Forums → Games → Game Design! A contest
26 | 5451 |
Alright folks, I've been doing some thinking.
Since the forums have been rather inactive, I've decided to try out this little idea of mine.
Now, I know what you're thinking: "Kenty, shouldn't this be in the AMW?"
And yes, I've thought about that, but instead decided to post it here for a few reasons, namely because
a) Game Design is not really writing or art as much as it is describing aspects of a game in as much detail as needed to make a full game from it. Mind you, those skills *do* come in handy (as does some knowledge in programming), but it isn't required for this contest.
b) It IS related to video games (although you can apply Game Design to any form of game, not just digital ones) and this particular forum needs more interesting threads anyway
Now for the contest itself.
RULES
Each week, there'll be a game design specific assignment. This might be something specific to a certain genre, like coming up with new game modes for Shooter games or something slightly more theoretical, like coming up with rulesets for specific things. There's quite a lot of potential topics to choose from and I'll try to keep it varied enough for everyone.
There won't be a limit on how large a submission can be, although I'd prefer if I don't have to spend an entire day reading a single submission. You can even use pictures to illustrate your points (maybe even draw something yourself if you're the artsy type). Just make sure you properly source things that are not your own.
ASSIGNMENT
Since this IS still a test run, I'll start with something generally open-ended:
Design a game around a snowball fight!
For this assignment, I want you to ask yourself the following questions:
What is actually essential to the "experience" of a snowball fight?
What does your game need to capture this experience?
For instance, if you associate snowball fights with "cold weather", you have to ask yourself what your hypothetical game needs to have in order to convey a sense of "cold weather".
Be as descriptive as possible!
You don't have to literally design EVERYTHING about your game, like say a soundtrack or art direction, unless it directly relates to your experience of a snowball fight. Entries will be judged based on how well they convey the experience.
Deadline for this one is a week from now, specifically Friday, July 27th, up until midnight.
If you have any questions and or suggestions, feel free to leave them in the thread or my profile.
- 26 Replies
Alright, let's try this.
I would make it maybe a 3rd person shooter. It seems to suit the game as snowball fights aren't really that hardcore, I mean, they can be, but nowhere near as intense or action packed as an FPS.
Firstly, it would be winter, snow everywhere. It would be cold outside and everyone would be wearing some form of jacket. These jackets may be heavier depending on size. The bigger they are, the slower the player would move. But along with that, it would keep them warmer than those with thinner coats. With these things in the setting, it would also seem a good idea for there to be maybe a freak blizzard. Whether or not there would be an effect in temperature or make the player colder, is entirely up to them in an options menu.
Instead of a health bar, or a red screen, there would either be a screen that slowly gets frozen by ice or a thermometer on the side to represent the players temperature. I find that temperature would be much better suited for a snowball fight as it usually ends when people are to cold to carry on. Their resistance and maximum temperature would be well influenced by their jacket and it's poofiness. Which is a trade off for speed and nimbleness.
The combat system would be simple enough. You have a limited range though, as you're throwing snow. Along with this, the player can have at most three snowballs on them at any time. To replenish this, they would have to take time to make snowballs. Which would leave them vulnerable to other snowballs. In making a snowball, the player would be using the snow that is in the immediate area of the player making the snowball. So they would have to move to make more ammo.
There will be head shots. They will do a lot of temperature damage to be sure. And with every head shot, there would be a chance that the snow would slide down into their coat. Freezing them from the inside, doing more freezing and leaving them stunned/slowed from the freezing ice. As mentioned before, there will be occasional Blizzards. These will serve the purpose of blinding everyone, and also to replenish the snow on the ground.
There is one other thing I find synonymous with snowball fights. Snow forts. The player would be able to make them. They would have to make a huge snowball and move it to the desired destination and repeat until it is as big as they wish or have time for. Then they would be able to take cover behind it. That said, a big snowball will slow them down but can be thrown at very close range for large freezing.
If the player has enough people or time they could make a tiny igloo with a roof, which they could go inside to warm up to at most maybe half warmth.
Once the player is eliminated they would run off the map to go inside because they are cold. It would probably be just a team deathmatch kind of game. A bit simple, but I think it gets the feeling of having snow thrown at you.
