselves need some sort of progression, especially as the described nature of the DM's army and income mean that he only gets stronger over the course of the game. Players will need to be able to gain steadily more powerful weaponry and/or abilities to survive, with a balance needed between taking down a steady stream of lesser foes to periodic hoards of them or packs of more powerful enemies, depending on the DM's style of play.

Zombie Master was a fun mod, but the 3D nature of the maps actually worked against it in several cases, with people exploiting awkward ledges and the suck like to make them invulnerable to the zombies. Add in a range of qualities of maps, with some of them lacking focus and direction, plus the generally shaky nature of early development stage HL2 mods, and it kinda struggled. Shame that it was abandoned as the premise was pretty good.

To be honest, if SC2's third person mode didn't lag so much I'd really enjoy knocking a game like this together over the Summer in the map editor, but it does lag, and this really wouldn't work as well using normal strategy controls. Maybe a top-down shooter... I wonder if the control lag's just as bad is the camera's up there... hmmm...
 

Lewieroo0

New member
Feb 2, 2009
340
0
0
I see potential in this idea, it would defiantly be worth a shot for an indie game, particularly for sale on the steam market ;)
 

Arizona Kyle

New member
Aug 25, 2010
371
0
0
Wicky_42 said:
Dungeon Master should get a slow, time-based income (to give an urgency to the player's actions), supplemented by income from player actions (a very nice idea, probably the most original one Yahtzee had there). Dead monster value should be re-cycled through a pool that supplements the time-based income, adding to each tick until their value has been returned - and may also be more quickly transferred by particular player actions.

That would give the dungeon master an army that slowly grows in value (whether that's number or individual strength).

Spawning could be done through fixed points throughout the level (see Dead Space's air vents), anywhere outside of line of sight of the players, through some sort of portal/rise from the ground/other animation that allows it to take place anywhere with only a delay and graphics allowing the victims to respond or some combination of those traits.

These methods would allow for flexibility in unleashing the minions, potentially allowing unlimited variation in games.

The player objectives could be as simple as navigate a maze, as in Yahtzee's idea, or your more typical involved game's route of a series of buttons/events to open up access through a relatively linear level. There's limitless potential in making a map, but the general gist should be worked out so that decisions about the impact of player actions on the DM's income can be assessed with regard to game balance and length.

Finally, the players themselves need some sort of progression, especially as the described nature of the DM's army and income mean that he only gets stronger over the course of the game. Players will need to be able to gain steadily more powerful weaponry and/or abilities to survive, with a balance needed between taking down a steady stream of lesser foes to periodic hoards of them or packs of more powerful enemies, depending on the DM's style of play.

Zombie Master was a fun mod, but the 3D nature of the maps actually worked against it in several cases, with people exploiting awkward ledges and the suck like to make them invulnerable to the zombies. Add in a range of qualities of maps, with some of them lacking focus and direction, plus the generally shaky nature of early development stage HL2 mods, and it kinda struggled. Shame that it was abandoned as the premise was pretty good.

To be honest, if SC2's third person mode didn't lag so much I'd really enjoy knocking a game like this together over the Summer in the map editor, but it does lag, and this really wouldn't work as well using normal strategy controls. Maybe a top-down shooter... I wonder if the control lag's just as bad is the camera's up there... hmmm...
ya it could have both rpg elements and fps

and does anyone think that there should be a COD like system so that each player can have a diffrent set up BUT it also stays fair so that a player that is the highest level and a lowest level player still have a pretty evenly matched game without the high level totally dominating the lower player

while i agree with the rpg elements i would also like to see both over head and fps elements