Heres my idea a game about two boys on a quest from Asgard to smite down a frost giant that lives in a cavern underneath new york you have a choice to choose between Sam and Charlie each has certian unique characteristics and abiliteis but the game itself has an engine somewhat like final final fantasy 11 where you earn abalities and level them up and so on like shooting multiple snowballs or a big snowball or a poisin snowball and dare i say it a flaming snowball dont ask just go with it anyway it starts in the neighber hood of the main characters residence and guides you through the steps of gameplay wall you pound on a bully and progress with bigger stronger and more numerous enemies till the story line actualy starts and you enter the sewers and continue downward and start facing mystical enemies spawned from the norse mythology and given attacks based on whatever factors.As far as health its the typical hp system then you have ap or abilitie points then theres xp and all that good stuff.Pretty simple basic design classic level system
hmmmm... lets see. im thinking WHILE writing this (since im so lazy) so dont expect anything great.
ive been thinking about something more like an rpg style of game.
there will be classes.
a blanaced one (obviously)
a magical one
an agressive one
a defensive one (optional)
a healing one (optional)
and an assasin (REALLY optional)
each will have their own unique special moves. im not too sure what the balanced one will have (i was never a balanced person in rpgs).
the magical class will have a nice range. it will have a freezing ball that will freeze someone for a short amount of time, a strong ball to confuse/lose control of a character and a yellow ball (lol) that will act like poison.
the agressive one will have the best offense and maybe the ability to enhance his OWN speed/strength.
the defensive one (or maybe the healing one. you might rather have them as the same character) will be able to buff stats, heal (by giving characters hot chocolate milk :3) and maybe even build fortresses.
and maybe the assasin will only have one attack. he will be the fastest character but will only have a close ranged attack. he will put some snow in the enemies pants and it will be an instant KO. of course the assasin will also have a horibble amount of health. maybe he will have the ability to increase his own evasion/turn invisible for a short period of time. he will also have to use the surroudings to be able to get close to the enemy without being killed quickly.
im still not sure if this would be a turn based game or if one person will control a whole team or if each person will be a single character.
i also think the weather will have a part too.
rain will cause the characters to sometimes slip (or will be frozen on the floor in some areas and the characters WILL slip but only there)
wing will change the aiming a little bit
mist will make the screen more difficult to see (or simply will decrease all characters chance to hit)
ice cubes... (idk the word in english. its when ice falls instead of snow or rain) will hurt all characters gradually.
holes in clouds will cause certain areas to be hit with rays of light which will melt snow
blizzard will be a combination of ice cubes and wind.
and my favourite: lightning which will hit random characters (this will be rare though and maybe will only hit characters if they are in high places etc.?)
oh and obviously, i think we all realize that i see this game in a bird view style right? like in the pokemon/zelda (gameboy) games?
btw. awsome thread tart
btw. of course each character will have a different range and there will be mp usage... you wont be able to just use the moves all the time
I'm thinking about some sort of multiplayer third person shooter, but instead of bullets they would have different types of snowballs. Such as low, medium, and high caliber. Submachine guns would have low caliber, which means they wouldn't deal as much damage as the others, but these fire faster. Medium caliber would be for assault rifles, this is a balanced caliber. Average accuracy, rate of fire, and damage. Decent from the start in all departments, but not excelled in any one of them. High caliber would be for light machine guns and sniper rifles. This deals the most damage, however with light machine guns they would be inaccurate because of how the weapons are constructed. With snipers they'd be deadly if you're accurate.
A last level gun would be some sort of freeze gun. Think of Mr. Freeze from Batman, but less powerful. Equiping this would replace your sidearm and it would be able to freeze anything for a certain amount of time, however the ammo capacity is low. There will also be equipment to counter this weapon.
The weapons and character clothing will also have an array of camos to match the maps. My initial thought about this was more than one camo wouldn't be practical because all the maps would have snow, but that's for the exterior portion. In the interior portion different types may prove to be useful so you're not wearing white everywhere. You'll also be able to customize your armor. Light armor for moving quickly but less protection. Medium armor for average speed and protection. Heavy armor for slow speed but a lot of protection.
The levels would be out of 100. I'm not sure on the ranking system, but let's say to achieve level 1 you require 1000 experience points. It would gradually increase over time. You'll unlock weapons, camos, armor, and equipment as you progress.
Health would be typical, out of 100%, but it would regenerate slowly. However there would be a medic class, along with several others. They'll have special abilities and automatically receieve special equipment, without taking slots. The medic class would renegerate health faster than usual and be able to heal teammates. Vehicles expert would have a rocket of their choice for taking out vehicles and equipment to lie on the ground so vehicles can't be passed a certain area. Of course the rockets would shoot giant snowballs and the ground equipment would blow up with a snow affect or even freeze the vehicles. Only way to destroy that equipment is to get out and manually shoot it.
All of the maps would be snow themed, but different from each other. Imagine all the maps in your favourite FPS game now convered in snow. However here the server admins can toggle the weather. A few options; light, medium, heavy snow, and blizzard. If blizzard is enabled you'll require special goggles in your equipment. They could also come in handy with heavy snow, depending on the map.
For a few of the map designs I have in mind a suburban neighborhood, downtown in a city, out in the wilderness, and a military base. Those are the large maps. There will also be smaller maps, consisting of towns, airports, hospitals, and so on. There will be exterior and interior battles. Most structures and walls will be destructable to allow for different passageways. You'll also be able to toggle the time of day, if you want it to be morning, afternoon, or night.
There will be vehicles available on most maps such as jeeps, snowmobiles, tanks, and helicopters.
Some of the game modes will be classics, including free for all, team deathmatch, capture the flag, and domination.
I'm thinking about a game mode to resemble James Bond. Where a team of good guys is put up against a team of bad guys and the good guys have to retrieve information, while the bad guys protect it. The maps for these would have to be extravagent, like in James Bond. I'm thinking about a casino, but not only a casino, a large casino with a hotel attached. Possibly a ski resort as well. There will be several pieces of information they would have to retrieve and protect so it's not boring and expected, where the bad guys only stay in one area. Both teams would have to spread out. I'm thinking about putting the players in tuxedos and the only way to differentiate them from civilians is to catch them doing something suspicious.
Your character will have a few equipment slots. The equipment includes goggles to see through harsh snowy weather, night vision, thermal vision, lethal and tactical grenades, ice picks, grapples, and possibly some others.
What I'm thinking is your character will only be able to have three equipment slots. The practical setup would be to choose one of the three goggles, a lethal or tactical grenade, an ice pick or grapple, and a heat suit or armor to negate the effects of the freeze gun.
When the lethal grenades explode it send snowballs in all directions, but there would be several different types of lethal grenades. Small, few snowballs but accurate. Medium, average number of snowballs and average accuracy. Large, a lot of snowballs but inaccurate. Tactical grenades would blind your enemy or cause some sort of snowy smoke screen.
An ice pick to dig underground and sneak up on the enemy, or to just create several routes to escape in case you get trapped. A grapple to get to a higher elevation easier and to drop down without getting damaged.
Weapons will be customizable. You'll be able to change the stocks, triggers, barells, etc. You can also add a suppressor to be stealthy, but this hinders long range performance and weakens the gun.
There will be hand to hand combat in case your weapons run out of ammution or you want to be stealthy. Think of Splinter Cell and Metal Gear Solid for the hand to hand combat.
Since this game will be in third person there'll be a cover system. You'll be able to take cover behind most things. As long as it can cover your body you can take cover behind it. However, by looking beyond the cover you'll be exposed, to make it fair. Instead of being able to take cover and see everything beyond your vision, you'll have to actually look. For this to work I'm thinking it would have to change to first person view. It'll also change to first person view when you aim down your sights on your weapons.
I may have forgot to include or specify some things. I just wrote out all the ideas swirling around in my head.
Ok so the game type will be a first person shooter. Your view can be obstructed depending on what hat and coat you have on, like having a hockey mask will give black you a black border and a block line in the middle of the screen. There will be no crosshair since that just looks weird and you will see your weapon in the screen except when it's pulled back. You will have a toggleable HUD displaying a diagram of your body and how cold it is (by going from red to blue to white with some shades in the middle). Having a cold arm will render that arm useless once it goes white and you will be unable to wield a shovel. Having two cold arms will make your character unable to throw so you are neutralized unti you die. Getting legs frozen will slow your character down alot and limp if it's only one leg. Getting your body or head frozen will kill the character. The other thing that will displayed is your sweat level, which will be quite important since it will determine how fast your body will freeze over time. The sweat level will rise by attacking and running and is affected by the clothing you are wearing.
The weapons you can use are snowballs, ice balls (headshot will kill the other player), slush balls (wet snowballs, second most deadly weapon/ammo, headshot will impair vision temproarily and do alot of cold damage), and shovel (will not be melee, can be filled with ice, slush, or regular snow). Will be subcatagories of snowballs that you can make, small, medium, large, heavy, and shovel. Small will be longest ranged but very weak, only headshots will make it worth anything if the material used was snow. Medium will be not as long ranged but it will have more damage. Large is semi-medium range but still throwable. Heavy is really really short range and will slow you down when carrying it, you can only carry one of this type and will not be able to store it. Shovel size is only obtainable through using a shovel, it cannot be thrown and will slow you down. You will not be able to throw snowballs while being equipted with a shovel. You can only hit from top of middle to bottom of the middle of your screen, (like chopping wood) if you miss then you will lose the snow inside the shovel and will have to pick up some agian, same if you hit.
Snow will be everywhere but picking it up will deplete the snow on the ground, ice is rarer to find on the floor than snow and slush is made by dipping the already gathered snow into a water stream.
The game modes of the game will be Food Delivery, Fort Holder, Free for All, and Team Deathmatch. Team Deathmatch and Free for All will be the same as the mode other games use with the similar title. Food delivery will be a mode where you have to go to the delivery zone, retrieve the food crate, and push it to your fort while the enemy tries to complete the same objective. Fort Holder is like king of the hill, there will be one fort that you will have to take over and hold down for 10 minutes.
The jackets will determine how you want to play, heavy jackets will be for people who want to be under fire and not be able to evade much for risk of sweating. Light jackets for less sweat from running and fighting but being hit will freeze you more. Having a hat on protects your head more from freezing but increases sweat and might impair your vision.
The map will be a urban area with mailboxes and lamp posts and stuff to hide behind. It will all be outside with exception to forts with roofs. You will be able to lean around objects so that your body isnt completly uncovered whenever you attack.
The amount of snowballs you can hold depends on the size and jacket capacity you have. Holding maximum capacity of snowballs will freeze you over time.
Bumping this thread to remind everyone that you only have until midnight (in AG time, in case it wasn't obvious) to submit something for this assignment.
I'll announce the winner and next assignment tomorrow, whenever I get around to posting it.
If you want to prepare, the next contest will involve some basic knowledge of how Minecraft works, so if you haven't played it, or want to do a bit of "research" beforehand, I'd suggest reading the wiki or downloading this old demo of the game.
I won't require you to know EVERY aspect of the game, just a basic overview of what the player can and cannot do.
First of all, thanks everyone for your submissions. I honestly didn't expect this many responses in only the first week. Before we get to the actual judging, let me mention something I've noticed in this first contest. It seems some of you had a general idea of a game and tried to fit the concept of snowball fighting into the concept itself, instead of designing a game specifically around the experience of snowball fights.
If that makes any sense.
AG, please don't break my big judging post again, thankyouverymuch?
Cutting off everything after certain characters, is not a good way to disable HTML. Just sayin.
BRAAINZz
I really liked this entry, because BRAAINZz considered how even seemingly obvious things like player health would fit into the theme of snowball fights.
First up, the genre. Bonus points for explaining why you chose third-person over first person, although I think both would work well for this type of game, albeit for different reasons. One thing you could've gone into more detail about were the unique advantages of using the third-person perspective.
For instance, in a third-person shooter, you always see your character in full, which gives you lots of neat graphical effects you could've used to your advantage. How about your jacket becoming more and more covered in snow the more hits you took? Or maybe, since we're trying to give the player the impression of cold weather, have the characters shiver after they've taken enough damage and show the cold air coming out of their mouths.
Good explanation on the jackets. I think most of us know the feeling of wearing really thick clothes during the winter and being unable to move as freely, so using this to somewhat define different character classes is a great idea and fits the theme really well.
Nice touch of giving the user the option to customize the blizzards. Something I especially liked about BRAAINZz's idea of the blizzards is that they have more than one effect during a match (and not just exclusively bad ones), which adds a bit of complexity.
Something that really got ignored by most submissions was the concept of life points. What happens when you get hit by snowballs? Why, you get colder of course. I liked how you came up with a way to properly display the cold instead of just a boring health bar. Kids going inside because of the cold is another nice little detail.
Now that I think about it, temperature is one of the few ways to make regenerating health sound plausible. Huh.
As for your combat system, there's one particular idea that I really liked: headshots having the chance to freeze your opponents because of snow sliding down into their coat. It's really simple, but it works. And since you're using a third-person perspective, you can even visibly show this on the character models. Very neat. Also, bonus points for remembering that it actually takes time to prepare snowballs and for including a way to replenish the snow on the ground.
And last but not least, snow forts. To be honest, I was hoping more people would come up with this idea, because the concept of building different snow buildings has so much potential.
------------------------------------------------------------
samiel
Uhhhhh
You Sir, have some weird snowball fights.
In all seriousness, there's not really a whole lot to this submission, other than snowballs being thrown. Really, it seems like you just came up with an RPG concept and replaced all the weapons with snowballs. Not really what I had in mind with this assignment. That, and it needs a little more fleshing out. If you mention that different characters have different abilities, you should explain them, because I can't read minds.
And no, flaming snowballs don't make any sense. Sorry.
------------------------------------------------------------
thebluerabbit
I will admit, I did not expect someone to make an actual RPG adaptation. It's too bad you didn't decide on a gameplay style though, because that could've provided you with a few more ideas.
Blue's entry has two ideas which majorly influence his design: a class-based system and different weather conditions.
The classes themselves are all fine (they're your standard RPG classes, after all), but some of your classes could need more explanation of how they work in a snowball fight. For example, you mention your agressive class will have the ability to increase his own stats, but how would he DO that? After all, it's just a normal snowball fight. I like how your "magician" doesn't really cast spells but instead uses different kinds of snowballs on his opponents. Same with your description of how an assasin would KO opponents in a snowball fight.
You have some good ideas, but I feel your submission could've been even better with a bit more details here and there.
As for your different weather conditions, they're very nice and varied. Bonus points for mentioning people actually slip on your ice, something most people forgot to point out.
By the way, it's called hail.
------------------------------------------------------------
bigfatkitty
Another unusual idea, this time an RTS game from a 2D perspective. bigfatkitty mainly wants to focus on the chaotic aspect of snowball fighting and this particular choice of genre works pretty well with that. However, keep in mind that a chaotic game stops being fun if a player no longer knows why he lost a round (which is why Epic Combo gets away with it because you CAN'T lose).
I also like you different choices of units (which all fit a winter theme), but like Blue, this is the part where you could've gone into much more detail to come up with more ideas.
Bonus points for PARTICLE EFFECTS EVERYWHERE, because the graphical side of things was generally ignored by most submissions.
Another very fine detail is using slopes and hills as well as snowballs that grow bigger as they roll down a hill, so using the terrain to your advantage is a good strategy. Very subtle. I like it.
------------------------------------------------------------
GhostOfMatrix
A very indepth entry for a shooter game, but the main problem is that some of your ideas don't tie all that well into the theme itself. That, or you have snowball fights with Rambo, which sounds awesome.
And lethal.
It isn't *quite* what I was going for, but since you went to the trouble of thinking things through, the least I can do is give you some feedback.
You mentioned how snowballs would replace normal gun bullets, but the major thing that is missing is how that changes the gameplay. Your maps are snow-covered, can you just refill your ammo on the ground? Do you need to collect special snow ammo? Can you recharge your ammunition at ALL? All things you could've elaborated on, because such a simple change can have huge impacts on your gameplay.
Not much to say on the guns themselves, they seem to be balanced well.
The freeze gun seems interesting and fits into the scenario you came up with (somewhat, anyway ;P), but I feel there's slight balancing issues with this weapon. More on that later.
Again, not much to say on the armor customization and the lifebar system, since it all follows the modern standard of shooter games. Bit of a wasted opportunity to have health just be a lifebar out of 100% though. After all, you're just shooting snowballs, right?
It seems you DO have a class system, but never actually go into much detail apart from the medic and rocket expert classes. Or do you just have these 2 classes? Your entry doesn't make this very clear. If someone has read my judging up till now, you'll notice I very much like good class-based systems, so it's too bad you didn't get into the finer details.
Your map variety is nice and I like how you tried to make the maps more diverse using the weather. Not much detail on what te weather DOES though, apart from just making it hard to see. If that's all, the weather might force players to use certain equipment, which ties into the balancing issues I mentioned.
Also, do you really destroy buildings using your snow bullets? o-0
That's one hell of a throwing arm.
I actually really like your James Bond game mode. Sneaking into a base without being suspicious reminds me of AceOfSpades, Splinter Cell and Spy Party all at once. Sounds very exciting.
As for your equipment, I wonder why you give the player seperate options, then say one particular way to choose equipment is the practical way. Wouldn't it make more sense to just say the player has to choose one type of googles, one grenade type, etc.? Also, if you've already come up with a way to directly counter the freezy gun, you're not encouraging players to actually use it. I like the idea of the ice pick (especially combined with the James Bond mode to allow for some suspense).
The last thing I want to focus on is your solution to the cover system. As you've said, it's often the case that a character hides behind a wall but can still rotate the camera to see ahead. Your method is actually a very elegant solution to this problem. Very nice.
All in all, a very solid entry, just not perfectly suited to this particular assignment.
------------------------------------------------------------
Somewhat49
Surprisingly, out of 6 submissions, there's only one FPS. Somewhat49's entry is very focused on the general mechanics of the snowball fight itself, to make the gameplay balanced.
First up, nice touch on remembering having a hocky mask obscures your vision, because this gives you one more tool to balance the equipment, since high armor helmets could also obscure more and more of your vision.
Another very interesting detail is how different parts of your body have different temperature. I also like how you went into detail explaining how a frozen limb affects the gameplay. Although in my opinion, the punishment for two frozen arms might be a bit TOO severe, but I'm not going to hold it against your entry. The sweat level is another neat and original idea, because it means a player has to watch out not to be overly agressive (or carry dozens of snowballs), if you wants to live longer, which makes different playstyles more unique.
Very good job on the details of the combat system, with some very nice details (like slush balls temporarily impairing your vision). Not much for me to add, except you put a lot of effort into making sure the different kinds of snow are varied.
Just as with BRAAINZz's entry, good job on remembering that snow on the ground depletes over time.
Modes sound fairly standard, with some variations to fit the theme better. I'm guessing Food Delivery is your version of Capture the Flag?
Like with the other submissions, good job putting allowing some variety with the jackets you carry.
I also like how you used common things like mailboxes to hide behind, it fits the theme very nicely.
------------------------------------------------------------
And that's all our entries for this week. For me, it came very close between BRAAINZz and Somewhat49, for completely different reasons. But for this week, I'll have to choose Somewhat49 as the winner. Both of them had some really neat ideas that weren't directly related to the main gameplay itself, but Somewhat49 gains the edge by having the overall better designed gameplay.
Now, for the next assignment
ASSIGNMENT
Create an original Minigame to be used in Minecraft !
Yes, something a little different for this contest. For those that are unaware, something that has gotten very popular in the Minecraft community is coming up with minigames to be used in the games Multiplayer, the most notable of which is Spleef. So for this week, I want you to come up with an original game idea of your own. However, there's a few side-conditions that you need to take into account.
CONDITIONS
- Your game has to be fully playable in Vanilla Minecraft, i.e without the use of mods
- The ONLY exception to this rule is using a mod that allows for private message sending (if you want to have private communication between player teams). Please mention in your submission if you want to make use of the mod.
- You can use every item and block included in the game, even normally unaccessible ones, like spawners
- Creative Mode (Unlimited blocks and items, invincibility, flying) can be used in the actual gameplay of your minigame, if you can give a reason for why it should be used
- Both Multiplayer and Singleplayer games are allowed
- Bonus points if your game has an easy setup
If you need more information about the game, look at my post above.
As with the previous contest, the last day to submit something is Friday, August 3rd.
If you have any question or suggestions, feel free to post them too.
Yeah, I kind of rushed the post, but I wasn't sure when I was going to leave. I should've spent a bit more time on it though. It was more of a rough draft.
Your maps are snow-covered, can you just refill your ammo on the ground? Do you need to collect special snow ammo? Can you recharge your ammunition at ALL?
Special snow ammo is what I was going for. Have a class where you can drop special ammo or a base where you can go to refill.
Or do you just have these 2 classes?
I thought I mentioned two others in my post - one about being a support role with heavy weapons like light machine guns and another being a more stealth type that would deal with snipers and excell in hand to hand combat. I probably left that out, or vaguely mentioned them.
Not much detail on what te weather DOES though, apart from just making it hard to see.
I had an idea that prolong exposure to the cold weather would damage your health, but didn't get it down. The weather was basically supposed to just make the terrain different and that would affect you, making you change your equipment and how you move around the maps. I had more ideas for the armor, such as a specilization providing more heat so you can stay outside longer and another shielding against snow so it doesn't hurt you as much.
Also, do you really destroy buildings using your snow bullets?
Well, it's they're just specilized bullets to replace normal ones. I got part of this idea from a show I believe. I remember someone mentioning ice bullets - you'd shoot someone with it and there would be no evidence of it because it'd melt. However the snow bullets here would have the same power as normal ones, so they'd be able to damage objects due to the velocity.
Wouldn't it make more sense to just say the player has to choose one type of googles, one grenade type, etc.?
That's what I was trying to get through with that part of my post, but I can see how it caused confusion. I didn't specify that and it leads people to believe that you can have all three types of goggles. For balance purposes that wouldn't be fair.
Also, if you've already come up with a way to directly counter the freezy gun, you're not encouraging players to actually use it.
I think I mentioned the equipment only being able to reduce the effects of the freeze gun. Let's say normally it would freeze you for thirty seconds, the equipment would halve that.
But congratulations to the winner.
I'll also try to write something for this topic, but first I'll have to play Minecraft. I've played it a few times, but don't remember much from it.
I thought I mentioned two others in my post - one about being a support role with heavy weapons like light machine guns and another being a more stealth type that would deal with snipers and excell in hand to hand combat. I probably left that out, or vaguely mentioned them.
You mentioned the weapons seperately from the classes themselves and you only specifically named those two classes, but fair enough if you associate different weapons with different classes. It just wasn't very clear.
I think I mentioned the equipment only being able to reduce the effects of the freeze gun. Let's say normally it would freeze you for thirty seconds, the equipment would halve that.
Well, actually...
The practical setup would be to choose one of the three goggles, a lethal or tactical grenade, an ice pick or grapple, and a heat suit or armor to negate the effects of the freeze gun.
Besides, my point was that armor is basically mandatory. So from that perspective, there's really no reason NOT to use it, which means your freeze gun will pretty much always be weakened, which means people will be less likely to use it.
Let me use this opportunity to point something out to everyone. If you have an idea, please be as indepth as you can. After all, I can only work with something you've written down. For instance, if your idea uses different classes, that's awesome. But I can't really count that unless you explain what each class actually does. This is part of the point of this contest, making people aware of the complexities of game making.
Ah Minecraft, so much potential, so much lag.
At first I thought "Everything's taken!" then I realized what I could do.
I was thinking about a Destroy the Enemy's Tower kind of thing.
Set Up:
Each team is given 49 pieces of sand, 50 pieces of gunpowder, a bucket of water, and all materials necessary to make 1 TNT cannon.
Each team has a predetermined time allotted to build their tower. Their tower can only be made of the sand, so it will fall due to gravity. Also, each team has all the resources they need to make 1 TNT cannon. The resources needed depends on their ingenuity. The gunpowder will be used to make the TNT that they shall fire upon the enemies tower of sand.
Now, as you all know, you need sand to make TNT, now you can take as much sand as you deem necessary to make it, but the sand you use to build your ammo will come out of your building materials, the sand. At most, you can make 10 TNT and have 9 sand left over to build your tower. This amount of resources bringing a new form of strategy and resource conservation.
The TNT cannon is to be separate from your tower so it does not get destroyed. As said before, each team will have as many resources they need to build the cannon, although the time limit may become con straining. The materials they can use for the cannon are as follows: Stone, Stone Slabs, Redstone, Redstone Repeaters, and levers/buttons/pressure plates.
The goal of this is to destroy the enemies tower before they destroy your own. if both teams run out of TNT, the remaining sand will decide the winner, or rematch.
Once a team runs out of TNT, they can do nothing from there on in. They can only wait. Each player also has only one life and no tools. What they can do with this is up to them, they may be needed for launching TNT, or they could throw themselves in front of the enemies TNT. I don't care. But a team immediately loses if everyone dies. Having one or two suicide blockers is usually recommended though.
This all being said, TNT cannons have a relatively short range, so the towers must be fairly close together.
My game here will be called Hunting Party (will require private chat mod).
Players:
1-10 hunters
1 Hunted
Supplies:
For Everyone: 1 Piece of bread. 3 stacks of 64 dirt. 15 watermelon slices.
For Hunter: A bow (not enchanted), an iron sword (not enchanted), a diamond pickaxe (not enchanted), 2 stacks of 64 arrows, leather armor (full set), and a piece of sponge (must stay in invitory).
For Hunted: 64 stone pressure plates, 2 stacks of 64 tnt, 2 stacks of 64 obsidian, 64 pistons, 64 sticky pistons, potion of swiftness, one bone, 64 bonemeal, 2 stacks of 64 redstone, flint and steel, and 2 buckets of water.
Game Description:
The hunters have to hunt and kill the hunted to win. The hunted has to stay alive for 15 minutes or kill all or 3 of the hunters. The hunter who collects the bone from the hunted's body becomes the hunted for the next round. The hnters and hunted can modify the area but cannot go over the 300x300 sponge wall.
setup:
Create a 300x300 hollow square made of sponge to show the boundries of the map. Give the players the required items.
The area can be any area, but an area with no trees is advised so the hunted has no chance to get any weapons.
Starting: The hunted gets 2 minutes to run away from the hunters and set up their traps, after the 5 minutes the hunted can still run and set up traps, but the hunters will be trying to find the hunted after the 5 minutes are up. Once 3 hunters or the hunted is killed the round ends, there is no limit to how many rounds there are. The first hunted is determined at random and the next ones are determined by who gets the bone. If the hunted kills all or 3 of the hunters than the hunted chooses who will be the next hunted (cannot choose himself/herself as the next hunted). Crafting items is allowed for both groups.Crossing the sponge border is not allowed while the game is in play.
I forgot to add that one person need be in creative for judging destruction and to deviate materials.
Private chat mode would also be needed for the teams to work properly.
This isn't a judging post, just a bit of advice.
Both ideas are good so far, but I think both of you should look at your rulesets from a different perspective. What I mean is, imagine someone that participates in your game and wants to break the game in such a way that it is impossible to lose (or atleast very likely that he'll win) without actually breaking the rules. Loopholes essentially. If you can think of such a loophole yourself, then you either need new rules or adjust already existing ones. Another good way is to read over your submission and take everything literally. Everything that is not written down is not a rule. By definition, if it's not forbidden, it's allowed to do.
And yes, I can think of atleast one loophole in either submission. ;P
I'd go into more detail, but that doesn't seem fair to people that are thinking about ideas but haven't decided to post them yet.
Just one question though:
Starting: The hunted gets 2 minutes to run away from the hunters and set up their traps, after the 5 minutes the hunted can still run and set up traps, but the hunters will be trying to find the hunted after the 5 minutes are up.
Is it 2 minutes or 5 minutes? I'm slightly confused.
You must be logged in to post a reply!